Welcome aboard Visitor...

Daily Screenshot

Server Costs Target


84% of target met.

Latest Topics

- The birth of Negavolt... »
- so i talked with Massi »
- See Commands »
- Now the fun begins »
- Qand answers have returned »
- Call to Arms »
- All Species 8572 Report in »
- hi there »
- Anyone still playing from a decade ago or longer? »
- Game still active. NICE! »

Development Blog

- Roadmap »
- Hello strangers, it’s been a while... »
- State of DarkSpace Development »
- Potential planetary interdictor changes! »
- The Silent Cartographer »

Combat Kills

Combat kills in last 24 hours:
No kills today... yet.

Upcoming Events

- Weekly DarkSpace
11/23/24 Now

Search

Anniversaries

6th - Nistrim

Social Media

Why not join us on Discord for a chat, or follow us on Twitter or Facebook for more information and fan updates?

Network

DarkSpace
DarkSpace - Beta
Palestar

[FAQ
Forum Index » » English (General) » » Fix Planet Defence.
Goto page ( 1 | 2 | 3 | 4 | 5 Next Page )
 Author Fix Planet Defence.
pawnerz
Chief Marshal

Joined: September 03, 2010
Posts: 50
From: Somewhere Somehow
Posted: 2011-08-16 07:06   
Ok it seriously needs fixing, i dont get why people waste there time fixing a planet (which takes time) when it gets recapped by either a Bomber Frigate.. or AI spam.

Strengthen it.

It cant even kill a transport by the time its dropped inf...
All that people do is spam planets with Sensor bases or just leave the AI engie to it..

Thanks a bunch.
_________________
Yet another forum thread by me about planets and AI >:D

Pegasus
Grand Admiral
Pitch Black


Joined: August 02, 2005
Posts: 434
From: Eleventh galaxy on the right!
Posted: 2011-08-16 07:44   
Bring back the beam and fighter defence bases.
_________________
Retired K'luth Combateer


Lithium
Chief Marshal

Joined: June 29, 2003
Posts: 109
Posted: 2011-08-16 07:52   
I have an idea ...

Defense Hitpoint System:

Each base has HitPoint that regenerates 20% every second (5 seconds to full from 0)

AntiShip-I 150HP
AntiShip-II 250HP
DefBase-I 200HP
DefBase-II 350HP
PDBase-I 300HP
PDBase-II 550HP

And each bomb has AttackPoint

Bio Bomb: 150AP
PSM: 600AP
Other Bombs: 100AP

For example, a planet with 12 PD-I Bases has 3600HP (300HP x 12)
That can shoot down 36 Mirvs or 6 PSMs at once.

(Edited HP regeneration rate 10% to 20%)
[ This Message was edited by: Lithium on 2011-08-16 08:06 ]
_________________




Animyx
Chief Marshal
Army Of Darkness


Joined: December 08, 2008
Posts: 108
From: Ground Zero
Posted: 2011-08-16 11:23   
I just had a thought, why dont you make a planet with all ECM bases, cos it would be uncapable as any ship tryna cap it would have negative sig, and you have to have positive sig to cap a planet... just an idea... XD

peace -Apoc-
_________________

Lock 'N' Load

CM7
Midshipman
Faster than Light


Joined: October 15, 2009
Posts: 1812
Posted: 2011-08-16 11:57   
had that idea long ago..

i believe ships have a minumum range at which they can be hidden even with negitive signature.

for dreads its somewhere around 1k gu. Stations is even further.

Since people like capping with dreads and stations, i dont think it will work.

(in RR and newb server though...)
_________________
Defiance and Opposition, a tribute to teamwork. I will remember always
339,144

Rebels
Fleet Admiral

Joined: September 10, 2009
Posts: 24
From: Behind you
Posted: 2011-08-16 11:59   
I'd say bring back old defense bases minus the missles that launched from it
_________________

*MI Node jumps out of nowhere death beams america*

Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2011-08-16 12:07   
Defenses are good the way they are, they just need to do more damage. When a planet is loaded with offense bases but a single transport can go in, drop inf, then leave without being killed then it's obviously broken.
_________________
Adapt or die.

CM7
Midshipman
Faster than Light


Joined: October 15, 2009
Posts: 1812
Posted: 2011-08-16 12:29   
made a def 20 planet in beta for fun.

Its the lone arid planet in Dres-kona.

20 anti sensor bases for your testing pleasure.


a def 20 planet with all sencor bases would be better though. Totaly negates kluth ability to fight near the planet.
_________________
Defiance and Opposition, a tribute to teamwork. I will remember always
339,144

pawnerz
Chief Marshal

Joined: September 03, 2010
Posts: 50
From: Somewhere Somehow
Posted: 2011-08-16 12:41   
Thought i'd look through the dev log.

1.6 - Release - - HOTFIX: Defense base damage has been increased.


Obviously not ^_^
_________________
Yet another forum thread by me about planets and AI >:D

CM7
Midshipman
Faster than Light


Joined: October 15, 2009
Posts: 1812
Posted: 2011-08-16 12:46   
actualy it has.

planet def is alot stronger than it used to be.
_________________
Defiance and Opposition, a tribute to teamwork. I will remember always
339,144

JBud
Marshal

Joined: February 26, 2008
Posts: 1900
From: Behind you.
Posted: 2011-08-16 13:18   
I agree, with the current system, planets should be like doomslingers of 483
_________________
[-Point Jumper-][-Privateer Elite-][-Summus Dux-][-Praeclarae-]
[img(RIP MY SIGNATURE DELETED AFTER 7 YEARS/img]
''Insisto Rector - Suivez le Guide - Tempus hostium est''

  Email JBud   Goto the website of JBud
Borgie
Chief Marshal
Pitch Black


Joined: August 15, 2005
Posts: 2256
From: close by
Posted: 2011-08-16 14:30   
Quote:

On 2011-08-16 12:46, *XO*Defiance wrote:
actualy it has.

planet def is alot stronger than it used to be.




hurts luth ships
_________________


  Email Borgie
Alcedo
Chief Marshal
*Renegade Space Marines*


Joined: June 03, 2010
Posts: 136
Posted: 2011-08-16 17:13   
Quote:

On 2011-08-16 11:23, -Apocalypse- *XO* wrote:
I just had a thought, why dont you make a planet with all ECM bases, cos it would be uncapable as any ship tryna cap it would have negative sig, and you have to have positive sig to cap a planet... just an idea... XD

peace -Apoc-




Bring a bomber


_________________


  Email Alcedo
Scorched Soul[+R]
Marshal
Pitch Black


Joined: November 14, 2005
Posts: 378
From: USA, NJ, Princeton
Posted: 2011-08-16 18:23   
Quote:

On 2011-08-16 13:18, JBud wrote:
I agree, with the current system, planets should be like doomslingers of 483




I remeber when you just avoided planets at all costs. we should just make plantes deal percent damage over time so if you are within range of a planet for say 30 seconds you die.
_________________




  Email Scorched Soul[+R]
Crim
Fleet Admiral
Sundered Weimeriners


Joined: March 16, 2003
Posts: 1336
Posted: 2011-08-16 19:02   
Quote:

On 2011-08-16 12:46, *XO*Defiance wrote:
actualy it has.

planet def is alot stronger than it used to be.




Maybe it's stronger then what it was in .484, but it sucks compared to any version before that.

Planets need to be hard to capture, not something that changes factions every hour. It aught to take an actual fleet of players, not AI, to capture system, and it should take them some time.
[ This Message was edited by: Crim on 2011-08-16 19:07 ]
_________________


Goto page ( 1 | 2 | 3 | 4 | 5 Next Page )
Page created in 0.032162 seconds.


Copyright © 2000 - 2024 Palestar Inc. All rights reserved worldwide.
Terms of use - DarkSpace is a Registered Trademark of PALESTAR