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[FAQ
Forum Index » » Beta Testing Discussion » » Re: 1.6 Def Bases
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 Author Re: 1.6 Def Bases
BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2011-01-20 09:54   
A minor note about suggestions. Please keep all of them focused around current defence, and not new structures.

Stage 2 of the planetary system changes will include more structures to enhance and build upon the new system put in place. For now, however, I'd rather concentrate on the current issues and deployment of Stage 1 (which is basicly the backbone and migration of systems over to it).
[ This Message was edited by: BackSlash on 2011-01-20 09:55 ]
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SpaceAdmiral
Grand Admiral

Joined: May 05, 2010
Posts: 1005
Posted: 2011-01-20 15:11   
Quote:

On 2011-01-19 13:19, Fattierob wrote:
Idea:

Do a percentage of maximum armor damage to every ship in the area every time damage is calcuated
Ramp up that percentage over time



Great. Now ICC and Kluth have advantage over UGTO.

Shields have less hp than armor=ICC takes less damage than UGTO, while still being able to activate defence mode or rotate shields

Kuth armor worse than human armor=Kluth takes less damage than UGTO, while still having a superior regeneration rate
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Gejaheline
Fleet Admiral
Galactic Navy


Joined: March 19, 2005
Posts: 1127
From: UGTO MUNIN HQ, Mars
Posted: 2011-01-20 19:13   
Quote:

On 2011-01-20 15:11, SpaceAdmiral wrote:

Great. Now ICC and Kluth have advantage over UGTO.



Damage is currently inflicted as a straight damage-per-tick, with no regard to HP.

However, this does mean that ICC and K'luth have an advantage over UGTO anyway, since shields have a higher regeneration rate and K'luth have AHR.

However, UGTO have the advantage in terms of raw firepower at close range, and K'luth must remain visible in order to count as contesting the planet, meaning they must also remain vulnerable to attack.
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[Darkspace Moderator] [Galactic Navy Fleet Officer]


CM7
Midshipman
Faster than Light


Joined: October 15, 2009
Posts: 1812
Posted: 2011-01-20 20:16   
i know its no where near complete.. but 10 off I bases today didnt even get trough my sheilds in an AD. Id hate to see a station swarm fall down upon a planet... would be a nightmare, as they can bomb, and tranny, and build, and mine... :'<
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Defiance and Opposition, a tribute to teamwork. I will remember always
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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2011-01-20 20:58   
We just made a change to the way defence bases apply their damage.

Previously we had the damage shared between all parties up to 5, this meant two players shared the damage equally.

Now, for every player near the planet, you will take 5% less damage, up to a total of 50%.
_________________


µOmniVore
Grand Admiral

Joined: September 13, 2006
Posts: 171
Posted: 2011-01-20 21:04   
does the location of the Defense bases matter now like before,

and maybe you guys could revert back to the 1,2,3 def bases as you said the current structure is pointless

def base 1. 100% of current calculated damage

def base 2. +50% of def base 1

def base 3. +100% of def base 1

also how are depots handled now would like to see them able to repair 1 ship for each depot a player builds instead of having them group up and repair one player/npc.

also Depots are considered def bases
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CM7
Midshipman
Faster than Light


Joined: October 15, 2009
Posts: 1812
Posted: 2011-01-20 21:22   
Coolcool we did have 3 ships and a number of ai there

didnt know it was calculated like that.

there was an AD BombDread and Bomber Friggy. of the three the bomber dread seamed to take the most damage.
[ This Message was edited by: Defiance*FTL* on 2011-01-20 21:24 ]
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Defiance and Opposition, a tribute to teamwork. I will remember always
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