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Forum Index » » * Development Blog * » » The Silent Cartographer
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 Author The Silent Cartographer
Templar Knights

Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2014-10-01 10:43   
On 2014-09-26 22:42, Gekko-Go wrote:
The idea that you can't attack a system as a one-man war seems logical, however, would it not be better to make it so you can't access a system that is not adjacent to a system you already control?

The concept would be that the gates would 'lock' so you could not use them to enter another system until the majority of the planets in the current system are controlled by your faction. the only issue with that would be people capping the bare minimum to advance...which i consider a plausible risk, and would allow those who are not frontline (noobs or people looking for easier pres) to 'clean up' the planets in the backfield.

also, could a system be considered neutral...as no faction has the upper hand at that point in time?

On 2014-09-30 02:54, Forger of Destiny wrote:
That is a good idea, but it ends up limiting the area where players can go for exploration or sightseeing. I've taken people a couple of times to MI territory, and I'd like to be able to keep doing that

My idea was hovering around letting players take scouts (especially bomber scouts) to soften up planets in nearby systems, hoping that one of them would get selected for a fight mission and they would have an easier time invading, as opposed to getting insta-killed by players that may be camping a jumpgate. Having one or more scouts doing recon before and at the beginning of a mission in the enemy system would enable the fight to actually proceed. I did not consider stopping players from entering non-adjacent areas, as doing anything there would be inefficient; and hence no one would go so far in the first place without a special purpose.

And if somehow a faction is able to capture a planet in a non-mission system a) using tiny scouts b) using their tiny cargo space c) not using any supply platforms (no engineers allowed, remember?) and d) under attack and constant threat of steam-rolling by AI frigates and players, I salute them. Aye, platforms that may already be existing in a system would greatly increase effectiveness of such a scout team, but I trust my fellow DSers to be able to tackle tiny niggles like that ^^,

I don't know if DS has any implementation to completely stop a player from entering a non-adjacent cluster. Right now it can stop you based on your ship's rank, but that is probably it. So some effort may be needed to implement gates that can lock up.

At the moment DS labels a system having over 50% neutral planets as a neutral system. I think this definition is sufficient for most purposes, so an alternative definition does not seem to be needed.

Personally I like these ideas. Expanding on them, I wonder if it would be possible to separately rank lock everything but directly adjacent systems, by faction, to Ensign so only Scouts would be able to move through enemy territory. When a map becomes contested the rank lock gets lifted so anyone can go in with whatever ships they have available.

Basically like what has mentioned before, but more specific.

Example: In Doran's map UGTO takes Luyten so UGTO ships can move freely through it, but it would be rank locked to Ensign for ICC or Kluth so they could only take Scouts in. ICC takes Ross 248 so Luyten becomes contested between ICC and UGTO, ICC ships can now move into Luyten and attempt to take control. Kluth are still locked to Scouts only since they don't control a system adjacent to Luyten, but since it's now contested by ICC and is not considered a "safe zone" for UGTO, if Kluth players somehow manage to capture a SY planet they could then spawn any ship in and potentially take the system themselves, gaining a foothold behind enemy lines.

Of course I've no idea if it's doable or not like that, but it would be cool.
Adapt or die.

Mastakazam *P2*
2nd Rear Admiral

Joined: May 27, 2006
Posts: 26
From: Pickering, Ontario, Canada, Metaverse
Posted: 2014-10-06 09:20   
While I understand and appreciate the strategic interest of that, I have to ask the question:

"Does this really increase game enjoyability?"

And I can't imagine that it would.

  Email Mastakazam *P2*
Pitch Black

Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2014-10-20 21:53   
Implementing this idea might limit tactical or strategic options like flanking (if the systems were interconnected at both ends or in a mesh like fashion), and/or taking another system further in and cutting of supply lines
... in space, no one can hear you scream.....

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