Welcome aboard Visitor...

Daily Screenshot

Server Costs Target


Target met!

Latest Topics

- Anyone still playing from a decade ago or longer? »
- Game still active. NICE! »
- Password resett »
- Darkspace Idea/Opinion Submission Thread »
- Rank Bug maybe? »
- Next patch .... »
- Nobody will remember me...but. »
- 22 years...asking for help from one community to another »
- DS on Ubuntu? »
- Medal Breakpoints »

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
05/04/24 +6.0 Days

Search

Anniversaries

14th - wolf420

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) » » tone the bombs down
Goto page ( Previous Page 1 | 2 )
 Author tone the bombs down
RagAnok
Admiral

Joined: February 02, 2004
Posts: 237
Posted: 2005-08-28 04:16   
We all agree that mirvs and their like destroy to many structures, so the lets all stop using them, every faction have other bombs at their disposal that do not destroy structures.
so lets all agree that mirvs and the like are DS’s version of WMD and out law their use until they get fixed.

_________________
[IMG]http://i100.photobucket.com/albums/m3/zardous/gunner.gif[IMG]


Telekinesis, thats what you need, just lay back and let your mind do the walking

c0ld
Midshipman

Joined: June 24, 2003
Posts: 342
From: UK
Posted: 2005-08-28 07:20   
My suggestion would be to take bombing back to 1.480, but to deal with the server overload caused by cloud bombing in a different way than just to restrict the number of bombs. I made a suggestion ages ago about a possible way to tackle it, but there are probably many.

Cloud bombing was a far better way of bombing, it took time and skill, and could be defeated by skilled opponents.

So;
-Bring back cloud bombing, deal with server load inventively, not destructively
-remove splash damage altogether
-reduce the power of individual bombs drastically
-allow proper targetting by use of the scanner, including civ buildings
-PD needs to ignore armour/hulls and shoot bombs regardless

The aim is to force a bomber (with it's supply and escorts) to have to take down a planet piece-by-piece.

[ This Message was edited by: c0ldfury on 2005-08-28 07:22 ]
_________________


DOM700 [-IMO-]
Fleet Admiral

Joined: July 26, 2001
Posts: 3175
From: Eckental, Germany, Sol-System
Posted: 2005-08-28 08:09   
note: the number of bombs is limited (per device), it was atleast in Beta...
_________________
If the buildings on your planets disappear, guess who was there....

Never forget what you fight for
I have earned my betatester badge for being part of the open beta

  Email DOM700 [-IMO-]   Goto the website of DOM700 [-IMO-]
c0ld
Midshipman

Joined: June 24, 2003
Posts: 342
From: UK
Posted: 2005-08-28 09:16   
Quote:

On 2005-08-28 08:09, DOM700 [-IMO-] wrote:
note: the number of bombs is limited (per device), it was atleast in Beta...



Yes, that there, imo, is the start of the problem. The steady decline of bombing started with bombs limits (and to some degree planet rotation, both forced splash damage to be increased to compensate for the loss of power and accuracy). It was a 'destructive' fix, in that it destroyed the feature it tried to fix. There are many other ways, i'm sure, that could have maintained the tactical diversity in bombing but at the same time fix the server overload.
_________________


-Viper-
Fleet Admiral

Joined: July 26, 2001
Posts: 55
From: UK
Posted: 2005-08-29 06:15   
The limit on active bombs needs to stay, the reasons for it was because when someone rams or pulses 200+ bombs the server and anyone else in the area would crash or lag really badly so it needs to stay.

They need to up the limit on mines though, their useless now :/
_________________


TheTerminator970
Cadet

Joined: March 05, 2004
Posts: 40
Posted: 2005-08-29 06:52   
I remember some of those epic cloud bombs. Starting from hugely far away from the planet. A sheer wall of green. Sends the planet back into the dark age.
_________________


c0ld
Midshipman

Joined: June 24, 2003
Posts: 342
From: UK
Posted: 2005-08-29 07:16   
Quote:

On 2005-08-29 06:15, -Viper- wrote:
The limit on active bombs needs to stay, the reasons for it was because when someone rams or pulses 200+ bombs the server and anyone else in the area would crash or lag really badly so it needs to stay.


Ok, so you've restated the reason I gave for why bomb limits were introduced, but failed to see the point I made about them.

Bomb limits were a solution to a problem, it could have been dealt with in other ways.
Limits have lead, imo, directly to overpowered bombing that requires little or no skill to do.
_________________


DOM700 [-IMO-]
Fleet Admiral

Joined: July 26, 2001
Posts: 3175
From: Eckental, Germany, Sol-System
Posted: 2005-08-29 08:00   
Well I guess the splash damage was introduced in that way, because they took away the PCM as an area mass destruction bomb...
_________________
If the buildings on your planets disappear, guess who was there....

Never forget what you fight for
I have earned my betatester badge for being part of the open beta

  Email DOM700 [-IMO-]   Goto the website of DOM700 [-IMO-]
Shigernafy
Admiral

Joined: May 29, 2001
Posts: 5726
From: The Land of Taxation without Representation
Posted: 2005-08-29 10:12   
Love you too, JRE.

Though I'm not going to bother defending myself or other admins, and I hope your post remains otherwise ignored, except for this post.
_________________
* [S.W]AdmBito @55321 Sent \"I dunno; the French had a few missteps. But they're on the right track, one headbutt at a time.\"

  Email Shigernafy
JRE
Grand Admiral

Joined: August 14, 2003
Posts: 570
Posted: 2005-08-29 19:23   
I love you too shig.
_________________


Goto page ( Previous Page 1 | 2 )
Page created in 0.015194 seconds.


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