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Ok, seriously... fighter bases... |
Coeus {NCX-Charger} Admiral, I can't read, Sundered Weimeriners
Joined: February 16, 2004 Posts: 3635 From: South Philly
| Posted: 2005-09-22 07:48  
If you just look at the MV it is clear that a large problem is being caused by the overabundance of fighters & fighter bases in particular. 10 bases on a planet, lvl 3 thats 30 fighters every what, 30 seconds? Round that to 1 fighter per second... 1 fighter per second... PLUS they now fire tracking missiles which INCREASE the nouns that the server has to track - my suggestion? Simple.
This version can be COMPLETELY PLAYABLE if you just take care of three simple little issues.
1) Remove fighter bases, or better yet remove them and add 1 fighter for a def base 3 & it cannot launch another one until that fighter has been destroyed.
2) Fix slots! Beacon to scout only special slot. Beams as beams. Torps as torps. Missiles as missiles. Cannons as cannons. THATS IT! At least 50% of the imbalance issues SOLVED!
3) FIX THE FRACKING BOMBING THRESHHOLD! It CAN'T be that hard if its just how some numbers are calculated! It is RUINING the metaverse, it makes Newbie COMPLETELY unplayable. IT IS COSTING US PLAYERS AND LOTS OF THEM!
Faustus, please, for the love of GOD - the issues of 483 do NOT REQUIRE A COMPLETE REWRITE! They do NOT NEED TO WAIT FOR THE NEW VERSION TO BE READY! All we need is a simple little hotfix! Thats it! A simple little hotfix would have made 482 completely playable and enjoyable - please please please PLEASE!!!!! Do not make the same mistake twice. PLEASE!
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Darkspace: Twilight
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Lord DowneyBUM (UK) Fleet Admiral
Joined: January 13, 2003 Posts: 437 From: London England
| Posted: 2005-09-22 08:07  
Agreed, with spots on.
All the above.
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Feralwulf Grand Admiral
Joined: January 24, 2004 Posts: 1729 From: sitting somewhere drinking beer
| Posted: 2005-09-22 08:46  
Either leave my beacons alone or make Coeus MY personal scout boy. I use beacons on my dreads sometimes.......I hate that they are beam/cannon slots now, but I use em
ummmm......At least I DID.....when I played, and I WILL play again oneday.
_________________ rnrn
Don't mess with old dudes...age and treachery will always overcome youth and skill!
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Faustus Marshal Palestar
Joined: May 29, 2001 Posts: 2748 From: Austin, Texas
| Posted: 2005-09-22 09:48  
Quite frankly... much of the lag would be gone if we had limits on fighter bases per planet..
-Richard
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BackSlash Marshal Galactic Navy
Joined: March 23, 2003 Posts: 11183 From: Bristol, England
| Posted: 2005-09-22 10:09  
New server should fix noun tracking with the extra CPU power...
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Sixkiller Marshal Courageous Elite Commandos
Joined: May 11, 2005 Posts: 1786 From: Netherlands
| Posted: 2005-09-22 12:05  
very usefull reply Faustus:p
Really tough, it are some good points, and right now the main things that are blowing up darkspace from the inside.
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Ham&Swiss Grand Admiral
Joined: October 12, 2004 Posts: 418 From: 10$ to whoever finds me
| Posted: 2005-09-22 12:19  
how about maximum 4 fighter bases, get rid of the tracking missles(at least for bases 1 and 2) and they can't continuosly launch fighters...fighter base 1, launches 1 fighter, when it's destroyed, then another one launches. I would think that would limit the fighters, but still let them help out in the defence of the planet more or less effectively.
-MD
_________________ If violence doesn't work, Your not using enough!
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Thorium Grand Admiral
Joined: August 05, 2004 Posts: 185
| Posted: 2005-09-22 17:38  
4th time suggesting this (i think) but wth...
fighter bases should launch ships not fighters...
the class of ship would be between a scout and a frig
lvl 1 - 3 the numbers of wepons in the ships dependent on the lvl of the base
one ship per base, no more releaced untill destroyed
yes this would make the senario server a bit harder... suggest limating the lvl to 1
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Coeus {NCX-Charger} Admiral, I can't read, Sundered Weimeriners
Joined: February 16, 2004 Posts: 3635 From: South Philly
| Posted: 2005-09-22 18:24  
I don't see why we need seperate fighter bases at ALL considering how incredibly A) powerful fighters are now & B) laggy they are now as well. I think 1 fighter launched from Def Base IIIs would be MORE than enough - thats 10 fighters for the average planet...
There are just too many problems caused by dozens of fighters firing hundreds of rapid fire, rapid reload missiles - I have a P4 2.4ghz w/ 1gb RAM and my comp damn near ground to a halt near Wesley in Lala from what looked like just 3 or 4 fighter bases... of course it was impossible to tell because apparently I was playing DS:Power Point edition.
Bottom line - doesn't take that much to make what we have work & work well. Its what should have been done to 482 in my personal opinion.
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Darkspace: Twilight
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Thorium Grand Admiral
Joined: August 05, 2004 Posts: 185
| Posted: 2005-09-22 18:32  
oops my bad miss read that
[ This Message was edited by: Thorium on 2005-09-22 19:49 ]
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Coeus {NCX-Charger} Admiral, I can't read, Sundered Weimeriners
Joined: February 16, 2004 Posts: 3635 From: South Philly
| Posted: 2005-09-22 18:45  
Oh yeah, thats better... friggin 5.
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Darkspace: Twilight
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