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 Author Stations the big change * VERY LONG better get a drink ;) *
Axianda The Royal
Fleet Admiral
Terra Squadron

Joined: November 20, 2001
Posts: 4273
From: Axianda
Posted: 2003-08-31 15:16   
Ok here is my idea its a real change
Stations right now do not tip the ballance of power in a fight at ALL its to slow has no good weapons loadout to do anything and its shot to pieces by a few ships
Way to fast.
IMO stations are those things that determine victory or death.
They are deepspace artificial planets and should be able to defend themselfs against ANY threat for a good ammount of time.
Due to this i suggest the following changes/addons.

***** CHANGES *****

1) Remove the IE drives on a station.
stations a Large piece of floating metal and not instruments of invasion.
In the place of the drives add reactors for powersupply and battery's for storage.
Also a station should be able to jump in ANY direction at any time whitout aligning.
Perhaps this can be done in cooperation of the Wormhole idea.
The wormhole opens letting the station instantly pass to another area * leaving it open for other ships friend or foe *.
If you want to invade a planet let the ships ferry them from the station to the planet * mind you that in the current beta and its
drop pods you are not requiered to orbit the planet anymore just pass and unload while moving close to it *

2) Whit this out of the way comes the next thing.
Upgrade the hull/armor on them SIGNIFICANTLY.
like i said above it should take a whole fleet to kill a station.
Also give them access to ALL weapon types lasers, HVY lasers, weapons, HVY weapons.
Remember its the CORE of any fleet so it will have plenty of weapons.
also since its a big unmoving target it needs a lot of armor/hull to compensate for that.



What every FA lacks is diversety in the final ship class the Station.
All the FA gets is 1 station type.
Old station types.

ICC - m2200 Support station
Critical systems
Tachyon drive 1x Reactive shields 4x
Tractor beam 1x Reactor 1500 1x
IE drives 4x M7 fighter 4x
Pulse shield 1x

Weapons
CL2k 6x Fusion Torpedoes 7x

UGTO - HT - 1001A support station
Critical systems
Heavy Armor 4x Tachyon drive 1x
EI drive 4x Reactor 1500 1x
Reload 2x Tractor beam 1x
B27 fighter 4x

Weapons
CL2k 6x Proton Torpedo 7x
EMP cannon 1x

K'Luth - Hive station
Critical Systems
Cloaking device 1x Tractor beam 1x
Reload 1x IE drive 6x
Autorepair 1x Larvae 1x
Tachyon Drive 1x Heavy Armor 5x

Weapons
Disruptor 8x Psi cannon 4x
AM torpedo 8x

Now for my new station types.
Just like the ships each station fills in a certain role.

******************************************

ICC

******************************************

Frontline command station.
Due to the recent battles the ICC discovered that the ICC M2200 was inadequate.
therefor research was started on a station that could give the best close range combat support to friendly ships.
This station is made for space combat it has replaced troop capacety and supply function for more weaponsystem

Troop capacity 5x
Critical systems.
Tach drive * wormhole* 1x Power generators 4x
Reactive shields 4-8x Reactor 1500 1x
Pulse shield 1x

Weapons system.
CL2k 6x CL500 8x
Fusion torpedo 5x AR missle 8x
M7 Fighter 3x IT missile 3x

As you can see this station is a real killer and should not be taken to lightly.


Deepspace supply station
In recent battles the ICC noticed that the ICC - M2200 was inaddequate in repairing damaged incomming ships.
The researchers found that in order to maximize its supply function drastic cuts had to be made in armamanet.
WHit those cuts new living space for troops could be made allong whit the increase in supply.

Troop capacity 25x
Critical systems
Tach drive * wormhole* 1x Power generators 3x
Reactive shields 4-8x Reloads 5-6x
Eccm 1x

Weapons
CL2K 2x*top and bottom* CL500 6x
Fusion Torpedo's 4x Rail guns 6x
M7 Fighter 5x

Its main role is to sit in deepspace and repair incomming vessels and prep em for redeployment.
THis station can hold its own but is in serious trouble if reinforcements do not show up.


Tactical support station
ICC command noticed the failure of letting a ICC - M2200 serve as a command post therefor it was ordered to design a station that could supervise
ongoing battles from a relative safe distance while being able to hold its own when attacked.
Also thit this moddle the troop capacety was drasticly cut in order to be able to install far better observation equipment.

Troop capacity 12x
Critical systems.
Tach drive * wormhole* 1x Power generators 4x
Reactive shields 4-8x ECCM 2x
Ecm 2x Pulse shield.

Weapons
CL2k 4x CL500 6x
Weapons 6x
M7 fighter 10x



*****************************

UGTO

*****************************

Elite Battle station

UGTO command acknowledged the need for a new system defense station.
THey designed the battle station.
Its firepower is astoneshing compared to an Elite Assault dreadnought.
However this increase in firepower came at a price.
The designers left just enough troops to defend itself against boarders and its sensor array was deminished making it rely on Other ships for wide scans.

Troop capacety 4x
Critical systems
Heavy Armor 4-8x Tachyon drive* wormhole * 1x
Generators 4x

Weapons
CL2k 10x Proton Torpedo 7x
EMP/particle cannon 8x CL550 6x
B27 Fighters 5x IT missile 3x


Sensor command station
Command was frustrated by the ICC's succes whit its sensor frigate.
The UGTO scientists were baffled how the ship was designed and could not find a suitable counterpart... at least not in the frigate class.
The scientists came up whit the design of a UGTO Sensor command station.
lacking great offensive power it could hold a barrage of sensor equipment and even a squadron of fighters.


Troop capacety 10x
Critical systems
Heavy Armor 4x Tachyon drive* wormhole * 1x
Generators 4x ECCM 3x
ECM 2x Reload 1x

Weapons
CL550 6x Particle cannons 4x
B27 fighters 5x IT missile 4x



Carrier command station
Whit the UGTO's success on its carrier dread the scientists turned to the station class.
They decided to create a carrier not seen in human/alien history before.
Lacking offensive and sensor power it would be able to swarm a target whit fighters.
leaving only light weapons as close range defense.
Having its own reload would even enable them to repair incomming ships.
and whit the troop capacity to jump in when the battle was over for capture.

Troop capacety 30x
Critical systems
Heavy Armor 3x*full* Tachyon drive* wormhole * 1x
Generators 3x ECCM 1x
Reload 3x

Weapons
EMP/particle cannon 8x CL550 8x
B27 Fighters 15x




****************************

K'Luth

****************************

Beholder class

The hive took notice of the humans attempts to create more sensor efficient ships and had to take actions
It decided to create a mix of human offense and human stealth sensors creating the Beholder station class.
its main goal to jump in and conceal the fleet while preparing for planetary conquest.

Troop capacity 20x
Critical Systems
Cloaking device 1x ECMm 3x
Reload 2x IE drive 6x
Autorepair 1x Tachyon Drive*wormhole* 1x
Heavy Armor 4x

Weapons
Disruptor 6x Psi cannon 5x
AM torpedo 6x Larvae 3x

Regent class
The hive decided that its minions needed a safehaven in deep space to receive repairs.
A regent class station was born in order to secure the region around it while in the process of healing its comrades.

Troop capacity 15x
Critical Systems
Cloaking device 1x ECMm 1x
Reload 3x Reactors 4x
Autorepair 1x Tachyon Drive*wormhole* 1x
Heavy Armor 4x


Weapons
Disruptor 5x Psi cannon 4x
AM torpedo 5x Psi missile 6x
Larvae fighters 8x



Constrictor class
After the hive's success on its piercer class cruiser the hive ordered the genemelting of a dictor class station.
This station would loose a great deal of its array of weapons as well as its troops but would become a deepspace safehaven for its minions.

Troop capacity 8x
Critical Systems
Cloaking device 1x Reload 1x
Reactors 4x Autorepair 1x
Heavy Armor 3x * full* Tachyon Drive*wormhole* 1x
Interdictor 1x


Weapons
Disruptor 4x Psi cannon 5x
AM torpedo 7x Psi missile 7x
Larvae fighters 4x





Now i know you must think LOOK AT ALL THOSE WEAPONS!!! well remember this:
1) ITS A STATION!!!! its a arteficial planet your taking on.
2) it cannont MOVE it can just charge its JD and jump making pursuit/dictoring VERY easy
1) ITS A STATION!!!! its a arteficial planet your taking on.

I hope i stuck to the essence of each faction in the best way i could.

I believe the Kluth will benefit the most of theyr new constrictor class station mind you its stationary so enough weapons can take it out.

_________________


[ This Message was edited by: Axianda *XO* on 2003-08-31 16:11 ]

[ This Message was edited by: Axianda *XO* on 2003-09-01 13:25 ]
_________________

- Axi

DaMadCow
Fleet Admiral

Joined: July 20, 2001
Posts: 407
From: A Farm
Posted: 2003-08-31 15:53   
I like the basic idea of these stations…here are my thoughts/adjustments

    K'luth - Offensive Faction, Little Armor
    UGTO - Offensive Median, Defensive Median
    ICC- Little Offense (comparatively), Defensive Faction.


Now lets take a Look at the ICC Stations

Quote:
Frontline command station.
Troop capacity 5x
Critical systems.
Tach drive * wormhole* 1x Power generators 4x
Reactive shields 4-8x Reactor 1500 1x
Pulse shield 1x

Weapons system.
CL2k 6x CL500 8x
Fusion torpedo 6x AR missile 8x
M7 Fighter 3x



This station will effectively be the battle station for the ICC. Its Weapon load out clearly shows this. The problem with it I think is its use of weapon and beam slots.

This Station should have roughly 60-75% heavy beams. With the remaining being medium beams. Because this station should be focused completely on damage light beams are not necessary. So overall set the #of heavy beams to 8 and light beams to 4.

Its weapon load out should consist of a mix of gauss guns, rail guns and any other types of mass drivers that come out . You’re probably saying gauss guns? Obviously the gauss guns will need to change. The reason for removing the missiles is because this ship needs to excel at close range not long range. Also along those lines.....since these particle weapons are more of a medium/long range weapon, either the # of weapon slots needs to be reduced to somewhere between 4-6 or the range of the weapons needs to be adjusted for this station only. I would recommend the latter so as to make this station a force to be reckoned with.

Keep the Torpedoes the same

    Next Station is the


Quote:
Deep space supply station
Troop capacity 25x
Critical systems
Tach drive * wormhole* 1x Power generators 3x
Reactive shields 4-8x Reloads 5-6x
Eccm 1x

Weapons
CL2K 2x*top and bottom* CL500 6x
Fusion Torpedo's 4x Rail guns 6x
M7 Fighter 5x



This station will take the role of the current ICC support station.
The suggestion that I have for this station is to limit it so that no more than 3 or 4 reloads can be focused on any one target. This would promote faster and more widespread repairing overall.

P.S. I don’t get the top and bottom thing with the cl2k’s. Are you talking about front and back arcs?

    The Last Station is the


Quote:
Tactical support station

Troop capacity 12x
Critical systems.
Tach drive * wormhole* 1x Power generators 4x
Reactive shields 4-8x ECCM 2x
Ecm 2x Pulse shield.

Weapons
CL2k 4x CL500 6x
Weapons 4x IT missile 6x
M7 fighter 10x



This will be the Sensor Station for the ICC. This is by far the best designed station for the ICC in my opinion. I would suggest cutting down on the fighters so that when compared with the Carrier Station of the UGTO there will be a drastic difference. Probably just lower it to 9 or so. And because of the current ECM/ECCM issues currently in game I wont comment on whether or not that is too much or too little.

    ICC Stations in Review[b]

With the current values of hull/armor/shields in game I would suggest upping the Deep Space Supply Station’s shielding to 10. 2 right, 2 left, 2 fore, 2 aft, 2 full. While giving the Tactical and Battle Stations 8. 1 Fore, 1 left, 1 right, 1 aft and 4 full. The Supply station if found will need extra shielding due to its lack of weapons. The Tactical and Front line stations both have increased weapons and also need more all around protection than the supply Station.

*edit* Adding the UGTO

Now the UGTO Stations

Quote:
Elite Battle station

Troop capacity 4x
Critical systems
Heavy Armor 4-8x Tachyon drive* wormhole * 1x
Generators 4x

Weapons
CL2k 10x Proton Torpedo 8x
EMP/particle cannon 8x CL550 6x
B27 Fighters 5x



[b] UGTO’s Assault Station.
This station fits in a little bit better than the ICC one.

However due to the increase in torpedo’s, the increase of cl2ks to ten is a bit extreme while keeping the beams. Completely get rid of the light beams and leave the # of heavy beams at 10.

The increase in torpedoes also demands a decrease in the # of weapons to something around 2-4. Adding the old QSB or a QSB type weapon (1 shot heavy damage) to this station in place of the weapons would also work. Tweaking to the QSB to be balanced would be required (QSB explosion is just too good to waste).

And Reduce the # of Fighters to 2 or 3.

Next Station is the
Quote:

Sensor command station

Troop capacity 10x
Critical systems
Heavy Armor 4x Tachyon drive* wormhole * 1x
Generators 4x ECCM 3x
ECM 2x Reload 1x

Weapons
CL550 6x Particle cannons 4x
B27 fighters 5x IT missile 4x



The UGTO’s Deep Space Sensor Platform
Well balanced ship. Add 2 or 3 more missiles and its perfect.
Same as the ICC one – Cannot comment on Ecm or Eccm properties.

The Last UGTO Station is…
Quote:
Carrier command station

Troop capacity 30x
Critical systems
Heavy Armor 3x*full* Tachyon drive* wormhole * 1x
Generators 3x ECCM 1x
Reload 3x

Weapons
EMP/particle cannon 8x CL550 8x
B27 Fighters 15x



Mobile Deep Space Fighter base for the UGTO.

This is the ship ill be flying in DS =P. But anyways the number of fighters is good as it completely overwhelms any ship with fighters currently in place.

Reduce the # of beams to prevent 8 flux beams. However the primary purpose of these beams should be to shoot down incoming projectiles…. Therefore they should be downgraded to cl300’s.

    UGTO Station Overview


As stated above, different stations need different amounts of armor. The Fighter and Sensor platforms each should have 9 heavy armors placed at 2 aft 2 left 2 right 2 fore and 1 on full. And the UGTO Battle Station should have 7 armor. 1 on aft, 1 left, 1 right, 1 fore, 1 full.

K’luth Stations
I’m not gonna do a long drawn out thing on the K’luth stations because I believe they all pretty much match what are designed to do. The new stations take the emphasis off of the heavy weapons – torpedoes and add in the psi cannon and psi missiles more than presently seen in K’luth craft. However I do think that we need to keep the present hive as an option for the K’luth.

Quote:

K'Luth - Hive station
Critical Systems
Cloaking device 1x Tractor beam 1x
Reload 1x IE drive 6x
Auto repair 1x Larvae 1x
Tachyon Drive 1x Heavy Armor 5x

Weapons
Disruptor 8x Psi cannon 4x
AM torpedo 8x



Its balanced and it’s a pretty good ship for those that want to focus on heavy weapon



_________________



[ This Message was edited by: DaMadCow*2ra* on 2003-08-31 16:12 ]

[ This Message was edited by: DaMadCow*2ra* on 2003-08-31 16:24 ]
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Cadet

Joined: August 15, 2002
Posts: 302
From: New Orleans,Louisiana
Posted: 2003-08-31 15:54   
i like it why didn't someone think of this before
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TwoFly {C?} The Redeemer
Fleet Admiral
Evil Empires Inc.

Joined: April 20, 2002
Posts: 13
From: Somewhere over there -->
Posted: 2003-08-31 15:56   
I think it's a great idea to update the stations, afterall it is suppose to be a monster, the final accomplishment. My idea for a station would be a stripped "planet" that could jump etc, but would allow people to build on. Basically a mobile planet. Would add some diversity, might be kinda cool.

TwoFly
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to make the other b@$tard die for his.\"
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Tellaris
Grand Admiral
Galactic Navy


Joined: April 30, 2002
Posts: 830
From: Land of Chocolate
Posted: 2003-08-31 16:02   
Firstly, I have said it before, I'll say it again: I STILL think Stations should NOT move. With the new patch coming up, this will actually be feaseable, because of the shipyards. How to do this? Simple: Station spawns 100 gu from the planet (Depends on the size of the planet, of course.)

Faustus wants to implement a wormhole device. Well, it can be stuck on, say, the command dread, giving it a little more use.

About the idea...

I think its good... We need more ships in the station class... Your loadouts are good... Might want to add a little more missiles to some of them.
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Axianda The Royal
Fleet Admiral
Terra Squadron

Joined: November 20, 2001
Posts: 4273
From: Axianda
Posted: 2003-08-31 16:08   
Quote:

On 2003-08-31 15:53, DaMadCow*2ra* wrote:

Quote:
Frontline command station.
Troop capacity 5x
Critical systems.
Tach drive * wormhole* 1x Power generators 4x
Reactive shields 4-8x Reactor 1500 1x
Pulse shield 1x

Weapons system.
CL2k 6x CL500 8x
Fusion torpedo 6x AR missile 8x
M7 Fighter 3x



This station will effectively be the battle station for the ICC. Its Weapon load out clearly shows this. The problem with it I think is its use of weapon and beam slots.

This Station should have roughly 75-90% heavy beams. With the remaining being medium beams. Because this station should be focused completely on damage light beams are not necessary



Ok here i cut in
Light beams are on ALL station like i said its a artificial planet its can defend itself against anything the question is for how long.

Quote:

Its weapon load out should consist of a mix of gauss guns, rail guns and any other types of mass drivers that come out . You’re probably saying gauss guns? Obviously the gauss guns will need to change. The reason for removing the missiles is because this ship needs to excel at close range not long range.



Gauus is long range
Gauss has 900Gu range

Quote:

Also along those lines.....since these particle weapons are more of a medium/long range weapon, either the # of weapon slots needs to be reduced to somewhere between 4-6 or the range of the weapons needs to be adjusted for this station only. I would recommend the latter so as to make this station a force to be reckoned with.

Next Station is the

Quote:
Deep space supply station
Troop capacity 25x
Critical systems
Tach drive * wormhole* 1x Power generators 3x
Reactive shields 4-8x Reloads 5-6x
Eccm 1x

Weapons
CL2K 2x*top and bottom* CL500 6x
Fusion Torpedo's 4x Rail guns 6x
M7 Fighter 5x

P.S. I don’t get the top and bottom thing with the cl2k’s. Are you talking about front and back arcs?



I mean 1 CL2k on the top of the station * full arc * and one at the bottom of the station * full arc *

Quote:

The Last Station is the

Tactical support station

Troop capacity 12x
Critical systems.
Tach drive * wormhole* 1x Power generators 4x
Reactive shields 4-8x ECCM 2x
Ecm 2x Pulse shield.

Weapons
CL2k 4x CL500 6x
Weapons 4x IT missile 6x
M7 fighter 10x

This will be the Sensor Station for the ICC. This is by far the best designed station for the ICC in my opinion. I would suggest cutting down on the fighters so that when compared with the Carrier Station of the UGTO there will be a drastic difference. Probably just lower it to 9 or so. And because of the current ECM/ECCM issues currently in game I wont comment on whether or not that is too much or too little.



I will not cut down on the fighters since the ugto carrier station still has 50% more fighters.
I will however remove the IT's and add 2 more weapons.
This station relies on fighters for long range.
thx forpointing out.

Quote:

    ICC Stations in Review

With the current values of hull/armor/shields in game I would suggest upping the Deep Space Supply Station’s shielding to 10. 2 right, 2 left, 2 fore, 2 aft, 2 full. While giving the Tactical and Battle Stations 8. 1 Fore, 1 left, 1 right, 1 aft and 4 full. The Supply station if found will need extra shielding due to its lack of weapons. The Tactical and Front line stations both have increased weapons and also need more all around protection than the supply Station.



as i said the hull and armor/shields would need to be boosted in HP.
I did not add extra armor because you cannot have to much devices it would swamp the entire screen
however this is open for change ofcourse.



Oh and @ baikon thx for the reply however i gave them these ammount of fighter while think of those now type each faction will get trust me i think they will be more than enough.

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[ This Message was edited by: DaMadCow*2ra* on 2003-08-31 15:53 ]



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[ This Message was edited by: Axianda *XO* on 2003-08-31 16:10 ]
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- Axi

DaMadCow
Fleet Admiral

Joined: July 20, 2001
Posts: 407
From: A Farm
Posted: 2003-08-31 16:13   
heh ax...when i was typing up the ugto part i realized i had cut out all the light beams from that station =P
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Pope
Fleet Admiral

Joined: June 11, 2002
Posts: 2449
From: World of tomorrow
Posted: 2003-08-31 16:23   
whats the deal with all the beams anyways?

why does a static target needs beams for anything other then PD and killing newbies?

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DaMadCow
Fleet Admiral

Joined: July 20, 2001
Posts: 407
From: A Farm
Posted: 2003-08-31 16:25   
Light beams for PD and using the heavy beams against enemy capital ships
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Pope
Fleet Admiral

Joined: June 11, 2002
Posts: 2449
From: World of tomorrow
Posted: 2003-08-31 16:28   
well, i think they need more ranged weapons.

and im totally against a ship combining a dictor with anything else.


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UnknownWarrior
Grand Admiral
Raven Warriors

Joined: July 18, 2002
Posts: 724
From: North Carolina, USA
Posted: 2003-08-31 18:26   
Sono...Heres my answer to your question...If you had played Freespace 2...As you would have noticed the ships have their light and heavy beams, Heavy for Capital ships, and Light to shoot down fighters, bombs etc. and do a little damage to capital ships, so giving a station light beams is in fact a good idea
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Pope
Fleet Admiral

Joined: June 11, 2002
Posts: 2449
From: World of tomorrow
Posted: 2003-08-31 18:35   
light beams yes, for PD.. but 8 cl2k?

personally im missing long range weapons in those configurations.

it will need them since it cant move.

whats a point of a battle station that cant do damage or dodge?

no matter how much armor you give it, the enemy can simply ignore it and kill its escort then go for the big juicy target..

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DaMadCow
Fleet Admiral

Joined: July 20, 2001
Posts: 407
From: A Farm
Posted: 2003-08-31 18:53   
normally the escort will be near the ship. Plus all the station except the assault ones have some sort of missle. I belive at least all of them have it missles or fighters

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[ This Message was edited by: DaMadCow*2ra* on 2003-08-31 18:54 ]
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Joined: August 15, 2002
Posts: 302
From: New Orleans,Louisiana
Posted: 2003-08-31 19:01   
about the UGTO carrier station i already made a post about a seperate ship that has 160 fighters (16 squadrons 10 fighters each) i think the post i made about a true carrier is better cause a carrier has to move but it relies on other ships for protection anyway i think the carrier station is still a good idea
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DaMadCow
Fleet Admiral

Joined: July 20, 2001
Posts: 407
From: A Farm
Posted: 2003-08-31 20:00   
16 figher bases for a moving ship is a little overboard
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