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Unread 23 May 2006, 16:35   #1
mylove
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Unhappy pds

once again i raise the subject of returning the option of pds (planet defense system) but put a construct limet on?
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Unread 23 May 2006, 16:41   #2
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Re: pds

Once again I'll state "PDS is a honeytrap feature. It suckers those players without the experiance to know its worthless into building it, only to then have it all caught out by the first attack you have to run from"

Unless you can build and keep stupid amount of it which only the top players whom get ample defence on almost every attack stand a hope in hell of keeping it safe and even then you risk losing alot if theres a single attack you dont get enough defence on. And seeing as you want to limit the amount of pds you can have you dont even have the ability to do that.

The game is better for not having pds as it doesnt force players to leave their weapons in plain view for an attacker to wipe out thus losing you a load of score/value that didnt need lost
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Last edited by wakey; 24 May 2006 at 12:55.
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Unread 23 May 2006, 17:48   #3
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Re: pds

Wakey is right. PDS doesn't help anyone.
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Unread 23 May 2006, 20:48   #4
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Re: pds

whats PDS? i agree with wakey though
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Unread 23 May 2006, 20:59   #5
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Re: pds

Quote:
Originally Posted by Beermonster
whats PDS? i agree with wakey though
Try reading the OP, I have highlighted the key area you obviously missed:

Quote:
Originally Posted by mylove
once again i raise the subject of returning the option of pds (planet defense system) but put a construct limet on?
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Unread 23 May 2006, 23:01   #6
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Re: pds

Quote:
Originally Posted by Beermonster
whats PDS?
A more helpful answer;

PDS were effectively ships without engines. They would stay at your home planet and defend you, but couldnt be used in attack. In most rounds, they had reletively more armour, though early rounds they had better initiative and/or damage. They could not be stunned by EMP weapons, and thus were often used as a deterrant to 'science' players (notably in R5). But PDS could be killed by attacking ships who fired on their class (there were FI, CO etc classed PDS and worked just like normal combat at the time).

It was almost always bad due to the reasons wakey mentioned. There *were* specific instances when they could be used well (first half of R4, R5 for example), but for the most part they just facilitated the destruction of newbies.
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Unread 25 May 2006, 03:30   #7
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Re: pds

Quote:
Originally Posted by Ultimate Newbie

PDS were effectively ships without engines.
afaik they were turrets, not ships.

Quote:
Originally Posted by Ultimate Newbie

But PDS could be killed by attacking ships who fired on their class (there were FI, CO etc classed PDS and worked just like normal combat at the time).
and correct me if im wrong but didnt T3 all exist back in the days?
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Unread 25 May 2006, 03:40   #8
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Re: pds

Quote:
Originally Posted by [SH]Valle
afaik they were turrets, not ships.
Yes, i do believe that they were called Turrets - i merely called them Ships without Engines to help people who are only familiar with the current game visualise what PDS was - calling them turrets isnt as helpful as there are no turrets in the current game and thus pretty useless as a basis of comparison.

Quote:
and correct me if im wrong but didnt T3 all exist back in the days?
I didnt say that there wasnt - they would get fired on by whatever targets them - if T3=all, then they are still targeted (just randomly).
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Unread 25 May 2006, 03:56   #9
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Re: pds

everyone who played starcraft knows what a turret is :P
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Unread 25 May 2006, 04:33   #10
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Re: pds

a ship without engine is a perfect definiton of a PDS because it shows clearly how ridiculous it was to build them, when you could spend your resources on real ships...
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Unread 25 May 2006, 04:53   #11
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Re: pds

i liked my laser turrets, even though they got blown into pieces in regular time intervals :P

i'd love to see them brought back, no matter how useless they are to the majority of the players.
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Unread 25 May 2006, 08:52   #12
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Re: pds

As a newbie in Round 3 I initiated 300 roids, built 200 Laser Turrets and 100 EMP Turrets.



Damn I was good.
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Unread 25 May 2006, 10:15   #13
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Re: pds

Quote:
Originally Posted by [SH]Valle
afaik they were turrets, not ships.
Correct.
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Unread 29 May 2006, 08:57   #14
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Re: pds

Quote:
Originally Posted by wakey
Once again I'll state "PDS is a honeytrap feature. It suckers those players without the experiance to know its worthless into building it, only to then have it all caught out by the first attack you have to run from"

Unless you can build and keep stupid amount of it which only the top players whom get ample defence on almost every attack stand a hope in hell of keeping it safe and even then you risk losing alot if theres a single attack you dont get enough defence on. And seeing as you want to limit the amount of pds you can have you dont even have the ability to do that.

The game is better for not having pds as it doesnt force players to leave their weapons in plain view for an attacker to wipe out thus losing you a load of score/value that didnt need lost
Fine ill discuss it here..

i think you should bring it back and have an option to "hide" it from attackers in the chance you need to run your fleet, or some other feature which doesnt mean your going to get wiped out.

i think a universal defence system is the best.
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Unread 29 May 2006, 09:19   #15
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Re: pds

You mean, have Planetary Defence Systems which are actually just ships? :|
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Unread 29 May 2006, 18:35   #16
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Re: pds

here s how you can implement pds without having to worry about how many you got and who shoot first.

1) make the pds a construction
2) make it available only if capital ship technology is available
3) can only be built at advance infrastructure (101-150) research is done
4) can only be emp energy of 2k damage each.
5) would give a reason to use the structure killer

in this way, you provide a safe way to limit it s power, while giving access to a defensive unit to those who need it.
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Unread 29 May 2006, 18:40   #17
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Re: pds

Quote:
Originally Posted by rop1964
here s how you can implement pds without having to worry about how many you got and who shoot first.

1) make the pds a construction
2) make it available only if capital ship technology is available
3) can only be built at advance infrastructure (101-150) research is done
4) can only be emp energy of 2k damage each.
5) would give a reason to use the structure killer

in this way, you provide a safe way to limit it s power, while giving access to a defensive unit to those who need it.
Do we really want to encourage every attack fleet to be loaded with SK's totally disabling you any time you get an incoming you cant cover?
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Unread 29 May 2006, 18:41   #18
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Re: pds

Quote:
Originally Posted by bwtmc
You mean, have Planetary Defence Systems which are actually just ships? :|
no because they cant be launched.
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Unread 31 May 2006, 09:57   #19
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Re: pds

Say no to PDS kids, it's bad for you mkay?
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Unread 1 Jun 2006, 14:50   #20
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Re: pds

Not another thread on PDS :/... they were useless back then and will still be useless even if they were a construction. So no to PDS!
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Unread 1 Jun 2006, 15:58   #21
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Re: pds

my vote => no to PDS.

Maybe a good way to inplement it would be to create a specific fleet, that you can transfer ships to. Transfering ships into PDS fleet will bring certain positives that i havent really thought about (possible defence/firepower bonus, faster shooting speeds, and maybe even partial refund of resources)

Once transfered to that fleet, ships would be effectively stuck in it. U can say something along the lines of removing the ship's main engine and making room for more power/armor/new technologies etc. Refund here comes in as we all know that engine is the most expencive part of any vehicle, spaceships would probably not be an exempt to that rule. The bonus provided for PDS fleets could also possibly vary from race to race. (higher firepower to Xans, for example, more armor to terr, etc... OR vice versa, buff up the lower stat, making it less vulnerable in its weaker points, SO say, more armor to xans, better shooting speed for ter, etc) Maybe its even possible that ships will have a "PDS mode". ALSO if implemented that way, i think ships could use a secondry target, making PDS more versatile. (ie Recluse would shoot both CO and FI, illusions would hit both FR and DE)
As an option, u can make a separate page where you can transfer ships in and out of PDS mode. I think that process should take up 7 ticks(given that this will be the lowest ETA on any possible attack, giving you just enough time to get ready), and ships would be removed from that planet comlpetly for those ticks (as though in production) Ships in PDS mode would also get those benefits...
I did always think that PDS is a waste of resources tho
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