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[FAQ
Forum Index » » English (General) » » Procyon constellation & MI
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 Author Procyon constellation & MI
Enterprise
Chief Marshal

Joined: May 19, 2002
Posts: 2576
From: Hawthorne, Nevada
Posted: 2009-01-06 05:12   
Just something to post that irritates me.

As I understand it and noticed, MI have a set number of worlds in the server that they will always have. This is done by that if they go below a quota, a planet will automatically revolt under their rule.

Im not given to understand why this is so, perhaps in the way its scripted MI use these planets to spawn, however, it is incredibly, inconcievably irritating.

The goal of the MV - which I hope applies to these branch servers, is to capture every planet in every system. This is however impossible if this is the way it is. Today on ICC we had to suffer Le revolting twice because of this, and nothing is more incredibly angering than orbiting a planet and suddenly its defence bases are ripping you and everything else to shreds while MI suddenly jump in because you're around their planet.

If this is the way it is and going to stay in this and other servers well, I just wonder why its neccessary and if so isn't there a better way?





-Ent
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Dwarden
Admiral
CHIMERA

Joined: June 07, 2001
Posts: 1072
From: Czech Republic
Posted: 2009-01-06 09:38   
t could be prevented that pirates and MI don't need to obtain planets by revolts ...
instead the code logic chooses 'weakest' planet(s) among certain star systems and lauch real Mi/Pirate invasion fleet against it (to capture it in correct way) ...

revolting should happen in when planet is really under heavy pressure, long poor economy etc into neutral
and after this may code logic choose which faction it may turn to (e.g. if there was trade or security factor to base upon...)

and in far future it could be improved la AI gets uncaptureable homeworlds in 'deep space' ...

for MI it could be something like RingWorld around small dwarf

for pirates it could be complex of stations or huge station somewhere hidden

[ This Message was edited by: Dwarden on 2009-01-06 09:40 ]
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Deltabacon
Fleet Admiral

Joined: August 17, 2007
Posts: 395
From: Liverpool, Great Britain
Posted: 2009-01-06 10:56   
They could have a back-up Wormhole not depicted on the Nav screen, where a large fleet spawns, and they head straight for the planet you just occupied.

"Sir we just took the planet"

"Whheeeee!"

"OMFG LOOK AT THAT"

*poof*

That would be quite nice.
_________________


Supertrooper
Marshal
Pitch Black


Joined: March 18, 2004
Posts: 1895
From: Maryland, U.S.A
Posted: 2009-01-06 14:25   
But AI are needed Ent, and the game mechanics aren't broke. You just need to learn to work with them. /sarcasm


Yeah, this irks me abit too. You can clear out AI in a system, but respawn instantly no matter what, and jump back in mindlessly. Kind of broken, or well, really broken.

Players are making 10k Prestige in A DAY, one's said to have gained 40k in one week, JUST off of farming. Mirving in .483 didn't even bring this much prestige, and everyone complained about that, but now that they can have 'combat'(Shooting mindless drones that find doing circles as combat) instead of bombing.

[ This Message was edited by: Crim {Fear?} on 2009-01-06 14:26 ]
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  Email Supertrooper
Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2009-01-06 14:49   
Quote:

On 2009-01-06 05:12, Enterprise wrote:





simple fix: countdown timer of 2 minutes before the planet revolts.

Quote:

On 2009-01-06 14:25, Crim {Fear?} wrote:





simple fix: remove prestige gain from AI ships xor reduce it to 1/10th of the current prestige given
_________________


Supertrooper
Marshal
Pitch Black


Joined: March 18, 2004
Posts: 1895
From: Maryland, U.S.A
Posted: 2009-01-06 14:54   
Quote:

On 2009-01-06 14:49, Fattierob (x2 Black Keys) wrote:
Quote:

On 2009-01-06 05:12, Enterprise wrote:





simple fix: countdown timer of 2 minutes before the planet revolts.

Quote:

On 2009-01-06 14:25, Crim {Fear?} wrote:





simple fix: remove prestige gain from AI ships xor reduce it to 1/10th of the current prestige given




You're a dev. Get on it.
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  Email Supertrooper
Walrus of Apathy
Admiral
Templar Knights


Joined: August 07, 2005
Posts: 466
From: Dorans Basement
Posted: 2009-01-06 15:04   
This also kind of a problem on the Rogan's Rift server.

one guy that was on was Farming the revolted planets. He'd cap the planet let it revolt and then cap it again. I forgot who it was but he was doing it for a while.

But, i do agree, the revolting plants thing is pretty annoying, i would prefer to do the hidden deep space base.

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  Email Walrus of Apathy
FearNick
Grand Admiral

Joined: September 29, 2001
Posts: 163
From: Oshkosh WI
Posted: 2009-01-06 16:17   
i dont liek AI... they are free prestige and they just get in your way when you try to fight real people...
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  Email FearNick
Enterprise
Chief Marshal

Joined: May 19, 2002
Posts: 2576
From: Hawthorne, Nevada
Posted: 2009-01-06 18:17   
Quote:

On 2009-01-06 14:49, Fattierob (x2 Black Keys) wrote:
Quote:

On 2009-01-06 05:12, Enterprise wrote:





simple fix: countdown timer of 2 minutes before the planet revolts.




Wait, you don't see a problem with players having to work through hell to get a planet just to have it snatched away back without even a fight?





-Ent
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JBud
Marshal

Joined: February 26, 2008
Posts: 1900
From: Behind you.
Posted: 2009-01-06 18:49   
The reason is because the MI faction do not have a bomber (yet) with that being true there is only one way to capture a planet and thats with inf rushing witch works sometimes however is not as effective as bombing thus leaving the option of revolt scripts....
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  Email JBud   Goto the website of JBud
Jim Starluck
Marshal
Templar Knights


Joined: October 22, 2001
Posts: 2232
From: Cincinnati, OH
Posted: 2009-01-06 19:47   
I think this is basically to prevent the AI factions from ever being totally wiped out. A fully-built planet is very difficult for them to capture, especially if they don't have a reserve of inf to draw from.
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If at first you don't succeed, get a bigger space battleship and try again.

  Email Jim Starluck
Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2009-01-06 22:12   
Quote:

On 2009-01-06 18:17, Enterprise wrote:

Wait, you don't see a problem with players having to work through hell to get a planet just to have it snatched away back without even a fight?
-Ent





Personally, I do. I only suggested such things as a quick fix. Really, as a long term idea, all of Procyon should be capable, but the number of extra ships the MI have above normal AI limits increases as the number of planets they have decreases.



example:

formula while planets held is >= 5: (max planets to have) / ((planets held - 5) + 1) [round down]


formula while planets held is < 5: (max planets to have) / (planets held + 1)

[Round Down]

Number of Planets to have: 50
Number of planets currently owned: 50
Extra ships: 50 / 45 = 1

Number of Planets to have: 50
Number of planets currently owned: 30
Extra ships: 50 / 25 = 2

Number of Planets to have: 50
Number of planets currently owned: 10
Extra ships: 50 / 5 = 10

Number of Planets to have: 50
Number of planets currently owned:5
Extra ships: 50 / 1 = 50

Number of Planets to have: 50
Number of planets currently owned:1
Extra ships: 50 / 1 = 25

The idea is that the AI appears in a huge cluster during a "back to the wall" situation, but if the humans manage to capture the remaining few planets, the numbers begin to drop. Obviously, 50 extra AI on a server would be quite excessive, but this is just an example using made up numbers





_________________


Enterprise
Chief Marshal

Joined: May 19, 2002
Posts: 2576
From: Hawthorne, Nevada
Posted: 2009-01-07 04:08   
Well that would actually be pretty cool, that AI get more numerous the more planets you capture, or perhaps, they simply get more numerous the closer you get to their 'home', as you wind up starting at one end and have to go through other systems.

This works alot better if theres some sort of mechanic where you have to capture one system before moving onto the next but eh.

It also works better if AI worked as many small fleets rather than a bunch of individuals but that may be too much to hope for.

Still it would be cool to hit a critical mass and suddenly in the comms you see WARNING ENERGY SPIKE DETECTED, MULTIPLE JUMPING SIGNATURES IMBOUND and suddenly, a massive AI fleet tries to take back their entire system.

Things like this, they make AI awesomer.
_________________


BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2009-01-07 04:14   
Quote:

On 2009-01-07 04:08, Enterprise wrote:
WARNING ENERGY SPIKE DETECTED, MULTIPLE JUMPING SIGNATURES IMBOUND



C-C-C-C-C-COMBO BREAKER!

(It's early, I'll answer this properly later!)
_________________


0stego
Fleet Admiral
United Armed Corps

Joined: October 04, 2008
Posts: 153
From: Sol System, Earth, Canada, AB.
Posted: 2009-01-07 09:57   
Quote:

On 2009-01-06 18:49, Fleet Admiral JBud *COM* [Recruiting] wrote:
The reason is because the MI faction do not have a bomber (yet) with that being true there is only one way to capture a planet and thats with inf rushing witch works sometimes however is not as effective as bombing thus leaving the option of revolt scripts....




I figured that was the reason they take back planets right away as well.
But I do agree it would be much better if they would have to 'attack' planets with bombers and troops to re-cap them.
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