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[FAQ
Forum Index » » English (General) » » Depots.
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 Author Depots.
Spicker
Chief Marshal

Joined: June 03, 2004
Posts: 177
From: Craiova
Posted: 2011-03-14 00:56   
so ...we all know how annoying is huggin' a depot planet ...but i know how usefull can be ..so i thought of smth ...if us possible when planet is "under blockade" to suspend depots?...smth like SY in older version.
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*Flash*
Chief Marshal

Joined: April 19, 2009
Posts: 291
From: Semi retired after 1.67 !
Posted: 2011-03-14 02:56   
and here we go again.....
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SpaceAdmiral
Grand Admiral

Joined: May 05, 2010
Posts: 1005
Posted: 2011-03-14 03:02   
Isn't there a search function for threads? If not, there should be, I hate rewriting my explanation every time someone writes one of these threads.
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Spicker
Chief Marshal

Joined: June 03, 2004
Posts: 177
From: Craiova
Posted: 2011-03-14 03:22   
Quote:

On 2011-03-14 03:02, SpaceAdmiral wrote:
Isn't there a search function for threads? If not, there should be, I hate rewriting my explanation every time someone writes one of these threads.



was just an ideea ...excuse me ..im not a troll.
@ Flash ....ofc here we go again ...last night several dreads and 2 stations couldnt kill you when u hug the planet ...so i think my ideea isnt so bad.
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Ven0m
Chief Marshal
Sanity Assassins


Joined: June 27, 2010
Posts: 16
From: UK
Posted: 2011-03-14 03:30   
I've seen an EAD take alphas from a Hive , a Nest and 2 Siphons whilst it has been sat at a depot planet and it wasnt even close to being hulled. THAT is ridiculous and it really needs to be dealt with.
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2011-03-14 04:12   

Devs already said that they would discuss it and take action... when they have the time.

So I guess for now, the problem stays.

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... in space, no one can hear you scream.....


Azreal
Chief Marshal

Joined: March 14, 2004
Posts: 2816
From: United State of Texas, Houston
Posted: 2011-03-14 05:48   
taking away depots like that takes away what makes UGTO work. Expect them to fight tooth and nail to keep them, and since (I do believe) all the devs are uggies...well...do you know how to do math?

Depot rocks are one of the last remaining uberopscrewups in ds. I dont expect them to go quietly. Could b why you see yet another post on them, and you'll see the same people defend them.

Get rid of depot rocks and you would see the factions level out instead of stacking to the one faction that still has too many advantages.
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Ven0m
Chief Marshal
Sanity Assassins


Joined: June 27, 2010
Posts: 16
From: UK
Posted: 2011-03-14 05:58   
Quote:

On 2011-03-14 05:48, Azreal wrote:
taking away depots like that takes away what makes UGTO work. Expect them to fight tooth and nail to keep them, and since (I do believe) all the devs are uggies...well...do you know how to do math?

Depot rocks are one of the last remaining uberopscrewups in ds. I dont expect them to go quietly. Could b why you see yet another post on them, and you'll see the same people defend them.

Get rid of depot rocks and you would see the factions level out instead of stacking to the one faction that still has too many advantages.




I agree entirely...somthing should be done, maybe even just limit the amount of depots you can build an any one planet, somthing low like 3 or 4 ? That would make SOME difference at least..
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Spicker
Chief Marshal

Joined: June 03, 2004
Posts: 177
From: Craiova
Posted: 2011-03-14 06:41   
Quote:

On 2011-03-14 05:58, Ven0m*[Kluth Overlord] wrote:
Quote:

On 2011-03-14 05:48, Azreal wrote:
taking away depots like that takes away what makes UGTO work. Expect them to fight tooth and nail to keep them, and since (I do believe) all the devs are uggies...well...do you know how to do math?

Depot rocks are one of the last remaining uberopscrewups in ds. I dont expect them to go quietly. Could b why you see yet another post on them, and you'll see the same people defend them.

Get rid of depot rocks and you would see the factions level out instead of stacking to the one faction that still has too many advantages.




I agree entirely...somthing should be done, maybe even just limit the amount of depots you can build an any one planet, somthing low like 3 or 4 ? That would make SOME difference at least..



Mate ...if u read ...i dont want to get rid of depot rocks...just to block them when the enemy faction gets close to that planet...i guess is fair enough.
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Deco
Marshal
*Renegade Space Marines*


Joined: November 19, 2010
Posts: 10
Posted: 2011-03-14 07:58   
Firstly Just want to say Iv seen luth do exactly the same thing many time so everyone is guilty.

What your suggesting is only going to benifit one faction and thats Luth. Its a good suggestion when you play the faction that can sneak up cloaked into orbit of a planet declak creating a blockade and deactivate the depots, so instead of creating balance your suggesting a massive imbalance to help luth and only luth
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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2011-03-14 08:01   
Quote:

On 2011-03-14 05:48, Azreal wrote:
taking away depots like that takes away what makes UGTO work. Expect them to fight tooth and nail to keep them, and since (I do believe) all the devs are uggies...well...do you know how to do math?

Depot rocks are one of the last remaining uberopscrewups in ds. I dont expect them to go quietly. Could b why you see yet another post on them, and you'll see the same people defend them.

Get rid of depot rocks and you would see the factions level out instead of stacking to the one faction that still has too many advantages.




I was the one that suggested the new field repairs. All of the other developers love the idea. So much for your theory.
_________________


Tommas [ USF HunnyBunny ]
Chief Marshal
Pitch Black


Joined: February 04, 2006
Posts: 581
From: Norway
Posted: 2011-03-14 08:50   
Well what is the new field repair? and does it have a high priority ?
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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2011-03-14 11:22   
Quote:

On 2011-03-14 08:50, Tommas [ USF HunnyBunny ] wrote:
Well what is the new field repair? and does it have a high priority ?




It'll get done when it's done.
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DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2011-03-14 11:34   
The most simple solution would be increasing prerequisite requirement for a depot to function: 2 workers, 15 power, 50 tech. Less depot spam I believe.
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Borgie
Chief Marshal
Pitch Black


Joined: August 15, 2005
Posts: 2256
From: close by
Posted: 2011-03-14 11:47   
what ever happened to two depots per ship?
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