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[FAQ
Forum Index » » English (General) » » more powerful ships for scenario
 Author more powerful ships for scenario
_Sajuuk_
Fleet Admiral

Joined: December 08, 2010
Posts: 38
From: Washington (state) , United States of America
Posted: 2013-07-04 18:15   
a few of you might see that the scenario server lacks anything worth killing so may i suggest that they add Destroyers and/or Cruiser AI in scenario because they are worth killing in terms of pres and entertainment. or maybe add some of the AI only factions to the scenario server. just a thought.
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Iwancoppa
Fleet Admiral

Joined: November 15, 2008
Posts: 709
Posted: 2013-07-04 18:19   
I disagree.

It's already hard enough to do *stuff* in scenario with the hoardes of mobile PD platforms. Cruisers and Destroyers need shipyards and it would make no sense to have them before a shipyard is built. And if I spend an hour and a half building and mining for a dred, I don't want useless AI using up my resources to spawn.
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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2013-07-04 18:32   
Scen should really have no AI period, if you want to kill AI go to meta. Most people who go to scen do so because they want to compete against other players for an actual objective rather than just blow things up in a sandbox environment.
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Adapt or die.

[Revan]
Fleet Admiral

Joined: June 12, 2010
Posts: 24
Posted: 2013-07-04 18:40   
Quote:
On 2013-07-04 18:32, Talien wrote:
Scen should really have no AI period, if you want to kill AI go to meta. Most people who go to scen do so because they want to compete against other players for an actual objective rather than just blow things up in a sandbox environment.




true but there have been numerous times where ive been on scene for an hour with no one else and then a player comes, if no ai had built the enemy planets , they'd be no match for a sy already up
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AdmiralChaos
Chief Marshal

Joined: October 08, 2008
Posts: 274
Posted: 2013-07-05 05:47   
Just be happy any AI are in scenarios and the broken map in the rotation got fixed.. lol

But I agree with people above me.. scenario is more for experiencing a bit of all the aspects of the game at once with actual objectives.. If you want AI, the MV provides all you could shoot.
_________________
I'll chain you to the truth,
For the truth shall set you free,
I'll turn the screws of vengeance,
And bury you with honesty.

I'll make all your dreams come to life,
And slay them as quickly as they came.

Iwancoppa
Fleet Admiral

Joined: November 15, 2008
Posts: 709
Posted: 2013-07-05 06:33   
Really, what I think needs to happen to AI, especially in Scenario -


A bit better in combat. Right now, it's pretty awful.

Less PD. Everywhere you go, there are these mobile PD platforms called AI that always jump in and totally ruin any kind of bombing run. I think turning off PD on transports, both planet-capping and resource would be a good start. All they do is making attacking impossible, because of the AI loop -


Player A tries to bomb Planet Z. The one or two AI at the planet totally stop all of his bombing attacks.

Player A gets mad/fed up/angry and kills Planet Z's transport.




Because Planet Z's transport was attacked, Combat AI X comes to the planet to 'defend' the now dead transport.




Player A then kills AI X to prevent it from PDing his bombs.

Because AI X was attacked, AI Y comes to 'defend' the now dead X.

Player A kills Y to prevent it from PDing all of his bombs.

Because AI Y was attacked, AI G comes to defend the now dead AI Y....



you see the problem. There is literally no way to keep PD away from your bombs while you attack. because of this, Bombers below Dred-level are utterly Useless in the bombing role unless there are no AI present. Because of the AI loop described above, there will always be AI to be a royal pain in the donkey.


How the above scenario should have happened:

Player A kills AI transport Z.
AI X responds to the death of AI Z.
Player A kills AI X.
AI X's death is responded to by AI Y after a 10 minute timer.

Then, two situations could happen.

Player kills AI Y, restarts the timer then continues bombing

OR

Player is killed by AI Y, the planet transport Z respawns and Player A has to respawn and begin the process again.




I don't know about you, but that seems far better then the current AI infinite loop of PD doom and bombing impossibility.
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DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2013-07-05 12:54   
Quote:
On 2013-07-05 06:33, iwancoppa wrote:
Less PD.


In 1.7:
- Beams set to PD can no longer be used when firing at ships
As you can see in beta, a cruiser has about 2 PD.

Someone told me that missle gadgets on a ship must be above 4 to be useful, even with frigate. Sadly, it doesn't apply to bombs.

I just wonder if we have T2 frigate with 5 missles, why can't we have T1 bomber fri with 5 bombs too?
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Blood n Al Gore
2nd Rear Admiral

Joined: July 01, 2013
Posts: 8
From: yes
Posted: 2013-07-05 15:52   
if there is an ai around a planet,

1) try moving outside of pd range and bomb the structures/inf there, wait for planet rotation to bring other targets nearby. ecm can help, dont cover bombs first 50 gu near you though, guess same thing as why missles still damage you even when u pd them, rendering problem.

2) as you said, you shoot AI z, and AI x comes to help....so just dont shoot it?

3) usually a map has several planets....

_________________
no

Iwancoppa
Fleet Admiral

Joined: November 15, 2008
Posts: 709
Posted: 2013-07-05 16:08   
It's still wrong that your bombing attacks are totally destroyable by a single extractor.
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