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[FAQ
Forum Index » » English (General) » » Uncapturable HOME planet per faction in each map
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 Author Uncapturable HOME planet per faction in each map
TroyMars
Chief Marshal
T-Roy! and Friends


Joined: July 05, 2005
Posts: 267
Posted: 2015-03-02 21:23   
Quote:
On 2015-03-02 13:09, DiepLuc wrote:
...We have done that strategy: going out the safe zone, launch fighters..



It seems like some homegates are too close to planets. Capping some opposing planets puts you in violation of RoC 3.3.2 Safe Zone Camping within the 'special' 5k No Fly Zone.

An easy fix maybe would be to give every homegate a 10k Min distance from any habitable planet in the sector. Close enough to be only a few sec jump, but far enough away for exploiters.
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DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2015-03-03 04:11   
Quote:
On 2015-03-02 21:23, TroyMars wrote:
It seems like some homegates are too close to planets. Capping some opposing planets puts you in violation of RoC 3.3.2 Safe Zone Camping within the 'special' 5k No Fly Zone.

An easy fix maybe would be to give every homegate a 10k Min distance from any habitable planet in the sector.


Or limit fighter range.

The point is, the carrier must have bombing fighter in order to bomb. If it does not and there is no planet around, it can't switch gadget.

Example: profobics of luth contains bio bomb by default. It's much better if switch to TK bomb to bomb barrack. Change to T3 transport is a risk.

This is another reason why planet is better than 'gate': able to alter gadgets and supply the fulfill new gadgets.

Moreover, if you do combat and get destroyed, where do you fix your ship when there is no planet? In some maps, there are no moon nor inferno to mine resource, hence no supply platform. Discouragous enough to give up invading?

It's just uncapturable planet, there is no safe zone. Pretty sure it will encourage player to play more often because they always feel secure that they always have a location to supply. We're having powerful server, it's more effective to have more frequent players this way.
[ This Message was edited by: DiepLuc on 2015-03-03 04:23 ]
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Forger of Destiny
Chief Marshal
We Kick Arse


Joined: October 10, 2009
Posts: 826
Posted: 2015-03-05 01:59   
I'm in favour of the hypergates having a 2kgu damage field, the current 1kgu no-fire-zone, a 1kgu interdictor, and a 500 gu repair field (same repair rate as a depot, and possibly without ammunition or JD fuel reloads. End result, enemies want to stay beyond 2kgu, while allied ships would stay within 500. Artificial demarcation of territory, at it's best. And put these gates further from planets.
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