Author |
some nights ago |
Bardiche Chief Marshal
Joined: November 16, 2006 Posts: 1247
| Posted: 2010-03-26 13:44  
Concerns about MI having anti-Luth weapons is silly. How often do MI pose a serious threat to players, and just how often are staff members on MI accounts?
The answer, gentlemen, is less than the number of fingers you have on one hand.
_________________
|
EvilThought (TWP) Chief Marshal
Joined: September 15, 2004 Posts: 8
| Posted: 2010-03-26 15:06  
well alot of people have ideas how to fix but what it comes down to is whats fast and easy and balanced, dont change the cloak too much work fornow with everything else that need fixing (like bombing nowt working) dont need a 500 gu no cloak field either.
just set the troop pods to between 350 to 500 gu drop distance, planet needs to be in controle of the faction taking it , no side can tranny rush, the programming already exsists, i.e. the bombing distance is set to what 150? its not hard to do, every1 will agree to it cause it favors no1
I know the devs would like something easy to fix atm with all the major programming they working on, and this will do it
the EVIL 1 with a sharp stick
_________________
|
MrSparkle Marshal
Joined: August 13, 2001 Posts: 1912 From: mrsparkle
| Posted: 2010-03-26 15:29  
Quote:
|
On 2010-03-26 13:44, Bardiche wrote:
Concerns about MI having anti-Luth weapons is silly. How often do MI pose a serious threat to players, and just how often are staff members on MI accounts?
The answer, gentlemen, is less than the number of fingers you have on one hand.
|
|
I'm not concerned about the MI themselves. I'm concerned about a shipborne anti-cloak device that has no use other than to negate an entire faction's main defense. I'm concerned that it starts with MI having them, and then moves on from there...
_________________
|
Point Of No Return Chief Marshal United Nations Space Command
Joined: December 24, 2007 Posts: 78
| Posted: 2010-03-26 16:55  
This is funny the post has become plz dont touch kluth cloaking it will kill and ruin the faction!!!! Well here is a bit of tactical advise for the kluth and its the same they give ICC and the dev about our shields. You can easily rotate jump away
_________________
|
Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2010-03-27 04:47  
A minimum inf drop distance of 300gu shd suffice. Just make it similar to bomb release.
But if Devs r gonna skew the gameplay by decloaking Kluths 500 Gus away, then that'll only make the Uglies hug planets even more. But hey that's fine too if they want to reduce the number of battles. It's entirely up to them how they're gonna affect the playerbase.
Kluths will simply camp them out a distance away. Uglies will continue to orbit their planets. ICC will camp the gates pelting missiles.
Good game all. LOL
The only way forward with these planetary interaction penalties is to nerf it for all factions.
Kluth can't cloak, ICC loses their shields, UGTO gets energy drained or slowed down.
[ This Message was edited by: Kenny_Naboo on 2010-03-27 04:48 ]
_________________ ... in space, no one can hear you scream.....
|
Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2010-03-27 04:52  
Quote:
|
On 2010-03-26 15:29, MrSparkle wrote:
Quote:
|
On 2010-03-26 13:44, Bardiche wrote:
Concerns about MI having anti-Luth weapons is silly. How often do MI pose a serious threat to players, and just how often are staff members on MI accounts?
The answer, gentlemen, is less than the number of fingers you have on one hand.
|
|
I'm not concerned about the MI themselves. I'm concerned about a shipborne anti-cloak device that has no use other than to negate an entire faction's main defense. I'm concerned that it starts with MI having them, and then moves on from there...
|
|
Nah I don't think so. They'd be killing the playerbase on one faction completely.
No one could be that dense lol
_________________ ... in space, no one can hear you scream.....
|
Zero28 Grand Admiral
Joined: August 25, 2006 Posts: 591
| Posted: 2010-03-27 09:33  
Quote:
|
On 2010-03-27 04:47, Kenny_Naboo wrote:
A minimum inf drop distance of 300gu shd suffice. Just make it similar to bomb release.
But if Devs r gonna skew the gameplay by decloaking Kluths 500 Gus away, then that'll only make the Uglies hug planets even more. But hey that's fine too if they want to reduce the number of battles. It's entirely up to them how they're gonna affect the playerbase.
Kluths will simply camp them out a distance away. Uglies will continue to orbit their planets. ICC will camp the gates pelting missiles.
Good game all. LOL
The only way forward with these planetary interaction penalties is to nerf it for all factions.
Kluth can't cloak, ICC loses their shields, UGTO gets energy drained or slowed down.
|
|
hmm Thinking of Planet Penalty, If you layed sins of a solar empire you'd know what im talkign about
Each planet has its own Natural gravitiy well , wich penalizes ships, maybe we can do same, only need to decide what the penalty could be
_________________ 19:33:51 [ZION]GothThug {C?}: "Zero..you are DS's hero"
|
NoBoDx Grand Admiral
Joined: October 14, 2003 Posts: 784 From: Germany / NRW
| Posted: 2010-03-28 06:22  
hm whats about this:
make bombing planets easier (reduce the rate of fire from defence-bases) but limit the amount of troops on planets ( still max 32 friendlies, but only up to 40 troops alltogether) so you have to bomb planets again to cap it
_________________ The only good 'ooman is a dead 'ooman. An' da only fing better than a dead 'ooman'z a dyin' 'ooman who tell you where ter find 'is mates.
|
mannythepogs Grand Admiral Pitch Black
Joined: July 12, 2007 Posts: 140 From: mbllanes
| Posted: 2010-03-28 07:48  
Hmmmm
500gu, people want Kluth Turkey Shoot, lol if that happens you will just have to Put AI's in that faction it will not be playable.
_________________
|
Fatal Command (CO) Marshal Fatal Squadron
Joined: November 27, 2002 Posts: 1158 From: over here in New York noticing some ppl are like canoes.....they need to be paddled.
| Posted: 2010-03-28 08:52  
Well,as MOST combat ships in play have either only 1 or no eccm and no beacons,why not just change the cloak back to being popped by eccm at 200 GUs ( just a random number),In other words, come closer than 200 Gus to an active eccm the cloak shuts down.Leave ecm as it is tho,so if you have more ecm than there is eccm,you still remain invisible.This would allow for Kluth FLEET action in that you have ecm ships with combat ships to keep the combat "hidden"while the other 2 factions are running eccm(which would keep them "visible") to find said Kluth ships.To increase drop range of inf to 300-500 GUs just about guarantees a useless tranny rush.
My 1 1/2 cents worth.
_________________
|
MrSparkle Marshal
Joined: August 13, 2001 Posts: 1912 From: mrsparkle
| Posted: 2010-03-28 10:08  
You mean like the old days? I'm not against going back to that. Sure, we wind up with ECM forts, but they're easily bombed and captured.
_________________
|
Fatal Command (CO) Marshal Fatal Squadron
Joined: November 27, 2002 Posts: 1158 From: over here in New York noticing some ppl are like canoes.....they need to be paddled.
| Posted: 2010-03-28 13:14  
Well Devs,ball's in your court..........
_________________
|
Silent Threat { Vier } Marshal Anarchy's End
Joined: August 03, 2004 Posts: 278 From: Waiting...watching...
| Posted: 2010-03-28 16:24  
I read most of these posts but not all of them.
Why change K'luth cloak? Why not change the infantry instead?
Capping planets should require a fleet effort, so if the ones who capped it didn't drop enough troops to hold it, then that was a mistake on their part. They should have bought more with them or have been quick to fetch more if this was the case. Also building more barracks on a planet wouldn't hurt.
Some ideas:
(1) increase the amount of troops that can be spawned or dropped on a planet
(2) give defending infantry a bonus (as any defenders usually have)
(3) increase the speed that barracks produce infantry
My thoughts...
_________________
|
MrSparkle Marshal
Joined: August 13, 2001 Posts: 1912 From: mrsparkle
| Posted: 2010-03-28 16:33  
Well along those lines I've always envisioned specialized infantry that are either good at attacking, good at defending or good at razing, rather than the current infantry/heavy infantry system.
That would also require tactical decisions. Do you want your planet building all defenders, but not have attacking troops to use to invade? Do you want to build attackers, but make your planet more susceptible to invasion? Or how about razers (saboteurs) that are good at avoiding defenders and blowing stuff up, but suck at attacking and defending?
_________________
|
Zero28 Grand Admiral
Joined: August 25, 2006 Posts: 591
| Posted: 2010-03-28 16:53  
Idera is rather good, i jsut got 1 silly question
Who wins if you drops defenders on a planets full of attackers?
Or maybe make the Defenders, unloadable?
_________________ 19:33:51 [ZION]GothThug {C?}: "Zero..you are DS's hero"
|