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MI Nuking Shipyard Planets Again. |
Two Face Marshal
Joined: November 30, 2009 Posts: 145
| Posted: 2012-12-13 19:21  
We the players complained about MI targeting shipyard planets, eventually certain developers listened, it was then half fixed to please the players/developers.. (now it would be random planets, not just shipyard planets)
Then came along a patch release which broke half the game and took the game creator a few weeks to fix, when it was 'finally fixed' a few of us players began to notice the MI had gone back to there old ways, the very annoying, game killing, effort destroying old ways!
The development log hasnt been updated or should i say retracted to show this, I am guessing there was some kind of roll back which has reverted the MI back to (screw this, am logging) ways!
What do they say? Two steps forward, 3 steps back!
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Two Face Marshal
Joined: November 30, 2009 Posts: 145
| Posted: 2012-12-13 19:31  
Maybe this needs re-doing?
http://www.darkspace.net/index.htm?module=forums.php&page=/viewtopic.php?topic=53119&forum=1&1
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BLADERUNNER2019 Chief Marshal Ravenous Wolfpack Clan
Joined: December 18, 2010 Posts: 140
| Posted: 2012-12-13 19:35  
I noticed this as well...it's hard to defend your planets against players, when MI nuke the sy your defending it basically decides the outcome.
BUT, I had a thought, it would be exciting if Nodes came into Kaus when triggered...the trigger could be - if someone caps Eassl Octavus in Kaus Borealis = 2 nodes would show up ( as long as they do NOT nuke sys ). They could be capped or destroyed, which ever would add alot of fun.
Slainte,
Blade
Post script: I forgot to mention that MI kills should have better enhancement drops considering the effort...just a thought. [ This Message was edited by: Bladerunner2014 on 2012-12-13 19:46 ]
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Two Face Marshal
Joined: November 30, 2009 Posts: 145
| Posted: 2012-12-13 19:41  
Lets not forget its not just the shipyard it kills, its the whole planet to a degree, interdictor goes down, research is dropped along with population to 0. It just aint fun anymore and god knows this game needs the fun back, its become a chore to play this game at the best of times...
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Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2012-12-14 02:09  
Quote:
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On 2012-12-13 19:41, *Two Face* wrote:
Lets not forget its not just the shipyard it kills, its the whole planet to a degree, interdictor goes down, research is dropped along with population to 0. It just aint fun anymore and god knows this game needs the fun back, its become a chore to play this game at the best of times...
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Technically speaking, it doesn't kill the SY. It just sends the entire planetary population on a one way paid vacation to Valhalla, leaving the toasters and fridges to run the entire show. But then again, we all sorta know that kitchen appliances aren't aptly suited to operate Shipyards and Dictor facilities.
Perhaps next patch, we'll see what the dev team can do about upgrading the abilities of said kitchen appliances...
[ This Message was edited by: Kenny_Naboo[+R] on 2012-12-14 02:10 ]
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*Flash* Chief Marshal
Joined: April 19, 2009 Posts: 291 From: Semi retired after 1.67 !
| Posted: 2012-12-14 05:42  
If i dont have a SY to spawn i dont play. Simple as that
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Princess Luna Captain
Joined: July 25, 2012 Posts: 24 From: Canterlot Castle
| Posted: 2012-12-14 06:32  
Amazing idea's Automated ship Yard's that cost 150 power but only 5 population...or maybe just 100 tech alone. and 90 power...but if they lower the population requirement to run it..the power cost will fly up or the tech cost goes Much kittenher up. Look at the Auto-mated Hydro-Farm cost's 10 power produces more food but less then a manned Bio-sphere Condenser, why not add a Auto-mated one that simply has a build limit. like say Crusier, no spawn limit, just limit it's ablity to construct ships, and make a Auto-mated Dico might be interresting, assumeing that you also create a Auto-mated Energy Source to provide power, hince adding in one Auto-mated Thing, means we are going to have to go that extra mile with each one, because if theres no Population there's nothing to produce energy for thouse machines to run, and if you make a Auto-mated Power Source There's gona need to be a Minimum Tech level for it to operate, then maybe EMP Bomb's will get Added at a Later Date as a Anti-Automated Planet Style Weapon to knock out it's Computer systems. But Hey, It's a thought No?
Your's Truely,
Anon
[ This Message was edited by: Anonymous Name on 2012-12-14 06:33 ]
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Forger of Destiny Chief Marshal We Kick Arse
Joined: October 10, 2009 Posts: 826
| Posted: 2012-12-14 08:07  
afaik, MI ships go nuking planets when they dont have anything better to do. better things, i.e. killing players, defending planets, scouting and killing platforms etc.
you can either spend 20 minutes babysitting the planet while MI nuke another 2, or you can spend 20 minutes killing 2 MI while 10 attempt a HeaDShoT!
as for shipyards being singled out, note that while SY planets dont receive double points for being SY planets, they still are valuable in terms of raw statistics. terran planets with 150 workers, 1000k res and 32 tier 3 structs are very valuable in terms of AI interpretation. an idea of ?how? valuable is a planet can be seen from the planet window (F3)'s credits value.
if its between 100k-200k = planet rarely noticed
200-350k = giant cookie
350k+ = sugar cake
want better? hope and wait for improvements to AI in darkspace.
_________________ Forging legends and lives outside till naught remains inside.
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Pantheon Marshal Palestar
Joined: May 29, 2001 Posts: 1789
| Posted: 2012-12-14 12:08  
They pick a planet based on distance, blockade, etc, but they're not focusing SY's again.
You can clearly see the code is commented where it gives planets with shipyards more value, so it hasn't mysteriously been un-done.
[ This Message was edited by: BackSlash on 2012-12-14 20:18 ]
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