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Game-stopper: Can not get ANY ships when SY under blockade. |
re8 Captain
Joined: July 22, 2008 Posts: 11
| Posted: 2009-11-02 22:07  
When I was playing tonight on the scenario server as K'Luth, I could not get ANY ships when the Shipyard planet is under blockade. Not even the basic-gate ships. Loged out & right back in, same problem.
Very bad bug/exploit & frustrating.
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Light404 Grand Admiral
Joined: May 10, 2002 Posts: 54
| Posted: 2009-11-02 22:49  
not a bug or exploit or anything
when a planet is under blockade no ship can get in or out of it, it stops shipyard spamming where one faction attacks a planet with shipyard, the defending faction used to be able spawn ALL of their ships at that shipyard to fend off the attackers. THAT was an exploit
If your planet is under blockade you have to fight off all attackers till it comes out of blockade
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Supertrooper Marshal Pitch Black
Joined: March 18, 2004 Posts: 1895 From: Maryland, U.S.A
| Posted: 2009-11-02 23:05  
You have the exploit wrong..
It's where a player can dock his ship to avoid fire, then undock instantly to return fire, then undock to avoid fire again.
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0stego Fleet Admiral United Armed Corps
Joined: October 04, 2008 Posts: 154 From: Sol System, Earth, Canada, AB.
| Posted: 2009-11-02 23:14  
Thats part of the challenge, keep the enemy away from shipyard planets so that they cannot be blockaded.
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-Baron Von Virtu Cadet
Joined: December 21, 2002 Posts: 411
| Posted: 2009-11-03 00:55  
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On 2009-11-02 22:07, re8 wrote:
When I was playing tonight on the scenario server as K'Luth, I could not get ANY ships when the Shipyard planet is under blockade. Not even the basic-gate ships. Loged out & right back in, same problem.
Very bad bug/exploit & frustrating.
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Really? You really thought that the game would let you spam ships out of a blockaded planet?
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Krim {C?} Marshal Galactic Navy
Joined: June 24, 2002 Posts: 362 From: Boston MA
| Posted: 2009-11-03 01:31  
In my opinion, I belive the blockade effect should be re-written to take into account the number of ships and the type of ships. as of right now a single scout can blockade a planet.
Planets should only incurr "blockade" status when the enemy outnumbers the friendly players within the same "blackade" area and/or has a force of greater size which would be by hull types.
For Instance. 5 Scouts (Hull type 1) would be needed to blockade a planet where there are 2 destroyers (hull type 3) Enemy Forces=5 (5x1) and Friendly Forces=6 (2x3) throw a frigate into the mix on the enemy side and it would then become 7 vs 6, and the planet would be blockaded.
Just an idea to make "blockading" more realistic.
_________________ "Universum est gelu quod atrum , nos es unus verus lux lucis"
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re8 Captain
Joined: July 22, 2008 Posts: 11
| Posted: 2009-11-03 02:08  
I was not expecting to get out of the blocaded SY, but to be able to leave the gate like any joining player could, with the reduced gate-only ships available as normal.
So you're going to force a player to quit the game for the night (since (s)he can not get any more ships out) just because a SY is blocked? THAT is a bug.
Workarounds:
Quit & rejoin 10 minutes later.
Have a 2nd account. [ This Message was edited by: re8 on 2009-11-03 02:34 ]
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Sixkiller Marshal Courageous Elite Commandos
Joined: May 11, 2005 Posts: 1786 From: Netherlands
| Posted: 2009-11-03 03:18  
so you couldnt spawn a fresh ship from the gate?
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BackSlash Marshal Galactic Navy
Joined: March 23, 2003 Posts: 11183 From: Bristol, England
| Posted: 2009-11-03 03:22  
@OP:
This is not a bug, and an intended feature.
@Krim:
The blockade system already works like that. If there's a scout blockading a planet, then you don't have any/enough ships nearby to counter it's effect.
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-Daedalus- Grand Admiral
Joined: September 26, 2006 Posts: 549
| Posted: 2009-11-03 05:23  
It also takes too long for a blockade to clear after the ships leave. It should be instant.
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S_T_A_T_I_C Admiral
Joined: August 31, 2003 Posts: 45 From: London
| Posted: 2009-11-03 11:10  
just build 2 SY's
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Zero28 Grand Admiral
Joined: August 25, 2006 Posts: 591
| Posted: 2009-11-03 17:01  
Quote:
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On 2009-11-03 02:08, re8 wrote:
I was not expecting to get out of the blocaded SY, but to be able to leave the gate like any joining player could, with the reduced gate-only ships available as normal.
So you're going to force a player to quit the game for the night (since (s)he can not get any more ships out) just because a SY is blocked? THAT is a bug.
Workarounds:
Quit & rejoin 10 minutes later.
Have a 2nd account.
[ This Message was edited by: re8 on 2009-11-03 02:34 ]
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i do not understand,
Do you say you cannot Use the Gate at all when SY planet is blockaded?
Or You can't spawn at all FROM the blockaded planet?
If its the first issue, then it might be a bug, but i never heard of it
if its the second issue, then it is intended, your only option is to spawn from another SY Planet or the gate
_________________ 19:33:51 [ZION]GothThug {C?}: "Zero..you are DS's hero"
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re8 Captain
Joined: July 22, 2008 Posts: 11
| Posted: 2009-11-03 18:52  
Quote:
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On 2009-11-03 17:01, Zero28 wrote:
i do not understand,
Do you say you cannot Use the Gate at all when SY planet is blockaded?
Or You can't spawn at all FROM the blockaded planet? |
| It is #1: Can not use either the SY nor the Gate. Remember this is the "Scenario" sever, where there are no other connected servers.
I would expect #2; can't get though the SY or get the SY-only ships, but not #1.
I do notice the "BLOCADE" flag is a bit too sensitive also; I was thinking a ship that is 3000 away as a "blocade", where a ship leaving a near-by moon could trigger it. But it may be a flag-lag as another poster above mentioned.
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Jar Jar Binks Grand Admiral
Joined: December 25, 2001 Posts: 556
| Posted: 2009-11-04 07:23  
Quote:
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On 2009-11-03 01:31, Krim {C?} wrote:
In my opinion, I belive the blockade effect should be re-written to take into account the number of ships and the type of ships. as of right now a single scout can blockade a planet.
Planets should only incurr "blockade" status when the enemy outnumbers the friendly players within the same "blackade" area and/or has a force of greater size which would be by hull types.
For Instance. 5 Scouts (Hull type 1) would be needed to blockade a planet where there are 2 destroyers (hull type 3) Enemy Forces=5 (5x1) and Friendly Forces=6 (2x3) throw a frigate into the mix on the enemy side and it would then become 7 vs 6, and the planet would be blockaded.
Just an idea to make "blockading" more realistic.
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scouts no matter how many shouldn't be able to blockade a planet.
one should really only be able to blockade a planet with cruisers and up imo.
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Iwancoppa Fleet Admiral
Joined: November 15, 2008 Posts: 709
| Posted: 2009-11-04 14:05  
When a SY is blockaded, you should be able to take out ships. i mean, hell, what do the troops do in a sieged castle? jump in their escape pod and go elsewhere? no! they get out and fight!
to put a ship back in, go to another SY. also, blockade comes way to fast, and cools down wwaayy too slow.
not to mention that, but.......
a fang(k'luth corv) jumped in to a planet. i was orbitting in my missile dred. and what happens?
OMG BLOCKADE IN 5 SECONDS EVEN THOUGH A MD OWNS A FANG!
then, once it had gone, i waited for 3 minutes, only for another AI to jump in and blockade it more. WOW.
in other words, my idea is: AI CAUSE NO BLOCKADE!
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