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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
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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
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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 ]
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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-
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Lock 'N' Load
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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
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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
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*MI Node jumps out of nowhere death beams america*
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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.
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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
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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
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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
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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-]
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Borgie Chief Marshal Pitch Black
Joined: August 15, 2005 Posts: 2256 From: close by
| Posted: 2011-08-16 14:30  
Quote:
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On 2011-08-16 12:46, *XO*Defiance wrote:
actualy it has.
planet def is alot stronger than it used to be.
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hurts luth ships
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Alcedo Chief Marshal *Renegade Space Marines*
Joined: June 03, 2010 Posts: 136
| Posted: 2011-08-16 17:13  
Quote:
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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-
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Bring a bomber
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Scorched Soul[+R] Marshal Pitch Black
Joined: November 14, 2005 Posts: 378 From: USA, NJ, Princeton
| Posted: 2011-08-16 18:23  
Quote:
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On 2011-08-16 13:18, JBud wrote:
I agree, with the current system, planets should be like doomslingers of 483
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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.
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Crim Fleet Admiral Sundered Weimeriners
Joined: March 16, 2003 Posts: 1336
| Posted: 2011-08-16 19:02  
Quote:
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On 2011-08-16 12:46, *XO*Defiance wrote:
actualy it has.
planet def is alot stronger than it used to be.
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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 ]
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