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[FAQ
Forum Index » » English (General) » » Uncapturable HOME planet per faction in each map
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 Author Uncapturable HOME planet per faction in each map
DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2015-02-25 09:23   
For the sake of fair play.

Safe zone is not actually safe camp. A command cruiser enters and activates worm hole then "uh oh, moved to hot zone". Battle keeps happening around safe zone and all sides are abusing the rule.

Besides, planet provides useful stuff: resource (to build platform), infantry (to capture ship & planet), depot (to repair), shipyard (to get new ship).

It will take time and effort. Please help us, Doran.
[ This Message was edited by: DiepLuc on 2015-02-27 01:39 ]
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TroyMars
Chief Marshal
T-Roy! and Friends


Joined: July 05, 2005
Posts: 267
Posted: 2015-02-25 13:40   
An uncappable planet would be too unrealistic. I want it set up to keep opening systems closer to your home system when you loose all your planets.
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TroyMars
Chief Marshal
T-Roy! and Friends


Joined: July 05, 2005
Posts: 267
Posted: 2015-02-25 14:24   
Or if a faction cant hold on to a planet for X hours, that faction has to play another faction until the next round.
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Steveyk
Chief Marshal
Non Omnis Moriar


Joined: November 25, 2008
Posts: 162
Posted: 2015-02-25 14:29   
The other faction should not be near or in ur safe zone so report anyone doing it, and why do somen players thing its ok to try drive off what little playetrs we have?
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Incinarator
Chief Marshal

Joined: May 24, 2010
Posts: 237
Posted: 2015-02-25 17:48   
Quote:
On 2015-02-25 14:29, Steveyk wrote:
The other faction should not be near or in ur safe zone so report anyone doing it, and why do somen players thing its ok to try drive off what little playetrs we have?



Yep. Take a picture or video and use /report, giving them the time, location, and involved player names. The safe zones are supposed to live up to that name.

[ This Message was edited by: Incinarator on 2015-02-25 17:48 ]
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Chewy Squirrel
Chief Marshal

Joined: January 27, 2003
Posts: 304
From: NYC
Posted: 2015-02-25 21:58   
Not a huge fan of uncapturable planets, they feel "inorganic." Maybe bring back elites but put them exclusively on home planet defence/recapture duty? Could also be a chance to re-implement the unbuyable rare/unique enchancements as drops from them.
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Jhomes
Chief Marshal

Joined: June 22, 2013
Posts: 92
Posted: 2015-02-25 23:18   
whoa wait a minute, players having to play another faction until reset troy? Many are fleeted thats not gonna work.


ALSO how can anyone be ok with safezones and RIDICULOUS spawn/docking gates that allows for easy escape but not be open to a simple lowlevel uncapable planet with a SY.

It would be like this and fix so many problems/ppl breaking rules in the following ways.

1. an MI NODE looking small moon/space station for each faction in place of the gates.

2. It would be build locked, but come with infinite res for spawning, a low level SY capable of same ship building as spawn gates, a depot, and a very large amount of planet defense to shoot any player that wishes to come close.

3. since it is NOT a PLANET and it is in fact a mechanical space station hubb it would be uncapable.

4. Currently players break the rules and come near safezones/gates and bother/WH ppl as said. This would completley fix that problem.

5. players would no longer be able to easily escape thru their gate in the middle of a fight and dock and intead actually have to go thru the docking procedure to dock (meaning no more docking thru gate when combat timer is activated)

6. of course it feels weird to have a fake mechanical space station planet that cannot be captured, but is it any weirder or unatural than a 1k radius safezone with a gate?









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Gekko-Go
Marshal
*Renegade Space Marines*


Joined: August 08, 2010
Posts: 20
Posted: 2015-02-25 23:45   
Quote:
On 2015-02-25 23:18, Jhomes wrote:
whoa wait a minute, players having to play another faction until reset troy? Many are fleeted thats not gonna work.


ALSO how can anyone be ok with safezones and RIDICULOUS spawn/docking gates that allows for easy escape but not be open to a simple lowlevel uncapable planet with a SY.

It would be like this and fix so many problems/ppl breaking rules in the following ways.

1. an MI NODE looking small moon/space station for each faction in place of the gates.

2. It would be build locked, but come with infinite res for spawning, a low level SY capable of same ship building as spawn gates, a depot, and a very large amount of planet defense to shoot any player that wishes to come close.

3. since it is NOT a PLANET and it is in fact a mechanical space station hubb it would be uncapable.

4. Currently players break the rules and come near safezones/gates and bother/WH ppl as said. This would completley fix that problem.

5. players would no longer be able to easily escape thru their gate in the middle of a fight and dock and intead actually have to go thru the docking procedure to dock (meaning no more docking thru gate when combat timer is activated)

6. of course it feels weird to have a fake mechanical space station planet that cannot be captured, but is it any weirder or unatural than a 1k radius safezone with a gate?












I like this idea. put a yellow ring around the fireing range also so everyone is aware of where it is.

in theory a bunch of ships could camp this little planet/structure, but then that would allow the other team(s) to cap the objective planets and end the round.

under the current system, once all your ships are hulled/don't have inf, you are pretty much boned.
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orbitalalpha
Fleet Admiral
UGTO Expeditionary Fleet

Joined: April 14, 2013
Posts: 1
Posted: 2015-02-26 10:09   
If enemy player enters the safe zone have the gate spawn ai stations that don't give a bonus to players for killing them out of the gate that dole out punishment fast and furious. Or have the gate armed with missiles.
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DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2015-02-26 12:18   
I prefer a uncapturable home (without safe zone) to a docking gate (with safe zone).

First, docking gate is a miracle escape, especially to avoid being captured.

Second, planet provides useful stuff: depot, resource and infantry. Some maps does not have moon/inferno to mine, therefore no supply platform. 2 normal infantry in new transport forces multiple jumps to fill a planet with infantry. It requires tremendous amount of effort to capture a built planet without any base planet.

Third, in case someone does not have ship to bomb/supply/drop infantry, then a shipyard is much better than a gate.

Fourth, AI is a nightmare. Imagine that, you sucessfully capture a sole planet in the system, then many AI transports load tens of infantry to this poor planet. If you attack them, the AI combat may come, lastly you lose the planet. How angry!

As an unfleeted player, it's my choice to select faction. Most of the time I pick the faction with least planets/players as I want some challenges. However, at this version, the challenge is too heavy to burden. The conflict between domination and kindness is so tense.
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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2015-02-27 01:42   
Quote:
On 2015-02-25 21:58, Chewy Squirrel wrote:
Not a huge fan of uncapturable planets, they feel "inorganic." Maybe bring back elites but put them exclusively on home planet defence/recapture duty? Could also be a chance to re-implement the unbuyable rare/unique enchancements as drops from them.




Wouldn't that encourage camping even more?
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Doran
Chief Marshal
Galactic Navy


Joined: March 29, 2003
Posts: 4032
From: The Gideon Unit
Posted: 2015-02-27 11:11   


just gonna throw some beans out there.

  • im not entirely opposed to an uncapturable planet. its an easy change (not going to say solution), but a crude one.
  • one planet shouldnt make much difference regarding map progression/rotation. the objectives still look at majority control for a given system.
  • we're loathe to force anyone to play on a specific faction, with a couple obvious exceptions. first of course is simply which factions are available for spawning in the first place, for the MV that's always going to be ugto, kluth and icc. the second is the Clan flag in the server settings (not a function of any given map) which puts players in a fleet on the faction their fleet is aligned to.
    we dont otherwise have any current mechanism that im aware of to dynamically change which factions are available to spawn at for any given time/condition, without cycling to a new map, in which case, its kind of a non-issue.
  • we shouldnt need to babyproof every single feature. if a perfect world, you the players would practive good sportsmanship and be decent human beings to each other. would be awesome if you'd step back, realize that "hey, doing [this thing] is probably an overall detriment to the game and i should maybe stop doing that" rather than having to be told 50 times not to put your finger in the socket and have your toys get taken away from you because you cant play nicely.
  • Jim has some ideas regarding planet capture which would (to my personal interpretation) let players have a certain degree of control in determining which planets are capturable, sort of like UT's onslaught mode.
    ie, all planets (save for an initial few) are uncapturable. capturing planet A allows B and F to be captured, capturing B opens up C and R, capturing F opens up M and H, etc.
  • this is just how jumpgates/spawngates work. they're exactly the same object, the only difference is if it's linked to another gate or not. if any two gates are linked together, it allows nearly-instantaneous bi-directional travel beween points A and B.
    i say nearly-instantaneous, some players may remember a brief time when, if a line between two gates passed through a star, players had a tendancy to explode. they were clipping with the start's hitbox in transit.
    i say bi-directional, but it can be one-way too, or have 2 gates both send ships to a 3rd.
    when a gate doesnt have a destination set, it becomes a 'home' gate, and sends players to ship selection.
  • any gate (and wormholes are also gates) can have a safe zone, any gate can be neutral, (the AA-Izzy gate in Eps Eri used to be like that, neutral with a SZ) or set to a faction. they can be turned on/off with a timer (unused, wh's generated by ships are slightly different in that regard). they can also look like anything we damn well please. there's the classic gate model (icc styling), ugto and kluth flavors, the wormhole effect & pirate base asteroid, but if we wanted it to look like a IE drive with an infantry model orbiting it sitting out in space, we could. we could make it look like an MI node, and it would look like a MI node while still functioning as a gate.
  • one thing we cant do is put planets inside safe zones, that makes stuff crash.
    that also mean no, we cant put a big ass MI-node/planet with insta-kill death beams around/on top of a gate, plus the same code for safe zones that keep weapons from fireing inside if it would do just that with your kill-all-alien-sunzabiatches turret.
  • what might be possible is adding a damage field to safezone, which would/should follow faction alignment and damage enemy ships.
  • the ai elites should still be floating around, i dont think they were ever removed from the spawn lists. might be something to check into at some point.

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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2015-03-01 02:00   
Quote:
On 2015-02-25 09:23, DiepLuc wrote:
For the sake of fair play.

Safe zone is not actually safe camp. A command cruiser enters and activates worm hole then "uh oh, moved to hot zone". Battle keeps happening around safe zone and all sides are abusing the rule.

Besides, planet provides useful stuff: resource (to build platform), infantry (to capture ship & planet), depot (to repair), shipyard (to get new ship).

It will take time and effort. Please help us, Doran.
[ This Message was edited by: DiepLuc on 2015-02-27 01:39 ]



You want to know the SIMPLEST method of preventing opposing side players from camping in your safe zone?

Here's the simple solution:

Ships from the side owning that safe zone can fire and hit other ships. Opposing side players cannot fire while in the safe zone.


Eg: K'Luth ships can fire and hit anyone inside their safe zones. UGTO and ICC players can't even shoot. Ditto the same for each side.

That way, nobody wants to be inside the other factions' safe zones.
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TroyMars
Chief Marshal
T-Roy! and Friends


Joined: July 05, 2005
Posts: 267
Posted: 2015-03-02 11:40   
I like the SY plat idea.
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DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2015-03-02 13:09   
Quote:
On 2015-03-01 02:00, Kenny_Naboo wrote:
Ships from the side owning that safe zone can fire and hit other ships. Opposing side players cannot fire while in the safe zone.


We have done that strategy: going out the safe zone, launch fighter, enter the safe zone. Many opposite players were angry. They did not leave the planet, they resisted and tried to Wormhole the target out or reported...
Why didn't they move away?
It's simple: they wanted a target to fight. It's so typical and natural.

I would almost agree with Doran, but the point is, even without the player, the AI is also a burden when they are crowded up to defend the planet.

Jim's idea is also possible. However it has the opposite effect that once a faction needs a planet in the server, the opposite side knows exactly on which planet to build defence structures. The fight just keeps hapenning around these specific planets. And the changes will take months to implement as usual.

The uncapturable home planet is a simple change as Doran states. It has some tiny negative issues in exchange to solve lots of problems. If it's easy to change, why don't give it a shot in Beta?
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