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 Author [1.701] Release Feedback
Enterprise
Chief Marshal

Joined: May 19, 2002
Posts: 2576
From: Hawthorne, Nevada
Posted: 2013-11-06 17:24   
Quote:
On 2013-11-06 15:24, Novacat wrote:

Lack of Interdictor - As I have pointed out many months ago, it seems like most UGTO vs ICC fights end up being campfests, its very difficult for either side to attack the other because of planetary interdictors and the lack of portable interdictors.




Well at least they're not logging anymore at the sight of one.
_________________


Faustus
Marshal
Palestar


Joined: May 29, 2001
Posts: 2748
From: Austin, Texas
Posted: 2013-11-06 17:33   
Quote:
On 2013-11-06 14:55, Null Pointer wrote:
Game seems to be crashing alot, here's the Client.log:

http://pastebin.com/Atv0YiQJ

Seems to be nea the bottom
[ This Message was edited by: Null Pointer on 2013-11-06 14:55 ]




Make sure your sending in these crashes using the BugReporter, I do load up and review those crashes.

-F
_________________


  Goto the website of Faustus
Novacat
Grand Admiral

Joined: October 30, 2001
Posts: 2337
From: Starleague Cache
Posted: 2013-11-06 17:38   
Quote:
On 2013-11-06 17:24, Ent wrote:

Well at least they're not logging anymore at the sight of one.



The problem with the Interdictor cruisers is that they were too portable, able to outrun dreadnoughts and stations while keeping them under the dictor field. It was a bad idea, yes, but I still think a portable but slower variant could work much better, at least, much better than the current two extremes of either interdictor cruiser or complete lack of interdictor.

As it is, the current iteration basically encourages planetcamping as launching any kind of offensive is suicide. In the short time I played, I watched as 4 ICC players managed to make mincemeat of a much larger UGTO force of roughly 6-8 ships, just because the UGTO had the bright idea of attacking an ICC planet.

The campfest is not very fun, and after the aformentioned offensive I spent the rest of my time sitting around twiddling my thumbs until I got bored and logged off.
[ This Message was edited by: Novacat on 2013-11-06 17:44 ]
_________________
Ghostly Specter of an Ancient Past.

  Goto the website of Novacat
Null Pointer
Grand Admiral
Templar Knights


Joined: April 10, 2010
Posts: 148
Posted: 2013-11-06 17:50   
Quote:
On 2013-11-06 17:33, Faustus wrote:
Quote:
On 2013-11-06 14:55, Null Pointer wrote:
Game seems to be crashing alot, here's the Client.log:

http://pastebin.com/Atv0YiQJ

Seems to be nea the bottom
[ This Message was edited by: Null Pointer on 2013-11-06 14:55 ]




Make sure your sending in these crashes using the BugReporter, I do load up and review those crashes.

-F




Yep, I always do.
_________________


Enterprise
Chief Marshal

Joined: May 19, 2002
Posts: 2576
From: Hawthorne, Nevada
Posted: 2013-11-06 18:01   
Quote:
On 2013-11-06 17:38, Novacat wrote:


The problem with the Interdictor cruisers is that they were too portable, able to outrun dreadnoughts and stations while keeping them under the dictor field. It was a bad idea, yes, but I still think a portable but slower variant could work much better, at least, much better than the current two extremes of either interdictor cruiser or complete lack of interdictor.




Actually all the happened is the dictors would camp on top of ships with high HP and then just run away before they died.

And then come back over and over and over.

And then the other faction would bring their own dictor, and then they would twiddle their thumbs, and then log. Not sure how ensuring the other faction blows up is more fun for everyone.
[ This Message was edited by: Ent on 2013-11-06 18:02 ]
_________________


Novacat
Grand Admiral

Joined: October 30, 2001
Posts: 2337
From: Starleague Cache
Posted: 2013-11-06 18:32   
I previously suggested an interdictor platform that could only disrupt jumpdrives as long as it was stationary. This will enable forces attacking a planet to be able to benefit from an interdictor without running into the problems that fully mobile interdictors bring.
_________________
Ghostly Specter of an Ancient Past.

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Iwancoppa
Fleet Admiral

Joined: November 15, 2008
Posts: 709
Posted: 2013-11-06 18:34   
was unable to dodge the majority of LDMs fired at me in an echelon cruiser at 40% armor.
_________________


Incinarator
Chief Marshal

Joined: May 24, 2010
Posts: 237
Posted: 2013-11-06 22:57   
The emergency wormhole (E-WH) command seems to be broken.

Before posting this I killed Clamup in a nest inbetween Epsilon Eri, Lalande, and BD+4344 because when he tried to E-WH, it made a WH about 1000 gu away from his position.

After killing him I came back and tested E-WH again. On the first two attempts I made a WH leading to 'home system'. I went through this and it indeed sent me to SY. On the third attempt I created a WH that was slightly outside the widest orbit in BD+4344. The fourth and fifth attempt resulted in the same as the first two. On the sixth attempt I made another WH in the general area of BD+4344.

Pictures:
Home system wormhole:http://imgur.com/YDL9wFs
Second random wormhole:http://imgur.com/93e2A8Z
_________________
I be rebuilding your planets!

Iwancoppa
Fleet Admiral

Joined: November 15, 2008
Posts: 709
Posted: 2013-11-06 23:45   
Scenario maps involving 2 factions vs 1 faction are utterly broken.


The double teaming faction gets 2x the players and 2x the platforms. This is clearly not balanced.





Additionally, it's far too easy in scenario to go to an enemy planet and simple spam platforms. I'd like to suggest a 500gu no plat zone around enemy planets.
_________________


Sheraton*XO*
Chief Marshal
Faster than Light


Joined: January 18, 2013
Posts: 482
From: Keel Mountains
Posted: 2013-11-07 00:22   
Quote:
On 2013-11-06 17:38, Novacat wrote:
Quote:
On 2013-11-06 17:24, Ent wrote:

Well at least they're not logging anymore at the sight of one.



The problem with the Interdictor cruisers is that they were too portable, able to outrun dreadnoughts and stations while keeping them under the dictor field. It was a bad idea, yes, but I still think a portable but slower variant could work much better, at least, much better than the current two extremes of either interdictor cruiser or complete lack of interdictor.

As it is, the current iteration basically encourages planetcamping as launching any kind of offensive is suicide. In the short time I played, I watched as 4 ICC players managed to make mincemeat of a much larger UGTO force of roughly 6-8 ships, just because the UGTO had the bright idea of attacking an ICC planet.

The campfest is not very fun, and after the aformentioned offensive I spent the rest of my time sitting around twiddling my thumbs until I got bored and logged off.
[ This Message was edited by: Novacat on 2013-11-06 17:44 ]




Personally I don't mind fighting in open space or in dicos. However, if a faction intends to besiege an opposing factions planet. It is only natural that this would degenerate into one faction defending or as you call it "camping" and the other faction attacking.

-Sheraton
_________________


Twilit Keel Mountains traversed at last we met a dragon who spoke thus: \"Sheraton am I who interprets the signs.\"

Iwancoppa
Fleet Admiral

Joined: November 15, 2008
Posts: 709
Posted: 2013-11-08 18:49   
Currently, a 3 build drone engineer with 80% build speed increase can build a ridiculous number of platforms in moments.

This can make it very difficult to defend a planet when the enemy suddenly has 20 platforms assisting them. Same problem when attacking, especially when you can't just change target.
_________________


Gwalden
Grand Admiral
Faster than Light


Joined: December 05, 2012
Posts: 11
Posted: 2013-11-08 19:09   
There seems to be a problem with lasers & firing arcs. They apparently still do damage even after the target leaves the firing arc but is still with the maximum range of the laser. The visual indicator for the laser does dissappear, but the bright light at the gadget source is still visible during the full firing time.
_________________


Orkan [OO-XII]
Grand Admiral
The Myrmidon Legion


Joined: April 22, 2010
Posts: 201
From: A Point Perfectly Computed Yet Never Repeating
Posted: 2013-11-09 10:25   
Interdictor platforms seem like a good idea but if implemented would have to be limited in number to each faction. Say 1 per server per faction? Otherwise too many spammed interdictor plats would result in an inability to jump normally around a system without disruption, Dread and station Pilots would be very annoyed due to the long cooldown on their ships' jump drives.

How about ANTI-interdictor ships or platforms? An Area of Effect device which renders a small radius around the gadget (say 250-300gu) equipped ship or platform with a field which disrupts and negates the effect of the planetary (or any other kind of) interdictor.
This would allow the Anti-dictor to jump in to a planetary dictor field (and perhaps through) to setup an 'attack zone' where other faction ships could follow and jump into and out of at their leisure while the anti-dictor field is active. They would have to of course stay within the anti-dictor ships AoE radius in order to be able to jump and of course the Anti-dictor ships or platforms destruction would result in those ships that had jumped in now being trapped in the enemy's dictor field as standard.
_________________


  Email Orkan [OO-XII]
Sheraton*XO*
Chief Marshal
Faster than Light


Joined: January 18, 2013
Posts: 482
From: Keel Mountains
Posted: 2013-11-09 11:56   
Quote:
On 2013-11-09 10:25, Orkan [OO-XI] wrote:
Interdictor platforms seem like a good idea but if implemented would have to be limited in number to each faction. Say 1 per server per faction? Otherwise too many spammed interdictor plats would result in an inability to jump normally around a system without disruption, Dread and station Pilots would be very annoyed due to the long cooldown on their ships' jump drives.

How about ANTI-interdictor ships or platforms? An Area of Effect device which renders a small radius around the gadget (say 250-300gu) equipped ship or platform with a field which disrupts and negates the effect of the planetary (or any other kind of) interdictor.
This would allow the Anti-dictor to jump in to a planetary dictor field (and perhaps through) to setup an 'attack zone' where other faction ships could follow and jump into and out of at their leisure while the anti-dictor field is active. They would have to of course stay within the anti-dictor ships AoE radius in order to be able to jump and of course the Anti-dictor ships or platforms destruction would result in those ships that had jumped in now being trapped in the enemy's dictor field as standard.







Keep those platforms out of the game please. We already removed the interdictor ship for good reasons, they limited the gameplay and made it so an entire side was either helpless to escape, or had to kill a stat while an interdictor ship sat on top of it. To say nothing of the interdictors on the AI.
-Sheraton

[ This Message was edited by: Sheraton *XO* on 2013-11-09 11:59 ]
_________________


Twilit Keel Mountains traversed at last we met a dragon who spoke thus: \"Sheraton am I who interprets the signs.\"

Iwancoppa
Fleet Admiral

Joined: November 15, 2008
Posts: 709
Posted: 2013-11-09 19:49   
Why are we stuck with the old idea of how dictors work?


IMO, a dictor that prevents jumping in but allows jumping out would be interesting.
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