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 Author Game Mechanics Question and Answer Thread
Forger of Destiny
Chief Marshal
We Kick Arse


Joined: October 10, 2009
Posts: 826
Posted: 2012-03-30 00:27   
how does the follow autopilot guide the ship to its target?

how does ship system repairing work now?

how does combat between two groups of infantry (32 vs 32) take place on a planet? and what role does the PD% of the planet play in this?

my manual target is named 10.5.8.9 . what does this mean?

how does starport resource trade take place?

how does a planet revolt? how can we stop revolt?

im shooting an assault dreadnought's exposed hull with 7 heavy EMP cannons. what are the chances that i disable it's jump drive?

my Assault dreadnought has various heavily damaged subsystems. how does this reduce their functionality?

how do destroyers have 83.6 stock engine energy capacity (instead of 80), cruisers 123.2 and dreadnoughts 164.8? why not 80, 120 and 160 respectively?
[ This Message was edited by: Toby D Syded on 2012-04-13 08:24 ]
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Mylith
Grand Admiral
Faster than Light


Joined: July 19, 2011
Posts: 507
From: Hivarin, CD+36*15693
Posted: 2012-03-30 07:49   
Quote:

On 2012-03-27 22:24, Kenny_Naboo[+R] wrote:
Quote:

On 2012-03-27 18:09, Persistance wrote:
Why does this happen?
I'm in a bomber frig, with a nice -2.2(always below 0) sig, and a AI parasite comes and ganks me. This has happened multiple times.





ECM on?

ECM seems to lower your sig but make you detectable. Dunno if this has been fixed yet.



Yep, 3 ECM.

It's kinda stupid actually.

Also, what is the normal sig for human bombs?
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Forger of Destiny
Chief Marshal
We Kick Arse


Joined: October 10, 2009
Posts: 826
Posted: 2012-03-30 08:43   
minimum detection distance for ships, all classes. numbers appear to vary only because of latency. all based on 2 yrs worth of observations. thanks to v1.5 layouts

fighter (hull level 1) - 20-40 gu
scout (2) - 50-60 gu
frigate 3 - 140-160 gu
destroyer 4 - 250- 300 gu
cruiser 5 - 450-550 gu
dreadnought 6 - 700~1000 gu (not known)
super dreadnought 7 - 800~1000 gu (not known)
station 10 - exactly how do you hide a station without cloak?whatever, 1000 gu or more
platform (level 6?) - 1300 gu

as an added bit of info, at 1 signature a scout is visible from over 850 gu away
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Fatal Afro Man *NCO*
Marshal
Fatal Squadron


Joined: September 09, 2006
Posts: 201
Posted: 2012-04-04 03:18   
How much damage to fighters do to ships, and bomber fighters do to planets?
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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2038
From: Michigan
Posted: 2012-04-04 12:53   
Not much, but they can be spammed to infinity since fighter bombers now seem to have unlimited ammo and normal fighters have always had unlimited ammo.
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Flux Capacitor
Marshal

Joined: July 30, 2010
Posts: 305
From: the place
Posted: 2012-04-05 15:31   
Quote:

On 2012-03-30 00:27, Toby D Syded wrote:


my manual target is named 10.5.8.9 . what does this mean?


[ This Message was edited by: Toby D Syded on 2012-04-04 10:24 ]




its the coordinates of ur manual point
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Flux Capacitor
Marshal

Joined: July 30, 2010
Posts: 305
From: the place
Posted: 2012-04-09 05:42   
if Darkspace suddenly runs rlly rlly slow with high latency for several days in a row, but it ran fine for months before that, what could be the possible causes?

other games still run as usual, firewall settings did not change, speedtests show same connection speed. DS setup the same
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Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1702
Posted: 2012-04-10 16:00   
Quote:

On 2012-04-09 05:42, Billy Roger wrote:
if Darkspace suddenly runs rlly rlly slow with high latency for several days in a row, but it ran fine for months before that, what could be the possible causes?

other games still run as usual, firewall settings did not change, speedtests show same connection speed. DS setup the same




Likely your ISP. Nothing has changed with the game.
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Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4058
Posted: 2012-04-14 11:47   
Answered toby's questions. The other major question of "How does ship identification work at range" will need a bit more researching and I want to be 100% sure of everything before I post it
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Fatal Afro Man *NCO*
Marshal
Fatal Squadron


Joined: September 09, 2006
Posts: 201
Posted: 2012-04-15 20:35   
Is there a way to tell where the exit point is going to be on a worm hole (like when your ship comes out the other side which direction you will be flying in), and how is the exit point calculated (as in where the other end appears after i generate one)?
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DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1186
Posted: 2012-04-16 05:54   
What are the weight of ship, armor, etc? What is the technical relation amongst mass, velocity, thrust and energy?
[ This Message was edited by: chlorophyll on 2012-04-16 05:57 ]
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Sheynak
Admiral

Joined: September 05, 2011
Posts: 39
Posted: 2012-04-17 00:32   
I thought spatial position was determined by the closest star. Meaning that distance from the star, and it's degree position from "north" determined what a manual target was.

Meaning it's not like a map with longitude and latitude. Is this right?
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Leonide
Grand Admiral
Templar Knights


Joined: October 01, 2005
Posts: 1553
From: Newport News, Virginia
Posted: 2012-04-18 10:29   
what was the motivation for the out of combat mechanic? my defense mode is gone! it was part of my combat tactics dangit.
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Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1702
Posted: 2012-04-19 08:42   
Quote:

On 2012-04-18 10:29, Leonide[R33] wrote:
what was the motivation for the out of combat mechanic? my defense mode is gone! it was part of my combat tactics dangit.




Primarily for two reasons:

1) Players complained repairs were too slow.

It's no fun sitting at a planet waiting for your ship to repair for 5 to 10 minutes, and we couldn't address this without breaking the ability for factions to stack repairs and become unkillable.

2) Defence Mode was getting in the way of properly balancing ICC defences.

Defence Mode was never intended to be used in-combat, but due to the ship refactoring, some ships were capable of using it at great lengths in combat. This was getting in the way of any attempt to balance ICC shields, due to the fact that if we buffed shields in any way, the ships that could abuse Defence Mode to great lengths would get a 4 fold buff.

So I decided to add the combat timer, so after a certain amount of time, ships would get an external repair boost to them (to the extent of 50%), and shields would recharge faster (400%). I took the liberty of removing the energy cost of Defence Mode as a result of the move, and also used the timer to lower the energy cost of K'Luth cloak.

This has meant that players no longer have to wait long periods of time to repair, without being able to stack repairs as effectively. It also means we can address ICC shields without certain configurations becoming overpowered, and also has the side effect of allowing the new K'Luth cloak to be used in a useful manner prior to their first strike.
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Leonide
Grand Admiral
Templar Knights


Joined: October 01, 2005
Posts: 1553
From: Newport News, Virginia
Posted: 2012-04-19 11:37   
makes a lot of sense. glad some devs have good heads on their shoulders.


I do like the new mode... i just E-jump out a small ways (about 1500 out) wait 30 seconds, and just wait for shields, and hop right back in. it's fun to be ICC now.
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