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DarkSpace - Beta

Forum Index » » * Development Blog * » » Potential planetary interdictor changes!
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 Author Potential planetary interdictor changes!
Chief Marshal
T-Roy! and Friends

Joined: July 05, 2005
Posts: 267
Posted: 2015-12-22 11:26   
The AI are learning to deal with any building/platform configuration. The game's becoming more and more unplayable because multiple mining AIs will jump in very close to the planet not that it matters because the sig is already so low it's impossible to even detect the transports.

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Chief Marshal
Pitch Black

Joined: February 28, 2011
Posts: 9
Posted: 2016-02-10 08:20   
On 2014-02-20 07:24, Chewy Squirrel wrote:
I understand and agree with the premise behind dictor changes but I don't understand the implementation. Unless I am misunderstanding something here this would make dictors completely worthless.

Worst case scenario someone is jumping through 2000gu worth of dictor. At 440 GU/s that would take ~4.5 seconds. If you are point jumping a defender that's 1000gu, worst case at ~2.25 seconds. And you can't really hit someone in a jump anyway, so a dictor would really provide no defensive advantage.

This would also make planetary defences even more pathetic than they already are. A bomber destroyer or a tranny rush would be nearly unstoppable. Also running away would be much much harder because people will already chase you if you are heavily damaged into a planetary interdictor. With this change they are almost guaranteed to point jump you.

I see that there might need to be a change but this one seems a bit harsh. Maybe also increase JD charge time by 100% or so. Or make it so you can jump away but not in.

i agree with squirrely planet def is practically nil as it is. could we increase building capacity by say 6 more buildings or maybe more bite to the guns and ya lets make those dicos into something to be wary of again?

Chief Marshal

Joined: May 29, 2002
Posts: 257
Posted: 2016-05-30 13:01   
please revert the interdictor base changes.


Joined: January 03, 2005
Posts: 38
From: Texas, USA
Posted: 2016-05-30 22:47   
I honestly think that a compromise between the previous interdictors and their current state would be for the best. Interdictors previously prevented any enemy from jumping within their field, they would also disable jump drives (forcing the ship out of their jump) of any ship unfortunate enough to try jumping through an interdictor field.

I think that the Interdictor Bases on planets should revert to their old state, where they completely disable enemy jump drives within a 1000 gu radius around the planet (going from the center of the planet's surface, so a 500gu radius planet would have a 1500gu radius interdictor, starting from the center of the planet)

The Interdictor module in command ships should have its effect increased from the 10% increased jump drive cooldown to either 25% increased jump drive cooldown or even up to 50% increased cooldown. The module in its present state doesn't really have much of an effect on gameplay and I have never seen it in use.

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Chief Marshal

Joined: March 14, 2004
Posts: 2816
From: United State of Texas, Houston
Posted: 2016-05-31 06:32   
What if planetary dictors worked in tandum with the planetary defense? In other words, its default state is off. An enemy jumps in, planetary defenses fire up, including the interdictor. Doesnt keep the enemy out, but can be devastating to one trying to run away.Yesterday I was getting snagged by a dictor on Enuos, so Im not sure what their current working status is.... Seemed to be working as normal to me, but only sometimes.....
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  Email Azreal   Goto the website of Azreal

Joined: May 29, 2001
Posts: 1789
Posted: 2016-05-31 09:01   
Currently jump drives work on the premise of understanding the distance to the target location, and working out the time we need remain in 'jump' to get there. If we slowed down ships, this time wouldn't be effected (unless specifically coded for it), so you'd end up exiting jump earlier than planned if you weren't calculating your jump points properly.

Skimming just 500 gu worth of a field would mean you'd fall short about 2,002 gu of the target. If we included a ramp up mechanic (so once you've left the field the speed would increase slowly) this could be significantly more. So although the original idea may not sound like a lot, remember skimming half of a field is worth an entire second or more at jump speeds.

I may just draft this into beta soon and see what the feedback is. I like the idea of having a ramping mechanic after leaving the field as well as having it damage the drive (so if too many fields are passed through you get forced out with no drive to re-initiate a jump), but if people think that'd be too punishing, then I'm up for more suggestions.
[ This Message was edited by: Pantheon on 2016-05-31 09:02 ]

Chief Marshal

Joined: March 14, 2004
Posts: 2816
From: United State of Texas, Houston
Posted: 2016-05-31 19:00   
just keep in mind that Millenials and under dislike thinking greatly, so anything that requires more than a passing thought to analyze will become a point of cry.

(But seriously, keeping it simple is important. If it isn't easily understood it will be thought of as broken)
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