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 The lowly Sentinel 
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Unread post Re: The lowly Sentinel
Promethius wrote:
Stoneslinger wrote:
Singularity wrote:
Stoneslinger wrote:
I wonder if the Sentinal could be made to do the intended corperate planet defence, but have a function added that it can be the one and only Tholian in any given sector, rather than the ship max per sector.


Sure, require the ship to be occupied. That's
the way it is now.



Yes but it will not stop some one landing on a corperate planet. You can be onbard it (or empty) and the attacker can just land on the planet. It will not stop them first and force the attacker to destroy the Tholian Sentinal before landing. Atleast in the build I have. I have tested this several times, you do get the defence odds if the attacker chooses to attack it first before landing.


If you can land on an enemy (corp or personal) planet w/o first destroying the enemy player that is in the sector, then that is a bug. I don't have the beta versions so I cannot test the changes that have been made. (Yes, I could log into a beta server, but that is a pain for testing purposes).


I *think* he is saying that you don't get the odds increase unless they try to land on the planet first..As you stated you can't "Land" on a planet when its owner(s) are above it. It doesn't matter if they are in a tholian or a Scout if they are above a planet they own you can NOT land unless you kill them or remove them first...However currently the tholians odds dont "gbonus" unless someone tries to land first.

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Wed Dec 29, 2010 1:25 pm
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Unread post Re: The lowly Sentinel
Space Ghost wrote:
I *think* he is saying that you don't get the odds increase unless they try to land on the planet first..As you stated you can't "Land" on a planet when its owner(s) are above it. It doesn't matter if they are in a tholian or a Scout if they are above a planet they own you can NOT land unless you kill them or remove them first...However currently the tholians odds dont "gbonus" unless someone tries to land first.


The gbonus takes effect regardless of someone trying to land first or not in the current, non-beta version. Too many alien caps using it for it not to be that way.

Against a player-to-player w/o landing test, you get the following over a enemy corp planet:


Sector : 18175 in uncharted space.
Planets : (M) ..
Traders : Sergeant Def [3], w/ 140,000 ftrs,
in dust (Unknown Subterfuge Enterra)
Warps to Sector(s) : 794 - 1786 - 5795 - 6202

Command [TL=00:00:00]:[18175] (?=Help)? : A
<Attack>
Attack Def's Subterfuge Enterra (255,000-140,000) (Y/N) [N]? Yes
Combat scanners show enemy shields at 100%
How many fighters do you wish to use (0 to 25,000) [0]? 25000
Your fighters encounter a powerful force-shield around the enemy ship!

For attacking this nice person you receive 1666 experience point(s).
and your alignment went down by 0 point(s).
You have already achieved the lowest alignment!
You lost 25,000 fighter(s), 230,000 remain.
You destroyed 0 enemy fighters, 140,000 remain.


Command [TL=00:00:00]:[18175] (?=Help)? : A
<Attack>
Attack Def's Subterfuge Enterra (230,000-140,000) (Y/N) [N]? Yes
Combat scanners show enemy shields at 60%
How many fighters do you wish to use (0 to 25,000) [0]? 25000
Your fighters encounter a powerful force-shield around the enemy ship!

For attacking this nice person you receive 1666 experience point(s).
and your alignment went down by 0 point(s).
You have already achieved the lowest alignment!
You lost 25,000 fighter(s), 205,000 remain.
You destroyed 0 enemy fighters, 140,000 remain.


Command [TL=00:00:00]:[18175] (?=Help)? :

-------------------------
Without the corp planet overhead:

Def lands on ... (changing planet to personal)
Def lifts off from ...

Command [TL=00:00:00]:[18175] (?=Help)? : A
<Attack>
Attack Def's Subterfuge Enterra (255,000-140,000) (Y/N) [N]? Yes
Combat scanners show enemy shields at 100%
How many fighters do you wish to use (0 to 25,000) [0]? 25000
Your fighters encounter a powerful force-shield around the enemy ship!

For attacking this nice person you receive 1666 experience point(s).
and your alignment went down by 0 point(s).
You have already achieved the lowest alignment!
You lost 25,000 fighter(s), 230,000 remain.
You destroyed 9,578 enemy fighters, 130,422 remain.


Command [TL=00:00:00]:[18175] (?=Help)? : A
<Attack>
Attack Def's Subterfuge Enterra (230,000-130,422) (Y/N) [N]? Yes
How many fighters do you wish to use (0 to 25,000) [0]? 25000

For attacking this nice person you receive 1666 experience point(s).
and your alignment went down by 0 point(s).
You have already achieved the lowest alignment!
You lost 25,000 fighter(s), 205,000 remain.
You destroyed 25,104 enemy fighters, 105,318 remain.


Command [TL=00:00:00]:[18175] (?=Help)? :


[Edit]I don't know if the edit type would make a difference or not - gold vs stock. [/Edit]

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Wed Dec 29, 2010 3:25 pm
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Unread post Re: The lowly Sentinel

I wasnt able to follow along with your example prom...prolly cuz i didnt read it correctly however i decided to run my own test here are the results from the Latest Beta at ClassicTW I decided to use STOCK......


Sector : 785 in uncharted space.
Planets : (M) ,.,
Traders : Civilian TEST1 [1], w/ 2,000 ftrs,
in The (Antarian Tholian Sentinel)
Warps to Sector(s) : 180 - (313)

Command [TL=00:00:00]:[785] (?=Help)? : A
<Attack>
Attack TEST1's Tholian Sentinel (2,496-2,000) (Y/N) [N]? Yes
How many fighters do you wish to use (0 to 750) [0]? 750

You lost 750 fighter(s), 1,746 remain.
You destroyed 183 enemy fighters, 1,817 remain.

Command [TL=00:00:00]:[785] (?=Help)? : L
<Preparing ship to land on planet surface>

<Atmospheric maneuvering system engaged>
Landing sequence engaged...

TEST1 blocks your attempt to enter orbit. You will
have to defeat TEST1 in order to land on this planet!

Command [TL=00:00:00]:[785] (?=Help)? : A
<Attack>
Attack TEST1's Tholian Sentinel (1,746-1,817) (Y/N) [N]? Yes
How many fighters do you wish to use (0 to 750) [0]? 750

You lost 750 fighter(s), 996 remain.
You destroyed 178 enemy fighters, 1,639 remain.

Command [TL=00:00:00]:[785] (?=Help)? :


i didnt notice ANY difference in the odds before i tried to land or AFTER i tried to land.

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Wed Dec 29, 2010 4:18 pm
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Unread post Re: The lowly Sentinel
SG, you're getting gbonus odds in both.
Seems to be working as expected.

Additionally, you're getting the "blocks
your attempt" message I talked about.

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Wed Dec 29, 2010 5:07 pm
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Unread post Re: The lowly Sentinel
What about establishing a rule that if there are any unmanned ships in the sector with one or more fighters and one or more planets (and so being developed) belonging to the owner/corporation of those ships that they have to be destroyed (also in such cases having to deplete its shields)/captured prior to being permitted to land or allowed to attempt a landing (or to be required to reduce it fighters to zero)?

Though also including the option to set any planetary defense ship, such as the Sentinel, to offensively attack upon entry into the sector; basically functioning the way that sector fighters do?

Also perhaps, adding a new game global/function, which would serve beneficial during periods of truce as an example, so as to enable or disable any offensive (and maybe even a distinct function also for defensive) action by fighters, unmanned ships, planets, etc., in cases where the invading player has zero fighters on their vessel; this could be either a fixed setting or durational setting and could also include an option for putting a prohibition on photons using its own fixed/durational setting.

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Thu Jun 02, 2011 11:19 pm
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Unread post Re: The lowly Sentinel
Trivius wrote:
What about establishing a rule that if there are any unmanned ships in the sector with one or more fighters and one or more planets (and so being developed) belonging to the owner/corporation of those ships that they have to be destroyed (also in such cases having to deplete its shields)/captured prior to being permitted to land or allowed to attempt a landing (or to be required to reduce it fighters to zero)?


Because then I can lift, xport, land, refig, lift, xport, reland in a macro. There'd be little to no risk for me, but you'd be exposed in-sector while you attack. This would lead to a stalemate once the game is developed enough. What we need is a way to disable the sentinel bonus after X days.

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Fri Jun 03, 2011 1:40 am
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Unread post Re: The lowly Sentinel
Well, one could use such a tactic as the game stands now no (also at the risk of being photoned)? And even still a corp could work together to accomplish that same effect. Regardless, if the fighters are on the planet or onboard a manned ship they have to be destroyed, the only variable to that is the O:D ratios involved. ...And of course many other factors are in play.

Logically it makes sense to have to clear out the sector prior to obtaining access to planets, similarly as to how sector fighters must be purged, a player could as well macro new fighters into the sector as they are depleted, though not being a very wise use of resources, but in certain situations/edits that might not really be an issue either.

Personally, I think this would add very interesting dynamics to what should be a revamped game. However, as the game stands now, at such a point when everyone has amassed resources it almost always ends in a stalemate.


Quote:
What we need is a way to disable the sentinel bonus after X days.


Or better still, new types of weapons, both defensive and offensive, and offensive ship settings comparable to the sentinel setting. But also that would be great as an expanded per ship setting, never/x-days.

And for another mix on this, what about a new planet level setting for this, e.g., if you try to land on planet that is below the cut off level when there is a sentinel class ship in the sector you will be prohibited from doing so until you capture or destroy all such ships in that sector? This way time is no longer the overriding factor, but planet development is, which would aid balancing the game more for late-arrivals.

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Fri Jun 03, 2011 9:07 am
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