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energy depots |
Azreal Chief Marshal
Joined: March 14, 2004 Posts: 2816 From: United State of Texas, Houston
| Posted: 2011-05-12 17:24  
the problem is that you want the ability to sit at a planet and fight.
Is that the type of game you want?
I still want to see depots limited to one per planet, with a higher effect. Repairing in general should be something that only helps marginally while in combat. A ship in drydock should not be able to own 4 ships.
Adding energy depots just increase an already horrible 'sploit.
I'm still hoping for a game that will emphasis SKILL. It has happened before......your idea goes the other direction from that.
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ADmiraLMaXimus (Bringer of Doom) Chief Marshal Praetorian Wolves
Joined: March 09, 2002 Posts: 363 From: Earth
| Posted: 2011-05-12 18:47  
energy depot would not be so bad if depot would only repair as long as your ship was not firing..... maybe even all the depots could work the same way....
imagine depot planets being used for what they were intended for and just fixing ships.....
I feel this would be a good way to prevent people from using depot planets to farm prez..... any faction ship in order to use depots must not be firing at anything. otherwise depot stops until weapons are recharged and firing has stopped...
with this idea you cant just orbit a depot planet and get repaired while you are engaged in combat.... after all realisticly how could all those little drones flying arround ships under repair, survive weapons impact and splash damage.
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MrSparkle Marshal
Joined: August 13, 2001 Posts: 1912 From: mrsparkle
| Posted: 2011-05-12 18:56  
In beta depot planets aren't nearly as OP. Our weapons do more damage, and our ships have more weapons. It means depot planets can repair just fine when a ship is not being fired at, but if it is they can't keep up, unlike now where ships (especially stations) can tank multiple dreads.
[ This Message was edited by: General Zod on 2011-05-12 18:58 ]
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NoBoDx Grand Admiral
Joined: October 14, 2003 Posts: 784 From: Germany / NRW
| Posted: 2011-05-12 20:45  
Quote:
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On 2011-05-12 18:47, ADmiraLMaXimus (Bringer of Doom) wrote:
energy depot would not be so bad if depot would only repair as long as your ship was not firing..... maybe even all the depots could work the same way....
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just add a -75% penalty for 10secs (or so) at depot-rep-rate after taking damage
_________________ 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.
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MrSparkle Marshal
Joined: August 13, 2001 Posts: 1912 From: mrsparkle
| Posted: 2011-05-12 22:34  
That was my original suggestion, adding a repair debuff when under attack, then I thought of a simpler solution: Increase the requirements to build and run a depot. Seriously, 1 worker, 5 energy and 10 tech is way too easy to spam. Requirements somewhere in between level 1 and level 2 defense bases would work.
After beta goes live though this won't be as much of a problem. I recommend no changes to depots whatsoever until we know just how weak or powerful depot planets will be.
[ This Message was edited by: General Zod on 2011-05-12 22:35 ]
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Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2011-05-12 22:42  
Meh. Jack said no already. So I'm not gonna waste time on this turkey of an idea.
_________________ ... in space, no one can hear you scream.....
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