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 Planet Attack/Defense/Cloak Scaling 
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Joined: Tue Nov 02, 2010 12:32 am
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In the updates, I recall Dan saying that weapons and such will start scaling more linearly for prices, and I figure if that can be changed perhaps planetary a/d/c structures can have the scaling changed. Basically, the price scaling could stay the same but increase the points/space ratio greatly for the newer structures, because player ships increase much faster so it becomes worth less and less to try to defend or properly cloak your planets at higher levels.


Last edited by FerrusManus on Thu Dec 23, 2010 4:08 am, edited 1 time in total.



Thu Dec 02, 2010 4:34 pm
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Joined: Sat May 01, 2010 11:39 am
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I agree. While I wholeheartedly believe in planetary cloaking, there will come a point in the next month or so when a large number of players have scan power that can easily beat any current planetary cloaking.

Current;y you would have to use 1/3rd of a Very Large Planets space to keep a 250+ level player from finding it.

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Fri Dec 03, 2010 5:49 pm
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Joined: Tue May 04, 2010 5:10 am
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The other failing of cloak is that once a planet is found it never drops off your radar. So if you find one at a full power scan blitz of say 5k scanning but then drop back down to 1.5k you still know where the planet is located. This seems wrong. I suggest that when you click on a planet, the system should compare it's cloak to you current scan and if it isn't within a certain range you can't locate the planet anymore.

Addenda would need to be made for something that was hacked or recently scanned, though maybe forcing you to attack it while your at less than optimal attack just to mark it isn't a bad thing?

I don't know but as it stands now cloak isn't really that helpful it blocks lowbies from pestering a planet; but since it's not hard to get a massive scan rating that circumvents your cloak it renders the point kinda moot.


Sat Dec 04, 2010 2:09 am
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Interesting. Cloak that not only hide you planet but also protect it!
+1 to making cloak a "your scan must be this high to attack this planet." :mrgreen:

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Sat Dec 04, 2010 3:39 am
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Joined: Tue Nov 02, 2010 12:32 am
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Caleth wrote:
The other failing of cloak is that once a planet is found it never drops off your radar. So if you find one at a full power scan blitz of say 5k scanning but then drop back down to 1.5k you still know where the planet is located. This seems wrong. I suggest that when you click on a planet, the system should compare it's cloak to you current scan and if it isn't within a certain range you can't locate the planet anymore.


I think the new Temporal Flux Orb is a pretty good answer to that; if you have really good planets you can use it whenever somebody else scans them. I'm going to finish the Terra Project on Saturday and I intend to do just that.

Also, people are talking about this again so I thought I'd give it a bump O_o Just for any suggestions people have to help with the planet attack/defense/cloak scaling compared to player ships.

Also, I like the idea of this:
viewtopic.php?f=6&t=3362
but applied to attack and defense as well.

Upgrading from Graviton to Disruption Minefields actually gives less attack/space, and upgrading from Quantum to Singularity Minefields stays the same. I know there are a lot of available attack structures, but still.


Thu Dec 23, 2010 3:45 am
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Joined: Sun Aug 01, 2010 3:20 am
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zophah wrote:
Interesting. Cloak that not only hide you planet but also protect it!
+1 to making cloak a "your scan must be this high to attack this planet." :mrgreen:


The problem is you get to a point where you ship is big enough to have all the mods on board at once. Basically meaning that if you can see the planet you can attack the planet. Lowbies it would kill since you have to use your entire ship just to have the scan to see it, then when you removed it to put attack mods on, you can't attack it anymore.


Thu Dec 23, 2010 1:00 pm
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