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[FAQ
Forum Index » » General Support » » Game-stopper: Can not get ANY ships when SY under blockade.
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 Author Game-stopper: Can not get ANY ships when SY under blockade.
re8
Captain

Joined: July 22, 2008
Posts: 11
Posted: 2009-11-02 22:07   
When I was playing tonight on the scenario server as K'Luth, I could not get ANY ships when the Shipyard planet is under blockade. Not even the basic-gate ships. Loged out & right back in, same problem.

Very bad bug/exploit & frustrating.
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Light404
Grand Admiral

Joined: May 10, 2002
Posts: 54
Posted: 2009-11-02 22:49   
not a bug or exploit or anything

when a planet is under blockade no ship can get in or out of it, it stops shipyard spamming where one faction attacks a planet with shipyard, the defending faction used to be able spawn ALL of their ships at that shipyard to fend off the attackers. THAT was an exploit

If your planet is under blockade you have to fight off all attackers till it comes out of blockade
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Supertrooper
Marshal
Pitch Black


Joined: March 18, 2004
Posts: 1895
From: Maryland, U.S.A
Posted: 2009-11-02 23:05   
You have the exploit wrong..

It's where a player can dock his ship to avoid fire, then undock instantly to return fire, then undock to avoid fire again.
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0stego
Fleet Admiral
United Armed Corps

Joined: October 04, 2008
Posts: 154
From: Sol System, Earth, Canada, AB.
Posted: 2009-11-02 23:14   
Thats part of the challenge, keep the enemy away from shipyard planets so that they cannot be blockaded.

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-Baron Von Virtu
Cadet

Joined: December 21, 2002
Posts: 411
Posted: 2009-11-03 00:55   
Quote:

On 2009-11-02 22:07, re8 wrote:
When I was playing tonight on the scenario server as K'Luth, I could not get ANY ships when the Shipyard planet is under blockade. Not even the basic-gate ships. Loged out & right back in, same problem.

Very bad bug/exploit & frustrating.



Really? You really thought that the game would let you spam ships out of a blockaded planet?
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Krim {C?}
Marshal
Galactic Navy


Joined: June 24, 2002
Posts: 362
From: Boston MA
Posted: 2009-11-03 01:31   
In my opinion, I belive the blockade effect should be re-written to take into account the number of ships and the type of ships. as of right now a single scout can blockade a planet.

Planets should only incurr "blockade" status when the enemy outnumbers the friendly players within the same "blackade" area and/or has a force of greater size which would be by hull types.

For Instance. 5 Scouts (Hull type 1) would be needed to blockade a planet where there are 2 destroyers (hull type 3) Enemy Forces=5 (5x1) and Friendly Forces=6 (2x3) throw a frigate into the mix on the enemy side and it would then become 7 vs 6, and the planet would be blockaded.

Just an idea to make "blockading" more realistic.
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  Goto the website of Krim {C?}
re8
Captain

Joined: July 22, 2008
Posts: 11
Posted: 2009-11-03 02:08   
I was not expecting to get out of the blocaded SY, but to be able to leave the gate like any joining player could, with the reduced gate-only ships available as normal.

So you're going to force a player to quit the game for the night (since (s)he can not get any more ships out) just because a SY is blocked? THAT is a bug.

Workarounds:
Quit & rejoin 10 minutes later.
Have a 2nd account.
[ This Message was edited by: re8 on 2009-11-03 02:34 ]
_________________


Sixkiller
Marshal
Courageous Elite Commandos


Joined: May 11, 2005
Posts: 1786
From: Netherlands
Posted: 2009-11-03 03:18   
so you couldnt spawn a fresh ship from the gate?
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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2009-11-03 03:22   
@OP:

This is not a bug, and an intended feature.

@Krim:

The blockade system already works like that. If there's a scout blockading a planet, then you don't have any/enough ships nearby to counter it's effect.
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-Daedalus-
Grand Admiral

Joined: September 26, 2006
Posts: 549
Posted: 2009-11-03 05:23   
It also takes too long for a blockade to clear after the ships leave. It should be instant.
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S_T_A_T_I_C
Admiral

Joined: August 31, 2003
Posts: 45
From: London
Posted: 2009-11-03 11:10   
just build 2 SY's
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Zero28
Grand Admiral

Joined: August 25, 2006
Posts: 591
Posted: 2009-11-03 17:01   
Quote:

On 2009-11-03 02:08, re8 wrote:
I was not expecting to get out of the blocaded SY, but to be able to leave the gate like any joining player could, with the reduced gate-only ships available as normal.

So you're going to force a player to quit the game for the night (since (s)he can not get any more ships out) just because a SY is blocked? THAT is a bug.

Workarounds:
Quit & rejoin 10 minutes later.
Have a 2nd account.
[ This Message was edited by: re8 on 2009-11-03 02:34 ]



i do not understand,
Do you say you cannot Use the Gate at all when SY planet is blockaded?
Or You can't spawn at all FROM the blockaded planet?

If its the first issue, then it might be a bug, but i never heard of it

if its the second issue, then it is intended, your only option is to spawn from another SY Planet or the gate
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19:33:51 [ZION]GothThug {C?}: "Zero..you are DS's hero"

re8
Captain

Joined: July 22, 2008
Posts: 11
Posted: 2009-11-03 18:52   
Quote:

On 2009-11-03 17:01, Zero28 wrote:
i do not understand,
Do you say you cannot Use the Gate at all when SY planet is blockaded?
Or You can't spawn at all FROM the blockaded planet?

It is #1: Can not use either the SY nor the Gate. Remember this is the "Scenario" sever, where there are no other connected servers.

I would expect #2; can't get though the SY or get the SY-only ships, but not #1.

I do notice the "BLOCADE" flag is a bit too sensitive also; I was thinking a ship that is 3000 away as a "blocade", where a ship leaving a near-by moon could trigger it. But it may be a flag-lag as another poster above mentioned.
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Jar Jar Binks
Grand Admiral

Joined: December 25, 2001
Posts: 556
Posted: 2009-11-04 07:23   
Quote:

On 2009-11-03 01:31, Krim {C?} wrote:
In my opinion, I belive the blockade effect should be re-written to take into account the number of ships and the type of ships. as of right now a single scout can blockade a planet.

Planets should only incurr "blockade" status when the enemy outnumbers the friendly players within the same "blackade" area and/or has a force of greater size which would be by hull types.

For Instance. 5 Scouts (Hull type 1) would be needed to blockade a planet where there are 2 destroyers (hull type 3) Enemy Forces=5 (5x1) and Friendly Forces=6 (2x3) throw a frigate into the mix on the enemy side and it would then become 7 vs 6, and the planet would be blockaded.

Just an idea to make "blockading" more realistic.




scouts no matter how many shouldn't be able to blockade a planet.


one should really only be able to blockade a planet with cruisers and up imo.
_________________


Iwancoppa
Fleet Admiral

Joined: November 15, 2008
Posts: 709
Posted: 2009-11-04 14:05   
When a SY is blockaded, you should be able to take out ships. i mean, hell, what do the troops do in a sieged castle? jump in their escape pod and go elsewhere? no! they get out and fight!
to put a ship back in, go to another SY. also, blockade comes way to fast, and cools down wwaayy too slow.

not to mention that, but.......

a fang(k'luth corv) jumped in to a planet. i was orbitting in my missile dred. and what happens?

OMG BLOCKADE IN 5 SECONDS EVEN THOUGH A MD OWNS A FANG!

then, once it had gone, i waited for 3 minutes, only for another AI to jump in and blockade it more. WOW.

in other words, my idea is: AI CAUSE NO BLOCKADE!
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