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Forum Index » » Development Updates » » DarkSpace 1.6
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 Author DarkSpace 1.6
Reznor
Marshal

Joined: March 29, 2010
Posts: 316
Posted: 2011-01-18 03:36   
So do ships just take damage with no weapons fire directed at them? What graphical indication is there that you're taking damage?

My thoughts go towards a "flak" effect, small explosions around a ship, indicating surface to space weapons fire.


That is, if bases don't launch projectiles anymore .
_________________
Indictor: 1. To accuse of wrongdoing

Interdictor: (DS) A planetary emplacement or Cruiser Class vessel capable of preventing FTL travel in a certain radius.

Shigernafy
Admiral

Joined: May 29, 2001
Posts: 5726
From: The Land of Taxation without Representation
Posted: 2011-01-18 05:35   
Bases still have a visual effect of firing, but it is just to indicate that you are taking damage - the damage itself is applied regardless of the effect. But yes, we are trying to make it obvious what's going on.
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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2011-01-18 06:13   
Sorry, I had planned to let K'luth be damage regardless of cloak, but apparently K'luth ships do not take damage when cloaked. =)
_________________


Kaoschan
Fleet Admiral
Interstellar Cultural Confederation United


Joined: October 11, 2008
Posts: 133
From: Germany
Posted: 2011-01-18 07:29   
Quote:

On 2011-01-18 06:13, BackSlash wrote:
Sorry, I had planned to let K'luth be damage regardless of cloak, but apparently K'luth ships do not take damage when cloaked. =)




If you can't see an enemy you can't shoot at it .p (yeha yeha i know blindfire is possible ^^)
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In ICC Shields with Defence Mode we trust!

K'luth Hunter - Recon ~Ping~ Scout - ECCM for the Team, to beat the K'luth!

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Rebellion
Marshal
Faster than Light


Joined: June 20, 2009
Posts: 730
From: sol
Posted: 2011-01-18 08:11   
i just hope that planets will still be able to self sustain themselfs if built well can we expect them to be able to fend off 2-3 ships on thare own? or will thay be to weak?
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Sopwith Camel
Grand Admiral
Galactic Navy


Joined: March 07, 2002
Posts: 651
From: Toronto
Posted: 2011-01-18 10:44   
Quote:

On 2011-01-18 06:13, BackSlash wrote:
Sorry, I had planned to let K'luth be damage regardless of cloak, but apparently K'luth ships do not take damage when cloaked. =)




Neither do ships with a negative signature. I think I like it that way.


_________________

Fleet Commander, Galactic Navy

sparky43
Vice Admiral

Joined: November 08, 2010
Posts: 25
From: Florida
Posted: 2011-01-18 11:12   
Quote:

On 2011-01-17 21:37, Sopwith Camel wrote:
I suggest the implementation of diplomats.

They can be dropped like infantry but only have 1/10 of their durability and absolutely no offensive skills against infantry. However, diplomats should be able to combat (negotiate? debate?) with enemy diplomat units to defeat them.

Diplomats will carry a greater control generation rate than infantry, being diplomats and all. And of course they will improve morale as well.

Enemies orbiting the planet should also be able to click on diplomat units and transfer credits to bribe them to defect! Instant revenue stream, Palestar!

This request is semi-serious.





The only time my morale was improved by a diplomat is when they were leaving. Those shifty punks couldn't sell a used ferrari.
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Dreadnought. Lest ye be Dreaded.

Irak
Vice Admiral

Joined: February 28, 2010
Posts: 23
Posted: 2011-01-18 13:03   
is the mouse issue fixed?
_________________


DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2011-01-18 13:32   
I have some questions:
[quote]On 2011-01-17 13:03, BackSlash wrote:

  • Assuming A just gain control of Z planet from B without bombing any infantry. So Z still has 32 B infantry on it. Do B infantry on Z helps substracting control value of Z which belongs to A now?
  • What is the speed of infantry regeneration to control point compare to ship?
  • Quote:
    On 2011-01-17 13:03, BackSlash wrote:
    Everyone who contributes to capturing the planet gains a point!


    Only gain when successfully capture or during the progress?
  • Does planet see ANYTHING visible within influence range although it has negative signature?
  • Assuming Z has 5 off II on it and there are 5 red ships are approaching. Does each ship receive total 5 off II damage or 1/5 of the total damage?
  • Quote:
    On 2011-01-17 13:03, BackSlash wrote:
    Defence bases now have a protection rating, which means bombs and infantry will do less damage to structures and infantry when you attack that planet.


    Does it mean green infantry stronger than red infantry since the green deals the same damage but receive less?
  • Quote:
    On 2011-01-17 14:30, BackSlash wrote:
    Engineers hold more + value, whereas bombers hold more - value (due to bombs).


    Sounds like a green bomber subsctracts the control value while the red engineer adds to it. I'm a bit confused, shall you clarify?

and some comments:
  • I wonder if planet only attacks ships in influence range. Compare A planet filled with ICC off II and B planet filled with KLuth off II. Clearly capturing B is easier when the interdictor is there.
    I suggest the influence range is the longest attack range of def base on it. So that nobody is able to take advadtage of other factions' def base.
  • If the planet attack all ships within influence range regardless the visual, then how to dodge? Small ships will have no chance to survive.
  • How about AI transport and its auto capturing code now?

_________________


Doran
Chief Marshal
Galactic Navy


Joined: March 29, 2003
Posts: 4032
From: The Gideon Unit
Posted: 2011-01-18 13:37   
Quote:

On 2011-01-18 10:44, Sopwith Camel wrote:

Neither do ships with a negative signature. I think I like it that way.





this, pretty much

[ This Message was edited by: Doran on 2011-01-18 13:38 ]
_________________


jedi42
Grand Admiral
Evil Empires Inc.

Joined: February 25, 2002
Posts: 478
From: jedi42
Posted: 2011-01-19 19:29   
Quote:

On 2011-01-18 13:37, Doran wrote:
Quote:

On 2011-01-18 10:44, Sopwith Camel wrote:

Neither do ships with a negative signature. I think I like it that way.





this, pretty much

[ This Message was edited by: Doran on 2011-01-18 13:38 ]




Nice Doran.

I think, just for good measure, we should all go for a silly walk.
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jedi42, darkjedi42, [drunk], hoid o' toitles, evil, rum, cl2k drainer, gdi, {C?}, hive teets, fusion mating, perfect cloud formation, death star, point jump, tractor scout, torp det, def cluster, cloaked elf

µOmniVore
Grand Admiral

Joined: September 13, 2006
Posts: 171
Posted: 2011-01-19 21:51   
I hope these changes lead to more structures on a planet.

more variety also the conqueror gets to name the planet starting at Marshal and up (gotta do something with that rank).
_________________
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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2011-01-19 21:53   
I have increased the HP of every planetary structure by quite some margin. You will now no longer be able to cut out power to all the planet with a few well placed bombs. Not taking PD damage reduction into account, most structures take 4/5 salvo's of bombs to destroy.

This should lead to planets being much more stable in battle .
_________________


SpaceAdmiral
Grand Admiral

Joined: May 05, 2010
Posts: 1005
Posted: 2011-01-19 23:07   
Quote:

On 2011-01-19 21:53, BackSlash wrote:
I have increased the HP of every planetary structure by quite some margin. You will now no longer be able to cut out power to all the planet with a few well placed bombs. Not taking PD damage reduction into account, most structures take 4/5 salvo's of bombs to destroy.

This should lead to planets being much more stable in battle .



Does this mean bombing pres will be easier to get?
And that ecm no longer affects bombs?
_________________


Reznor
Marshal

Joined: March 29, 2010
Posts: 316
Posted: 2011-01-19 23:15   
So how do you combat the annoying people who know that a kluth tranny can drop inf, cloak, and then raze buildings and keep thier troops moving?

It's one of many lame tactics that I've seen kluth use, and probably the most annoying. The only way to "beat it" they've told me, is to move your infantry manuallly as well, but I just haven't gotten the hang of it.

Maybe make it so that it takes 5 seconds for infantry to start razing? That way if they're moved manually constantly, they can't actually do damage.


The reason I bring this up is: the first thing I thought of when I read about the new defense bases is "Oh good, now those retarded trannies will take damage and can't just sit there moving troops around." But I guess not >.> .
_________________
Indictor: 1. To accuse of wrongdoing

Interdictor: (DS) A planetary emplacement or Cruiser Class vessel capable of preventing FTL travel in a certain radius.

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