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) » » platforms in safe zone gates
 Author platforms in safe zone gates
Jhomes
Chief Marshal

Joined: June 22, 2013
Posts: 92
Posted: 2014-11-22 15:24   
Other day kluth players mostly el guapo saw icc had made platforms in the kluth home gate, he had good cause to complain and report. Platforms were removed, game went on. 2 more times since then i have seen plats in safe zones that did not belong to that faction and attempted to tell players about this rule without success. there are even currently KLUTH platforms in safe zone of Sol gate 2 which is exactly same situation that kluth reported icc for.
So point is, PLEASE MOD or ADMIN define these rules clearly and make known to all, as i am tired of getting lectured by players about icc being cheaters and breaking rules one day then the same faction breaking the same rule the next day. Honestly i dont see need for safe zones at all and def dont see need to allow any faction permission to build platforms in them. Nothing of any faction should be allowed to be untouchable no matter.
_________________


Doran
Chief Marshal
Galactic Navy


Joined: March 29, 2003
Posts: 4032
From: The Gideon Unit
Posted: 2014-11-22 16:56   
falls under safe zone camping.

TLDR, if it's a faction-owned gate, and it doesnt belong to your faction, or whichever faction you're currently on, GTFO.

the safe zone is there for the sole use of the faction it's aligned to. if you're not on that team, you have zero business being anywhere near* that gate, and that includes platforms.

seems pretty clear to me if you're not a cockerelbutt.
for wild cockerelbutt sightings, report with a screenshot



*home gate SZ are currently set to 1000gu. the 5000gu no-fly zone is still on the books. if you're in sensor range, you're too close.
_________________


TroyMars
Chief Marshal
T-Roy! and Friends


Joined: July 05, 2005
Posts: 267
Posted: 2014-11-24 14:02   
Does this include your own faction's plats in your own homegates?
[ This Message was edited by: Troy Mars on 2014-11-24 15:40 ]
_________________


  Email TroyMars
*Flash*
Chief Marshal

Joined: April 19, 2009
Posts: 291
From: Semi retired after 1.67 !
Posted: 2014-12-05 04:40   
This is incredible...you guys say its not allowed and yet ICC is building tons of platforms in the safe zone. We reported them so many times and still nothing is done against it. THank you!
_________________
In space , no one can hear you scream!


  Email *Flash*
DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2014-12-05 05:04   
Safe zone camping is hard to eliminate.

First, safe zone only deactivates weapon gadgets. As long as build drones and supply drones work, any engineer can build platforms.
In facts, there is no rule to prohibit where you can build platform. Even if there is a rule to not allow building plats inside safe zone, people can build outside and tractor them inside the zone.

Besides, the facts safe zone a place for repair is inevitable. Both ICC and Kluth takes advantage of safe zone thanks to their fast regenerator rate. Simply enter the gate to relaunch the ship at shipyard (if any).
_________________


Forger of Destiny
Chief Marshal
We Kick Arse


Joined: October 10, 2009
Posts: 826
Posted: 2014-12-09 10:39   
A fairly effective solution would be to insta-kill or do high planetary defence-like damage to ships belonging to factions other than that of the safe zone gate.


The extra tactical advantage granted by this would also make enemy players think twice before daring to fight near a safezone.


New idea - jumpgates with defence bases
_________________
Forging legends and lives outside till naught remains inside.


Steveyk
Chief Marshal
Non Omnis Moriar


Joined: November 25, 2008
Posts: 162
Posted: 2014-12-14 18:15   
Make it so the safe zone os under heavy ecm and the enemy factions cant fire inthat zone but home team can.
_________________


  Email Steveyk
Incinarator
Chief Marshal

Joined: May 24, 2010
Posts: 237
Posted: 2014-12-14 19:31   
Would it be possible to create a boundary like along the edge of space, but selective to only allow one faction to go through? If this were possible you could simply make a no-fly zone that would physically impede action.
_________________
I be rebuilding your planets!

Valiant Wolf
Admiral

Joined: March 20, 2010
Posts: 15
Posted: 2014-12-15 11:19   
Okay, so I've not been around for ages, but if I were to try to solve this, I'd use the existing safe-zone (which I assume checks for distances to entities from the gate) and get it to do damage over time to ships or platforms within the no-fire zone that don't belong to the gate's faction. To achieve this you could probably re-use the planetary defence code. Another option might be to extend the damage field to outside the no-fire-zone to the 5000gu Doran suggested.
From what I can recall, factions other than the owner could use the gate to return to their garage but not to spawn ships. I liked this mechanic due to the risk involved, and it's why I would argue against straight up killing ships inside the safe-zone. I feel they should be treated more like the turrets in MOBAs, where you can retreat to them and live in most cases, but there is still potential for the enemy to finish you off at a high cost to themselves.
I'd love to be able to see the code behind things, but it's not my job.
Just my thoughts on the issue,
~Wolf
_________________


  Email Valiant Wolf
Ignorance
Grand Admiral

Joined: October 27, 2012
Posts: 85
Posted: 2014-12-15 21:46   
Quote:
On 2014-12-15 11:19, Valiant Wolf wrote:
Okay, so I've not been around for ages, but if I were to try to solve this, I'd use the existing safe-zone (which I assume checks for distances to entities from the gate) and get it to do damage over time to ships or platforms within the no-fire zone that don't belong to the gate's faction. To achieve this you could probably re-use the planetary defence code. Another option might be to extend the damage field to outside the no-fire-zone to the 5000gu Doran suggested.
From what I can recall, factions other than the owner could use the gate to return to their garage but not to spawn ships. I liked this mechanic due to the risk involved, and it's why I would argue against straight up killing ships inside the safe-zone. I feel they should be treated more like the turrets in MOBAs, where you can retreat to them and live in most cases, but there is still potential for the enemy to finish you off at a high cost to themselves.
I'd love to be able to see the code behind things, but it's not my job.
Just my thoughts on the issue,
~Wolf



I applaud you on that one.

That would fix half of the problems people have with gate mechanics right now.

+1
_________________
Lt. Commander Data: \"In the game of poker, there is a moment when a player must decide if an opponent is being deceptive, or actually holds a winning hand.\"

Page created in 0.015322 seconds.


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