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15 May 2009, 12:53
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#1
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Commander in Briefs!
Join Date: Dec 2000
Location: UK
Posts: 783
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PDS as structure
Ok the word PDS will scare and annoy alot of the old school.
But I have this (which may have been suggested before):-
1) The new PDS is not part of the fleet production!
2) PDS is a structure (Class = ST) and needs to be built like any other construction. This is to try and keep them safe from overkill incoming.
3) PDS fires after ST Killers (so last line of defence).
4) Each PDS structure has a number of guns with which to fire on incoming ships (so it can be included in the main combat tick).
5) You can have 3 types of PDS Light, medium, heavy.
6) Each class fire on its own meta class, Light=Fi/CO etc).
7) You could even get special PDS which EMP/Steal ships (they would prob need to open to all races).
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15 May 2009, 13:28
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#2
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Bavarian Barbarian
Join Date: Feb 2005
Location: Bayern! Wos sunst?
Posts: 235
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Re: PDS as structure
I see a problem witch balance.
Nobody wuld build PDS if it does damage like ships the same value.
If it would do more damage it would be overpowered at the first few ticks and later on it would be getting weaker and weaker.
With the same value in ships you can either defend (like the pds - on a better init) or even attack.
Later in the round a FC would be much more valuable than a PDS ( assuming PDS is also a construction and so affected by the research and limited to max 150 buildings)
Can you describe the idea?
PDS were removed before i started to play so i dont know the affect they had and how they have been included in the game.
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15 May 2009, 15:35
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#3
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Planetarion Forum Moderator
Join Date: Apr 2005
Posts: 1,289
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Re: PDS as structure
This idea has been suggested before, probably several times before by now, I personally think it is interesting and should be considered, but those who remember PDS's don't generally remember then fondly and so I don't think there is any hope of them coming back.
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15 May 2009, 15:39
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#4
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Non directed and witty
Join Date: Nov 2001
Location: #ascendancy
Posts: 814
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Re: PDS as structure
So basically people are gonna have to send sk's on every attack to try and avoid any losses?
no thanks
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15 May 2009, 16:07
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#5
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Come Closer, I Have Candy
Join Date: Feb 2006
Location: Vast Regions of Space Without a Lifejacket
Posts: 213
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Re: PDS as structure
To balance this out wouldnt we need to add SK classes that coincide with pod classes so that everyone had a chance against these PDS?
And then, once everyone had these SKs, you would lose buildings every time you get landed on because it would probably get to the point that no attack fleet is complete without SKs.
Unless of course you want to add ships that only target PDS, making PDS pointless.
A resounding "no" from me.
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MetallicAnomaly
[ROCK] || Conspiracy Theory || Ascendancy
Rounds Played: 3-9 16-19 23-33
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15 May 2009, 16:21
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#6
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You've Seen The Light
Join Date: Nov 2008
Posts: 1,152
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Re: PDS as structure
Quote:
Originally Posted by MrLobster
Ok the word PDS will scare and annoy alot of the old school.
But I have this (which may have been suggested before):-
1) The new PDS is not part of the fleet production!
2) PDS is a structure (Class = ST) and needs to be built like any other construction. This is to try and keep them safe from overkill incoming.
3) PDS fires after ST Killers (so last line of defence).
4) Each PDS structure has a number of guns with which to fire on incoming ships (so it can be included in the main combat tick).
5) You can have 3 types of PDS Light, medium, heavy.
6) Each class fire on its own meta class, Light=Fi/CO etc).
7) You could even get special PDS which EMP/Steal ships (they would prob need to open to all races).
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PDS got took out for a reason, stat wise its either always overpowered or underpowered/useless. Your solution doesnt change that fact.
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15 May 2009, 16:23
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#7
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Registered User
Join Date: Dec 2005
Posts: 936
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Re: PDS as structure
[quote=sale;3174212]I see a problem witch balance.
Nobody wuld build PDS if it does damage like ships the same value.
If it would do more damage it would be overpowered at the first few ticks and later on it would be getting weaker and weaker.
With the same value in ships you can either defend (like the pds - on a better init) or even attack.
Later in the round a FC would be much more valuable than a PDS ( assuming PDS is also a construction and so affected by the research and limited to max 150 buildings)
Can you describe the idea?
PDS were removed before i started to play so i dont know the affect they had and how they have been included in the game.[/QUOTE]
Basicly they were stay home defence. That you cannot run or take with you on attacks. The problem with them was (since they wasnt moveable) that they a) left score on base to be killed or b) alliances/gals didnt suport their building, since u cant def others nor attack with them c) since it wasnt moveable unit the stats had to balance it to make it worth something -> which will cause a stay home, no fleet movement scenario and become pretty much untouchable without big losses for enemy, whom ever mass builded them. Obiviously most were focusing on killing enemy fleets, which were able to damage you on your home planet also. Hence there was little to no units targeting pds primary, else they werent worth to even consider to build.
I personally dislike also any units that u cannot move nor run because of the reasons a and b. How ever I have nothing against more weaponary systems.
The PDS could rather be made as some sort of missile launcher system, that u could use to weaken your enemy before landing. Depending on strucure amount versus possible shields you can build to counter them. How ever I believe cov-opers have some system allready to damage others fleet?
There are how ever million possibilities to add weaponary, shields, mine fields to protect you and so on... Lets just find the most attractive ones. I would find it best to support cov-opping as a wider use by allmost everyone and add there enough usefull stuff to make them attracting to use.
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15 May 2009, 16:35
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#8
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mz.
Join Date: Aug 2005
Posts: 8,587
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Re: PDS as structure
PDS is a retarded idea, stop bringing it up.
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15 May 2009, 17:49
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#9
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Fightin-irish for life
Join Date: Mar 2001
Location: guinness brewery
Posts: 2,177
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Re: PDS as structure
The only way i think pds should be brought back would be as home defence against sk's only , it would be a structure but would only fire at sk ships and be fired at by sk's , if it was to come back in any other way then it's a resounding NO
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15 May 2009, 18:16
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#10
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Come Closer, I Have Candy
Join Date: Feb 2006
Location: Vast Regions of Space Without a Lifejacket
Posts: 213
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Re: PDS as structure
Quote:
Originally Posted by gzambo
The only way i think pds should be brought back would be as home defence against sk's only , it would be a structure but would only fire at sk ships and be fired at by sk's , if it was to come back in any other way then it's a resounding NO
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Yeah, but even then since SKs are rarely used unless in times of war, it doesnt seem worth it to spend the res on some construction you might need instead of (for example) a finance centre that will benefit you much more.
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MetallicAnomaly
[ROCK] || Conspiracy Theory || Ascendancy
Rounds Played: 3-9 16-19 23-33
I became insane, with long intervals of horrible sanity.
- Edgar Allan Poe
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15 May 2009, 20:07
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#11
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Planetarion Forum Moderator
Join Date: Apr 2005
Posts: 1,289
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Re: PDS as structure
Quote:
Originally Posted by Bubert Samson
Yeah, but even then since SKs are rarely used unless in times of war, it doesnt seem worth it to spend the res on some construction you might need instead of (for example) a finance centre that will benefit you much more.
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For some reason the PA community has decided that SKs are the equivalent of nuclear bombs. Probably because while destroyed ships can in theory be rebuilt at any time given enough resources structures cannot. I think this perspective is miss guided and SKs should be used a lot more, which would make the suggest form of PDS worthwhile.
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16 May 2009, 06:41
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#12
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Registered User
Join Date: Dec 2005
Posts: 936
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Re: PDS as structure
well there I agree with Monroe!
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16 May 2009, 07:40
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#13
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Come Closer, I Have Candy
Join Date: Feb 2006
Location: Vast Regions of Space Without a Lifejacket
Posts: 213
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Re: PDS as structure
Quote:
Originally Posted by Monroe
For some reason the PA community has decided that SKs are the equivalent of nuclear bombs. Probably because while destroyed ships can in theory be rebuilt at any time given enough resources structures cannot. I think this perspective is miss guided and SKs should be used a lot more, which would make the suggest form of PDS worthwhile.
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If the problem of losing structures every landing became a prominent one, I would probably agree that there should begin to be something that would counter that beyond normal means, but the fact of the matter is that it is not, so I see no reason we should have this.
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MetallicAnomaly
[ROCK] || Conspiracy Theory || Ascendancy
Rounds Played: 3-9 16-19 23-33
I became insane, with long intervals of horrible sanity.
- Edgar Allan Poe
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16 May 2009, 08:14
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#14
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PA Team
Join Date: Oct 2003
Posts: 7,449
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Re: PDS as structure
If you want a few other ideas on this, here's a few threads I picked up on PDS as a structure
[ 1] [ 2] [ 3] [ 4] [ 5] [ 6]
Some of these include threads discussing protecting your planet / structures in other ways (e.g. every one built reduces hostile damage against fleets at your planet by 0.25%)
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17 May 2009, 13:56
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#15
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Boozer
Join Date: Apr 2009
Posts: 6
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Re: PDS as structure
And another thread on pds, same answer will prolly be NO
MrLobster's suggestion doesn't change anything, why build them?
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17 May 2009, 18:21
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#16
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Commander in Briefs!
Join Date: Dec 2000
Location: UK
Posts: 783
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Re: PDS as structure
Quote:
Originally Posted by Vassy
And another thread on pds, same answer will prolly be NO
MrLobster's suggestion doesn't change anything, why build them?
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Building them means you still do damage to incoming fleet, even if you have run your main fleet.
SK only kill a % of structures per tick, so you cant kill all structures in one go.
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"he's got a proven track record when it comes to showy art composition" - Tommy
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<MrLobster|PM> i have 2, the pa page, and the website for naked light pictures
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17 May 2009, 21:20
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#17
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Retired
Join Date: Feb 2001
Location: The Back Porch Bar
Posts: 2,593
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Re: PDS as structure
Quote:
Originally Posted by MrLobster
Building them means you still do damage to incoming fleet, even if you have run your main fleet.
SK only kill a % of structures per tick, so you cant kill all structures in one go.
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A PDS structure would only kill a % of fleet per tick, so you can't kill all fleet in "one go".
Granted, salvage would play some role in this, however I don't see the merit of it given the "get 60 FC's, enough amps to do a FA scan, and misc constructions to make it worthwhile" strategy.
I'm just not convinced. I'm not shooting it down outright, I'm just not convinced.
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17 May 2009, 21:36
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#18
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Tides of Fire
Join Date: Feb 2008
Location: UK
Posts: 318
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Re: PDS as structure
I think if something like this was made we'd need some kind of research tree to allow you to build multiple constructions at once.
That would certainly add some crazy new tactical routes to the game.
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17 May 2009, 22:02
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#19
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Retired
Join Date: Feb 2001
Location: The Back Porch Bar
Posts: 2,593
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Re: PDS as structure
I don't see anything wrong with having multiple researches and constructions at the same time.
Group two(?) of them together to force some choice, but ffs, it's not SimPlanet. Get on with the action.
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18 May 2009, 09:00
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#20
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Hibernating
Join Date: May 2004
Location: Team Kesha
Posts: 1,621
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Re: PDS as structure
Threads about PDS make baby Jesus cry...
Personally I don't want to see SK's in every attackfleet or structures that shoot at ships.
Can't really explain why, I just have this feeling it would suck alot.
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18 May 2009, 15:03
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#21
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Registered User
Join Date: Dec 2005
Posts: 936
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Re: PDS as structure
The Constructions are uterly dull clicking right now, I cba to visit the page after the very first weeks. Hence I wouldnt mind if it added something to the combat and made me visit there possibly.
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