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Team:
Rank: Officer Main: vipy Level: 2722 Joined: Sat Aug 18, 2007 4:49 am Posts: 28 |
shouldnt lol
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Mon Dec 06, 2010 1:59 pm |
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Team:
Rank: Councilor Main: The Voomy One Level: 1337 Joined: Thu Jun 29, 2006 12:06 am Posts: 4137 |
How about instead of allowing more base kits we simply nerf ablatives?
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Mon Dec 06, 2010 2:26 pm |
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Team:
Rank: Main: Daggoth Level: 3912 Joined: Wed Oct 18, 2006 9:37 pm Posts: 4438 Location: Married to: CSE |
The Voomy One wrote: How about instead of allowing more base kits we simply nerf ablatives? /signed Still, Voomy can you PLEASE comment on how TW can use 3 bases in BvB on test? (look at choke/kilauea). I think 2 bases is fine (if combined with PvB as well), as long as ablatives are quite heavily nerfed. Kanga _________________ Illegitimi Non Carborundum |
Mon Dec 06, 2010 2:27 pm |
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Team:
Rank: Main: Paladinofdoom Level: 3693 Joined: Wed Jun 22, 2005 2:35 pm Posts: 1384 |
The Voomy One wrote: How about instead of allowing more base kits we simply nerf ablatives? Well, yeah... Remove External Ablatives - Spatzz's Topic http://www.starsonata.com/forum/viewtopic.php?f=3&t=41788&hilit=ablatives Base versus Base Combat - Discussion / Think Tank - Aurora's Topic http://www.starsonata.com/forum/viewtopic.php?f=3&t=40867&hilit=ablatives Ablatives revisited - Prommy's Topic http://www.starsonata.com/forum/viewtopic.php?f=3&t=40558&hilit=ablatives All of these threads have given ideas for nerfs / alternatives. Paladin, _________________ newman233 wrote: <3 Pally This guy gets my full Jiggle! He is full of awesomesauce, and Jigglyness, buy from him! Kanga Last edited by vampire2948 on Mon Dec 06, 2010 2:39 pm, edited 1 time in total. |
Mon Dec 06, 2010 2:33 pm |
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Team:
Rank: Main: Daggoth Level: 3912 Joined: Wed Oct 18, 2006 9:37 pm Posts: 4438 Location: Married to: CSE |
vampire2948 wrote: The Voomy One wrote: How about instead of allowing more base kits we simply nerf ablatives? Well, yeah... Remove External Ablatives - Spatzz's Topic http://www.starsonata.com/forum/viewtopic.php?f=3&t=41788&hilit=ablatives Base versus Base Combat - Discussion / Think Tank - Aurora's Topic http://www.starsonata.com/forum/viewtopic.php?f=3&t=40867&hilit=ablatives Ablatives revisited - Promm'y's Topic http://www.starsonata.com/forum/viewtopic.php?f=3&t=40558&hilit=ablatives All of these threads have given ideas for nerfs / alternatives. Paladin, But PLEASE be careful not to make them useless, they have a purpose (cheap, easy mediocre protection), we don't want them overpowered, and we don't want them useless. Kanga _________________ Illegitimi Non Carborundum |
Mon Dec 06, 2010 2:36 pm |
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over 9000!
Team:
Rank: Councilor Main: Churchill Level: 5620 Joined: Sat Dec 09, 2006 10:36 pm Posts: 11706 |
All you need to do is remove the EA's. Nothing else really is needed. This attachment is showing an Adonis Mining Plating. Its bp comes from Free Market and it costs only 2000 mets and 1 titanium sheet to build. This thing is 200 size and is able to be transported to the different bases. The Argonaut versions' bps are also in FM.
You do not have the required permissions to view the files attached to this post. _________________ Salt Assault drew this conclusion from the latest devblog. [img]http://oi62.tinypic.com/33208ex.jpg[/img] |
Mon Dec 06, 2010 3:21 pm |
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Joined: Thu Sep 27, 2007 11:04 pm Posts: 360 |
The Voomy One wrote: How about instead of allowing more base kits we simply nerf ablatives? This would fix nothing. Learn the game you are supposed to be working for before you bother posting in this thread. Ablatives needed to be removed with the old rules, with these rules, you would be trying to save a sinking boat with the aid of a shotglass. These changes are retarded, and need to be rethought in their entirety. I would prefer the old system over this. _________________ |
Mon Dec 06, 2010 6:35 pm |
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Site Admin / Dev Team
Team:
Rank: Director Main: Jeff_L Level: 1969 Joined: Wed Mar 23, 2005 2:21 am Posts: 3894 Location: Santa Clara, CA |
The 3 bases was a bug. Being fixed atm.
_________________ For support, please create a support ticket here and I will get back to you as soon as possible. About Star Sonata. |
Mon Dec 06, 2010 6:43 pm |
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Team:
Rank: Officer Main: vipy Level: 2722 Joined: Sat Aug 18, 2007 4:49 am Posts: 28 |
sorry i was at work when writing it it good but the only thing i see is the defending team can keep laying more once we kill them even with ablative nerfed wont make a diffrence it should have a rule that in an assault no more kit can be layed untill the assaulting kit are dead other whys the attacking team will have no chance even with the help of bvb and pvb
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Mon Dec 06, 2010 7:02 pm |
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Team:
Rank: Officer Main: Bobby Bobbs Level: 3631 Joined: Thu Dec 08, 2005 10:44 am Posts: 382 |
viper120 wrote: sorry i was at work when writing it it good but the only thing i see is the defending team can keep laying more once we kill them even with ablative nerfed wont make a diffrence it should have a rule that in an assault no more kit can be layed untill the assaulting kit are dead other whys the attacking team will have no chance even with the help of bvb and pvb This sounds really hard to code for in a way that would work. Interesting possibility though. |
Mon Dec 06, 2010 7:06 pm |
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Team:
Rank: Officer Main: vipy Level: 2722 Joined: Sat Aug 18, 2007 4:49 am Posts: 28 |
yer i know but other wise it would get exploited again making this new bvb rule exploitable why lc are all up for the rules
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Mon Dec 06, 2010 7:16 pm |
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Team:
Rank: Main: Keep the Money Level: 1874 Joined: Mon Jul 16, 2007 8:39 am Posts: 223 |
sleepysnagrund wrote: viper120 wrote: sorry i was at work when writing it it good but the only thing i see is the defending team can keep laying more once we kill them even with ablative nerfed wont make a diffrence it should have a rule that in an assault no more kit can be layed untill the assaulting kit are dead other whys the attacking team will have no chance even with the help of bvb and pvb This sounds really hard to code for in a way that would work. Interesting possibility though. It should be easy to do with some negative feedback. numbers are base slots n= number of adjoining galaxies IF Attacker's slots used = >0 let Defender's slots = 0 or If attacker's slots used = >0 Defender's Slots = 25-((25-slots used)+slots used) 1st equation works if Bases already deployed can remain in galaxy if the galaxy has no slots for them. 2nd equation is the same as 1st, just might be easier to do depending on how the code checks max bases per gal and number of bases in a gal. OR IF Attacker's Slots USed = >0 Defender's Slots = Defender's Slots used. This works since the new code says that a destroyed base uses 0 slots, so when a base dies it will reduce the defender's slots by 1, keeping the max at the current number of living, defending bases in gal. |
Mon Dec 06, 2010 7:37 pm |
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Team:
Rank: Officer Main: vipy Level: 2722 Joined: Sat Aug 18, 2007 4:49 am Posts: 28 |
also once an assualt has started on an own or protected gal that should lock it so it carnt be unowned untill the attacking bases are destroyed or defending teams bases are destroyed
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Mon Dec 06, 2010 8:19 pm |
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Team:
Rank: Main: Skurk Level: 3341 Joined: Sat Dec 05, 2009 10:06 pm Posts: 1747 Location: Ohio |
yea i can see the exploit, how about a code that says no bases if a shot from a base has been fired in the past 5 minutes?
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Mon Dec 06, 2010 8:30 pm |
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Team:
Rank: Officer Main: vipy Level: 2722 Joined: Sat Aug 18, 2007 4:49 am Posts: 28 |
wouldnt work for the fact the assaulting team would have to wait 5 min to lay there kit after working there way out 10
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Mon Dec 06, 2010 8:33 pm |
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