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 Author Dark space evolution
Doubleugly
Marshal

Joined: March 19, 2004
Posts: 2
Posted: 2009-03-19 10:43   

Ok this is a LONG post, so sorry to those who hate to read. Also I can't spell worth a crap, sorry.

Also I have a Ton more things to add, but I spent enough time on this already.


Current Problems with Darkspace.

- get rid of pres loss already, what a dumb idea that is to peanalize the ppl who try the hardest to defend thier planets, fight larger fleets and or are just generally outnumbered.
I know, I know ppl will say w/o risk there is no benefit, this is where Money comes back in. Die in anything w/ a higher Slvl(ship lvl) then 4 (Destroyers) and you lose your mods. Then you

must purchase them again, just read on.

- Display amounts of hull shielding, etc. The unknown sucks.

- fleets are not needed for anything, but to fight other fleets. but are most often used to harrass the fleet w/ the fewest online players at the time. this will be changed.

- Icc no longer have armor, but shields greatly improved and can be recharged, more on this later.





~~> General <~~

Lets add a point to darkspace?!

How you ask? Simple.

Change, by combining/changing the "MV" to consist of 4 servers, only showing 1 on the servers tab. Here's the break down.

Oh and btw I am not suggesting the old MV, Im suggesting the MV be cut down to arround the size of Sag server now little bigger (add MI and Pirate systems) Also in the outer reaches of the zone

scattered throughout all the sectors will be Asteriod fields (see below)

The other 3 servers will consist of each Races homeworld. Which only the correct faction can zone into.

Inside the Homeworld sectors will be a Main Training Station, and Main station. the Role of the Main training station is to show new users how to play. This will be done by either docking or

getting close enough to a station to communicate with it, and in turn receiving quests to go kill newb lvl mobs (AI pirate/MI ships), go Mine Asteroids. Training should provide approx the req pres

for destroyers.

The Main station will be for the players out to buy weapons shields, enhancements, ammo etc, also ICC will be able to MAKE Engines and shields, Kluth will make beams/Devices, and Ugto will make

Armor and Projectiles. Yes I know this means adding a crafting ability, but I do not feel it should need to be too involed. Basically it would go like this.

The AI mobs would drop blueprints and with those you could either take those to a homeworld station/planet and sell it or learn to build the blueprint then farm the asteroids/other ships for the

componets needed.
Inside the AI systems and @ the AI homeworld there should be random chances for boss AI units to spawn and these guys would drop rare patterns.




The AI

First let me say thank you for finally putting ai into the game. Ok now then lets move into what the heck to do with it. First thing needed is AI match. What this is/what it does? Basically it will

moniter online activity and spawn ships accordingly. i.e. the faction will 15 players on will spawn 3 ships, those 3 ships will match the type and in some cases the class (Class? see below) of the

ships of the opposing side. Conversly the other faction only has 3 people on, the AI will spawn 15 ships (max @ 18 or w/e just numbers to illistrate the idea) of the same kind and possibly same

class (why do I say possibly, well if the 15 players are all support, or all Miners, it would be silly for the AI to spawn 15 miners and go attack in those ships they would however spawn the same

kind, so if your in a mining frig, the comp may attack you (assuming it knows where you are) in a combat frig. The Ai will also spawn a certain number of support ships to assist in helping the

players online and or defending planets. Also when the AI attack they will call for backup from the other combat/support ships close in the vacinity. All ai ships will be factory, but have 10% inc

dmg and 10% inc defenses (shields armor w/e faction depending).



--- Kluth


1 . Cloak - Cloak is used as an AMBUSH tatic.
Point Firing is disabled, or made so that cloaked ships cannot directly be fired upon. However if a cloaked ship flew in front of a ship being fired upon it WOULD get hit.

There is NO cooldown to cloaking or De-cloaking. ECCM/beacons etc don't affect cloak. Units that are CLoaked DO NOT repair and cannot be repaired while cloaked, without it uncloaking them, also

cloak costs 5% of your total energy cap to maintain the cloak effect every 6 seconds WHILE moving, a cloaked ship that is not moving only spends 1% of total energy cap per 6 sec. Cloaking speed is

capped @ 70% of MAX speed, and cannot exceed this.





The Planets, all Planets are merely new work colonies to the 3 major factions.

All planets with a tech lvl (the one on the planet, NOT the shared tech lvl) over 90 can see cloaked emenies within 1000 g/u of the planet, Higher levels of tech (planet based tech) increase cloak

detection range up to a max of 2k.
Stations cannot dock anywhere, but in the Homeworld, they are too large to dock into a stanard ship yard.


Currently it doesn't really matter how many/what kind of planet you have. Now it will



Smaller Planets are worth far less
Also Small planets are normally found in orbit around larger planets.

Large Planets are worth MUCH more.



what does that mean?

It works like this All resources are SHARED, yes that's right. SHared, by factions. SO is research.


All resources gathered on the colonies are taken to the homeworld planet and droped off there. Resources (and money) are required to build ships/mod ships.


Also all research is communicated through out regions under your factions control.

Why is this important?

This is very Important because to unlock higher level Mods for ships of battleship and above, that faction must posses a combined about of tech equal to about 10 colonies having tech lvl 90. You

will need greater and greater amounts for advanced mods on higher and higher slvl(ship lvl, it's explained later) ships.


Also as long as your faction has at least 90 tech you can build lvl 3 buildings on any planet that is under your factions control.




- NEW BUILDINGS/planet features.

~~ > Housing unit!
- This is a lvl 3 version of a dome, it requires 140 tech to build (remember technology is shared, so it does not mean the planet this is built on would require 140 tech, just that your faction has

a total of 140 tech).

The Housing Unit provides housing and food for 25 workers. ( requires 140 shared tech )


~~ > Ship Yards no cannot be built on a planet and are large space Platforms. ( Requires 300 shared tech ).
Size Matters!

Shipyards are no longer built on Planets, they are built in orbit of LARGE planets (ONly large Planets) and depots are addons to the SY, the SY must have power and workers, so you must Build a

Power Plant ON the SY. Ship yards (SY's) have 6 spots to build on and only 1 shipyard can be built per Planet(again Large planets only), the 6 spots are used to build addons to your ship yard.


You will need power and Housing, luckily AFTER inventing space travel, we finally figured out how to build Appartment like structures, this means instead of the wimpy 10 you can get in a dome, you

now get 25 workers per housing unit. Also AFTER we figured out the whole antimatter thing, which was infinity easier to unlock then our new tech, which is Comunial gardens built INTO the housing

units, which produce enough food for 25 workers!


This means you will need at minimum two housing units and 1 lvl 3 power plant to be built onto a SY in order for it to operate. This begs the question of what remains to build in the remaining 3

spots, well that is up to the builder, but a factory will reduce building times by 50%, but will require additional power, defences could also be built on the SY, but again this means more power

would be needed.


~~ > - NEW! LVL 6 Depots/Shield batteries (Limit one per planet) Requires 1,000 shared tech.
(the lvl 6 Depots are kluth and UGTO only, shield Batteries are ICC)

The Depots constantly take in resources from a planet by a minimum amount of 200 or 20% of total mining done whichever is higher (yes they decrease the amount of mining your planet produces,

building these is best suited to a Medium Planet, as they can sustain the amount of mining these need to keep up) . This is per lvl 6 depot. The advantage here is that they constantly take

resources and produce armor plating with them. when a ship comes up to one of these (once in orbit of the planet) the lvl 6 depot immediatly replaces your damaged armor plating and reprocesses

them.


The lvl 6 depot also repairs hull at 5% per second, meaning you'll be shipshape again in no time, During the time a hull is being repaired all mining done by the planted is reduced by 80% in order

to fund the repairs. The lvl 6 depot mostly shuts down during enemy blockcades, leaving only a skeliton crew to work the structure. During a blockcade the depot w/ only restore 1% hull every 3

seconds meaning it will take 300 seconds to fully repair a hull, also during a blockcade armor refiting is disabled.

Depots can only repair on ship at a time.


- Shield Batteries

These structures Put a constant drain on a planets power production while the shield battery is recharging. shield batteries cap @ 3.5 million shield power the more power plants the faster it will

recharge. these is best suited to a Large Planet, as they can produce enough energy to keep this up.


The Shield Batteries also repairs hull at 4% per second, meaning you'll be shipshape again in no time, During the time a hull is being repaired all mining done by the planted is reduced by 80% in

order to fund the repairs. The lvl 6 depot mostly shuts down during enemy blockcades, leaving only a skeliton crew to work the structure. During a blockcade the depot w/ only restore 1% hull every

3 seconds meaning it will take 300 seconds to fully repair a hull, also during a blockcade Shield recharging is disabled.

Shield batteries can recharge as many ships, as are in orbit of the planet, but cannot exceed the amount of shield power that the structure has. Shield batt's can also only repair the hull of one

ship at a time.


Terra-Factories (these have the same effect as 5 factories) and can only built on planets, this also extend the effect of factories to energy production and tech. (the effect of ONE factory would

be to Double the amount of energy produced, tech produced and doubles the mining produced and the speed at which it is made). limit one per planet. Factories and terra factories cannot be built to

gether, it's one or the other.





~~ > Planet specific buildings.



- Small Planets only. (Requries shared 800 tech)
The Manhattan Project, this structure increases research (tech) by 45.

- Medium Planets only. (Requries shared 800 tech, 90 planet tech)
The Deep Core Mine can only be built on a Medium planted, this structure cuts deep into the core of the planet increasing mining done by 100 and doubling the speed all resources are aquired.

- Large Planets only. (Requries shared 800 tech, 90 planet tech)
The Phalanx cannon is an extremly powerful planet based defence system, it fires missles, beams and projectiles, and it know for it great accuracy. This baby packs a serious punch it also has an

ability to Web targets within 600 /gu of the planet immobilzing them for 30 seconds.

Large Planets are also the only type of planet able to sustain a Ship Yard platform.





Small Planets ~

- Capped at 20 building total.

Small planets are ideal for research and are the only ones that can build the Manhattan Project.

Of that only a maximum of 6 Defensive Structures may be built, NO Phalanx cannons can be built.

Mining is capped at 50, with a production value no higher then 2 (aka 1 factory)

terra factories can be built here, but will only yeild a production value of 2.



Medium Planets ~

- Capped @ 28 total structures.

these are the planets rich in rare minerals and are best suited to Mining operations.

Maximum of 8 Defensive structures can be built here. NO Phalanx cannons can be built.

Tech will cap @ 18 + production values, can NOT exceed 90. (with a terra-factory, this will be at 90).






T










Large capped @ Base 18 tech






























A Real Fleet? like no way!

- Grouping system added, max group size is 6 players. These players all share in the pres rewards from destroying a ship provided they either did damage to that ship or repairs to a ship that did

damage to it. AI ships give less pres then players. However players will gain NO pres for killing a player more than 3 ships lvls lower then themself. Each group will receive a battlegroup tag,

allowing for AI to assist the whole group and not just 1 player, it will goto the most damaged ship 1st then the next most damaged ship.

While the max players in one group is 6, you can form Fleets. Fleets are comprised of 3 groups (18 players/AI max) While in a Fleet, Mercenaries can be hired at the players homeworld thier cost

scales w/ their ship. Also Merc's are willing to accompany you on Fleet missions for free, provided they get a large stake in the mission rewards.


Players can now issue orders to the AI, to capture planet X, attack ship X, support ship X or group X, Build on planet X, etc.

Money!
You now earn credits for the completion of missions given from your homeworld anything from capture missions (capturing a planet or a resource feild), to Mining missions, support missions, and

special ops missions (i.e. Goto planet X and place Mines, build planet Y, etc).

You also earn money from Mining Resources at resource points.


You can now recieve Fleet Missions from your homeworld, these missions will vary in difficulty and in the number of ships needed to complete the job, you must have the exact number and type of the

fleet that the mission dictates in order to complete it. Fleet Missions yeild the Greatest monitary rewards and can be completed even if you are mising ships, this can be done by hiring mercenaries

( a seperate ai ) to fill in your fleet needs, I.e. you can't find a Support crusier online, so you hire one. Hiring a merc is free up front, but costs you a percentage of the total reward from the

fleet mission, each merc takes 10%, merc stations take 25% and merc dreads 15%.

There are Fleet Mining, Combat, Defend and Special Ops Missions.

- All Fleet Missions are given on all 3 factions, in different ways. Fleet Missions will be annouced when the are available to all of that fation, Fleet Missions are Offered every 3 hours.

- All ships used on a fleet Mission are fully restored, even if destroyed at the end of the fleet mission by that Faction.

For example.

ICC may randomly get :

- Fleet Mining mission:
Take a Fleet and proceed to Resource Field X, to accomplish this Mission you must Mine 5,000,000 resources and return them to here.


Fleet Requirements.

2x Mining Barges.
1 Combat station.
1 Support station.
4 Combat Dread.
3 Battleships.
4 Crusiers. (1 Combat, 1 Support, 1 mining, 1 special ops.)
1 Destroyer Special ops.
1 Frigate any class.
1 scout.



- The Ugto would then get a Fleet COMBAT mission 10-15 min after the ICC's mission was accepted.
Proceed to Resource feild X. Our intel has placed a large ICC fleet at this Location, they must not be allowed to gain an upperhand in our struggle. Take this fleet comishion and anhilate the ICC

scum.

Fleet Requirements.

2x Combat Stations
1 Support Station
4 Combat Dreads.
2 Battleships.
6 Cruisers (3x Combat, 1 Support, 2x special Ops.)
1 COmabat Destroyer.
1 Combat frigate.
1 scout.



- At this point the Kluth would then Get a Fleet Special Ops Mission. (30 min after the original Fleet mission was taken, by in this case the ICC)
Now is the Time to Strike while the pathetic humans squabble over resources, let us bring the out the full might of the Kluth Forces.

*** 2 part Mission, can be done in any order. Time limit of 40 min.

- Proceed to Planet X (ICC) and Capture it, once captured Order our enigeneers(or build yourself) to Build this new colony into a Mining colony.

- Proceed to Planet X (Ugto) and Capture it, Once Captured Order our enigeneers(or build yourself) to Build this new colony into a Combat colony.




Fleet Req.

2x Combat Stations.
2x Support Stations.
4x Special Ops Dreads.
2x Battleships.
4x Cruisers 1 Combat, 2 support, 1 special ops.
1 Special Ops Destroyer.
1 Frigate any.
2 Scout.

















- Grouping system for pres and cap # of certain ships.










types of colonies, mining, combat, support, research.








- General ship changes.

- SPEED?!

Space is weightless and doesn't care if your in a dread or scout. Speed is now based soley on your engine, however acceleration and power useage w/ increase greatly with the larger ships. Top speed

set @ 25, If you run outta energy you will slow down and turn far slower etc. Missles now move @ 30.

-Ships Cannot have thier devices or weapons turned off untill they are under 30% Hull.



- Shields and Armor.
ALL shields and ALL armor are now all 4 arcs, this means that you must punch through an enemies defences before getting into the hull.
this only applies to the BASE shielding and armor, ships that add additional shielding and armor Will have to choose one arc to re-enforce.

Kluth no longer have armor, they are organic (living creatures)
They now have Carapace (works the same way as thier organic armor now)
The carapace is the dorsal, convex part of the shell structure of a Kluth, consisting primarily of the animal's broad ribcage. This carapace shields the creature from taking damage to it's body,

Kluth ships no longer spew plasma when damaged, because they are alive. They now ooze green liqiuds (this is thier blood) and Kluth hull is renamed thier body, though it will work the same way.










-------- ----- ------- ------ HUGE SUGGESTIONS INC

Ok 1st thing, first.


Pilot stats ! everyone loves to improve thier Toon!

So lets say your pres rank is Chief Marshal (rank 16) and your making a ship lvl 2(frigate) ship, You would get to spend 18 points total towards your frigates class. While a Chief Marshal (rank 16)

making a Station (ship lvl 9) You would get 25 points to spend.


Stats Available that you couuld put points into. Certain stats benefit combat, others support etc.

- Recharge (this increases the rate at which everything (shields, energy, device cooldowns) recharges) By 2% per point with a maxium benefit of 10% (5 points).
- hoarder increases cargo hold spaces by 2 per point maxium 5 points.
- Gold digger - Increases rate that Mining lasers gather materials and reduces energy used by 5% per point max 5 points.
- Missles increases missles range and reduces energy costs by 3% per point max 5 points
- Projectiles Increases accuracy of projectiles and reduces energy costs by 2 % per point 5 points max points
- Beams Increases beam damage and range by 1.5% per level max 5 points
- The GOOD touch - Increases the effectiveness and speed of all repairing/recharging(recharging =for Icc, how shields are repaired) by 5% per point max 5 points
- Increased Production speed of building by 10% per lvl max 5 points


1 Stat is faction specific and will be for each ship.

- Kluth Widow's Vow Increases energy production(total amount and regen) from engines and damage done by 1.5% maximum of 5 points
- Ugto Uncle Uggies special brew Increases turn rate by 1% and projectile speed by 2% per level max 5 points
- ICC "Defender's Resolve" Increases total cap for all defences by 1% and reduces dmg by 2% per point maximum of 5 points (+5% shields, armor, energy, hull stregth)



One point abilites, these abilities are very strong and can only be spent after/at the rank of VA and only 1 can be purchased.

- Helmsman increases turning speed by ((ship lvl)+1)% max 1 point (i.e. 2 % to a scout and 3% for frig) (max ship lvl is 9 so it would equal 10% at max)
- Frequent Flyer reduces the cooldown of your jumpdrive by ((ship lvl)+1)% max 1 point. (max ship lvl is 9, so it would equal 10% at max)










SHIP MODING AND SHIP POINT VALUES.


- All ships can be modified, not like the old way, but I will explain in detail.

All ships w/ be assigned a Ship point value, this is based upon your ship lvl (see below)



@ ship level - In your garage you can only have 1 of each ship lvl (again scout is lvl 1, frig 2 so on and so on).

That said ship level will determine how many ship points total are available for allocation, this will create customizeable ships and bring uniqueness.

On the ship Select screen after choosing a scout, or what have you. You will see drop down menus for the total number of slots for a scout that will be 1 weapon slot (beam only) and 1 device slot,

1 engine slot. Out of these Slots you can choose whatever items you can afford (upgrades cost $) and have the nessicary ship points to get. All factory ships are Free, as long as the planet w/ the

SY has the amount of resources needed. All ships take time to BUILD, the bigger the ship + the more mods = the more time. A facory scout will take 1 minute to build. Factories built on the planet

will Increase the speed of this by 50%. If you are Offline, at the time your ship builds it will be placed into storage on the planet, you made it on. On a Dread For example you can mod it w/ all

torpedos, all missles, all lasers or whatever mix you see fit. However the ship point cost of each weapon will change depending on what class you are.



~> For ICC
- Advanced Torpedos and Lasers will cost you 2x(Double) Ship points what it would cost for Ugto, one b/c Icc is the "defensive" faction and 2 because that's how it's currently laid out only now you

just can't use them, after this you can.

- Icc recieve no ship point cost penalty for Advanced Missles, basic torps and basic lasers

~> Kluth
The Kluth recieve no ship point cost penalty for Advanced weapons of any kind, they do however Incure a 3x penalty for the use of Heavy armors.

~> UGTO
The ugto recieve a 1.5% ship point cost penalty for the use of Advanced Missle systems.



Remember these costs are ONLY incurred when you spend points on thigs NOT factory, so if that dread already comes stock w/ a torp then that is no cost to your ship point allocation, which may allow

you to go for that big gun in another slot. ALSO when you choose the object to mod weapon, shield whatever, you will also choose the arc it's on (aka front, right side, left side, all sides. If you

change the weapon, but leave the arc alone there is no additional ship point cost to you, if you change it to a different arc (only one, not the all) it would cost you additional ship points and if

you changed it to all it would Cost 2x as many points as it will to change it to 1 arc. Missles are all by default. Any left over points can be used to buy a maximum of two additonal slots of your

choising (2 weap slots, 1 weap one shield etc) you will only have enough points to do this if you left your ship mostly stock.


( again you progress to bigger/better ships, not to smaller ships. Via the current pres system and higher pres (aka bigger ships should be far and away better, and shall).)




CLASSES

Classes will play a very important role as you can only have one ship, per ship lvl (aka 1 Frig, 1 dessie, 1 crusier). For each ship you will be able to chose various classes


You get to make 1 ship, per ship lvl (1 through 9) i.e. scouts are lvl 1, frig's 2 so on and so on. more on this below.

there are 4 Classes total. Combat, Mining, Support and special Opps. Not every ship lvl will have all of the classes available.


All ships need to play a role and shall.







SHIP CHANGES!!!

ALL shields and armor values are the base (aka the amount the ship would have if factory) all device slots are room for adding anything from armor and shields(ICC) to scanners, aux fusion reactors

etc.


ALL kluth have cloak as an ability, not a device.









- Changes Scout (ship lvl 1)

-- Factory built Scout Cost 25k + mods(est around 10k). Build time 1 min. (a factory reduces build time by half)

All scout are of the special Opps class.




ICC
Hull - 2,000
shields - n/a
armor - n/a

Slots
1 weapon slot. (beam only)
1 device slot.
1 engine slot.


UGTO
Hull - 1,900
shields - n/a
armor - n/a

Slots
1 weapon slot. (projectile only)
1 device slot.
1 engine slot.


Kluth

Body - 1,800
shields - n/a
carapace - n/a

Slots
1 weapon slot. (beam only)
2 device slot.
1 engine slot.



No need for many types, 1 type of scout ship would remain, no class.

Scouts cannot damage the shields or armor of anything bigger then a crusier, reason they do NOT pack the firepower. Scouts also have no shields and or armor.

Why play a scout then?

Well this is your starting ship for one, it is what most of the new ppl will pilot until they finish thier training areas (at which point you should be able to field dessies)
the role of a scout should be self evident, you exist to seek out and FIND the ememy or help prevent the ememy from finding you.



Why would anyone play as a scout in battle then?


ICC and UGTO scouts can detect cloaked ememies with in range 1k gu and can pinpoint the signatures of big ships (though they can't see what or how many w/ thier scouting device they can certainly

see where the enemy is or at least was in anything bigger than a destroyer. Kluth scouts have a device to find the ICC/UGTO as well and 1 device to jam the other scouts reducing their stealth

finding abilities by 50% range.















Changes - Frigate (Ship lvl 2)

-- Factory built Frigate Cost 250k + mods(est around 90k). Build time 10 min. (a factory reduces build time by half)




Unlike scouts Frigates pack enough firepower to damage a cruiser, they do not how ever have the massive firepower nessicary to damage the shields or armor of dreads and up.

Frigates have much tougher hulls, but no armor and shielding. You want players to advance into having better and better things otherwise no point to rank up, though all ships will make nice

additions to any fleet and this is "noob" friendly.

Frigs!!!! Ship Level 2
- classes, at this point you unlock class roles, this will be an easier thing to understand by saying this. In your garage you can only have 1 of each ship lvl (again scout is lvl 1, frig 2 etc).

At this ship level there are 2 classes to choose from. Combat, Miner.

When you select your class you will see the factory ships that fall into that category, select whichever you would like to mod.



Again Frigs have no sheilding/armor and thusly have more device slots.


- Fleet Roles:




Class Combat


ICC - Combat

Hull - 7,000
shields - n/a
armor -n/a

Slots
3 weapon slot.
1 device slot.
1 engine slot.


UGTO - Combat

Hull - 6,250
shields - n/a
armor - n/a

Slots
4 weapon slot.
1 device slot.
1 engine slot.


Kluth - Combat

Body - 5,500
shields - n/a
carapace - n/a

Slots
4 weapon slot.
2 device slot.
1 engine slot.




Class Miner



ICC - Miner


Hull - 5,000
shields - n/a
armor - n/a

Slots
1 weapon slot.
4 device slot.
1 engine slot.



UGTO - Miner


Hull - 4,250
shields - n/a
armor - n/a

Slots
2 weapon slot.
4 device slot.
1 engine slot.



Kluth - Miner


Body - 3,600
shields - n/a
carapace - n/a

Slots
2 weapon slot.
4 device slot.
2 engine slot.








Ship Destroyer (ship lvl 3)

-- Factory built Frigate Cost 500k + mods(est around 600k-2mil). Build time 30 min. (a factory reduces build time by half)

Destroyers are a great improvement over frigates, they now have shielding and or armor! not to mention stronger hulls. 2 Classes are available to the Dessies, Combat and Special Forces.



- Fleet Roles



Class Combat


ICC - Combat

Hull - 10,000
shields - 4,000
armor - n/a

Slots
4 weapon slot.
1 device slot.
2 engine slot.


UGTO - Combat

Hull - 9,000
shields - n/a
armor - 3,000

Slots
4 weapon slot.
2 device slot.
2 engine slot.


Kluth - Combat

Body - 7,500
shields - n/a
carapace - 2,000

Slots
5 weapon slot.
2 device slot.
2 engine slot.




Class Special Forces. (transports and minelayers fall into this)



ICC - Special Forces


Hull - 7,000
shields - 2,500
armor - n/a

Slots
3 weapon slot.
3 device slot.
2 engine slot.



UGTO - Special Forces


Hull - 6,000
shields - n/a
armor - 1,800

Slots
2 weapon slot.
4 device slot.
1 engine slot.



Kluth - Special Forces


Body - 5,000
shields - n/a
carapace - 1,000

Slots
2 weapon slot.
4 device slot.
2 engine slot.




- Support Ship (Ship lvl 4) 1st Kinda new ship.

-- Factory built Sup Ship Cost 800k + mods(est around 2-4 mil). Build time 1 Hour. (a factory reduces build time by half)

This is the current sup ships, but beefed up and able to perform in combat. 1 Class here Duh? Support? lol.

~~> NOTE* ICC does NOT repair armor, nor do they have it. Instead the ICC support vessiles spend time charging up shield recharges that regenerate the shields of those around them for a base amount

of 20% of the affected targets total shields. THIS Ability costs tons of energy and will almost force you to remain stationary to be able to do this, but it will be by now means spamable, i.e. one

hit should take 50% of your total energy cap. The only thing the ICC use the reload drones for is hull and ammo.


- Fleet Roles: For this I'd say it's pretty self explainitory, However I will. This ship is the 1st you can get into from Noob up, that is meant to get in there with the big guys, though not as a

damage dealer and you sure don't want to eat to many hits, but you are the lifeblood of your fleet, enabling others to battle on.






Class Support


ICC - Support

Hull - 20,000
shields - 8,000
armor - n/a

Slots
4 weapon slot.
4 device slot.
2 engine slot.


UGTO - Support

Hull - 18,000
shields - n/a
armor - 6,000

Slots
5 weapon slot.
4 device slot.
2 engine slot.


Kluth - Support

Body - 15,000
shields - n/a
carapace - 4,000

Slots
6 weapon slot.
4 device slot.
3 engine slot.




- Ship changes Cruiser (ship lvl 5)

-- Factory built Crusier Cost 2.5 mil + mods(est around 7-10mil). Build time 2 Hours. (a factory reduces build time by half)

and welcome to the big boys club, cruisers are the backbone of any combat fleet and in number very powerfull foes. Crusiers do suffer a 45% damage penanlty vs Stations and 25% vs dreads. Meaning

they deal 30% less damage to station's armor/shields, but full damage vs hull. All 4 classes are available to Cruisers. Combat, Mining, Support and special Opps(Dictor ships). Crusier support class

ships, are not "healers" they are buffers/debuffers. they do different things per faction.


ONly active while thier sup devices is turned on, this is a fairly significant energy drain to all. The buffs from these only stack to 2 and all abilities are SHARED COOLDOWNS, meaning you can't

use both at once, you have to wait until the effect has expired before you may use the other, killing the sup crusier ends the effects.


Icc supp Cruiser
Decreases all Incoming Damage done to all friendly ships within 1000 g/u by 20% for 30 seconds 3 min Cooldown.
Increases shield Regeneration by 30% for 30 seconds 3 min cooldown.

UGTO
Increases Projectile accuracy by 30% and damage by 10% to all friendly ships within 1000 g/u for 30 seconds. 3 min Cooldown.
Decreases energy Usage by 20% to all friendly ships within 1000 g/u for 30 seconds.3 min Cooldown.

Kluth
Increases Energy regeneration rates by 30% to all friendly ships within 1000 g/u for 30 seconds.3 min Cooldown.
Reduces the cooldown on all beam weapons by 20% to all friendly ships within 1000 g/u for 30 seconds.3 min Cooldown.


Class Combat


ICC - Combat

Hull - 40,000
shields - 16,000
armor - n/a

Slots
7 weapon slot.
4 device slot.
3 engine slot.


UGTO - Combat

Hull - 36,000
shields - n/a
armor - 12,000

Slots
8 weapon slot.
3 device slot.
3 engine slot.


Kluth - Combat

Body - 30,000
shields - n/a
carapace - 8,000

Slots
9 weapon slot.
4 device slot.
3 engine slot.


Class Support


ICC - Support

Hull - 34,000
shields - 14,000
armor - n/a

Slots
6 weapon slot.
5 device slot.
3 engine slot.


UGTO - Support

Hull - 32,000
shields - n/a
armor - 10,000

Slots
7 weapon slot.
4 device slot.
4 engine slot.


Kluth - Support

Body - 26,000
shields - n/a
carapace - 6,000

Slots
8 weapon slot.
4 device slot.
4 engine slot.



Class Mining


ICC - Support

Hull - 32,000
shields - 9,000
Armor - n/a

Slots
4 weapon slot.
5 device slot.
5 engine slot.


UGTO - Support

Hull - 30,000
shields - n/a
armor - 7,000

Slots
6 weapon slot.
5 device slot.
5 engine slot.


Kluth - Support

Boldy - 23,000
shields - n/a
carapace - 5,000

Slots
7 weapon slot.
5 device slot.
5 engine slot.




Class special Opps (this is your dictor and towing ship)

ICC - Support

Hull - 33,000
shields - 12,500
armor - n/a

Slots
6 weapon slot.
5 device slot.
3 engine slot.


UGTO - Support

Hull - 31,000
shields - n/a
armor - 9,500

Slots
7 weapon slot.
4 device slot.
4 engine slot.


Kluth - Support

Body - 24,000
shields - n/a
carapace - 5,500

Slots
8 weapon slot.
4 device slot.
4 engine slot.







- Ship addition/changes Welcome the Battleship (ship lvl 6)

-- Factory Battleship Cost 6 mil(est around 3.5-7mil) + mods. Build time 4.5 Hours. (a factory reduces build time by half)

A step up from the Crusier, this ship was designed for only ONE thing war. 1 class is available, Combat. These ships are designed to kill other crusiers and smash anything below that. These are the

1st ships to have expansion slots. Expansion slots anything can be placed into, shield engine, whatever. Only restriction is devices that buff or heal. Battleships are so big and bulky that jumping

is more innaccurate, and it is common to miss your mark by 300 g/u in any direction. Using the Orbit command on a planet w/ jump will bring you to 400 g/u away from the planet allowing for a safe

jump to be made.




Class Combat


ICC - Combat

Hull - 65,000
shields - 48,000
armor - n/a

Slots
10 weapon slot.
5 device slot.
4 engine slot.
2 expansion slots




UGTO - Combat

Hull - 58,000
shields - n/a
armor - 36,000

Slots
11 weapon slot.
4 device slot.
5 engine slot.
1 expansion slots


Kluth - Combat

Body - 50,000
shields - n/a
carapace - 24,000

Slots
14 weapon slot.
4 device slot.
5 engine slot.
1 expansion slots




- Ship Changes, THe Dread. (ship lvl 7)

-- Factory Dread Cost 10 mil + mods. Build time 6 Hours(est around 7-12mil). (a factory reduces build time by half)

Two Classes available. The dread brings w/ the The attack Factor. The Attack factor or AF is the multiplier awarded to firing upon ships more the 2 ship lvls lower then itself.
Classes are Combat and Special Ops(Bombers).


Ships of ship lvl 4 and below will take an additional 10% dmg for each successive slvl(ship lvl) lower then 5. I.e.

+ 10% dmg to an Slvl'd 4 ship.
+ 20% dmg to an Slvl'd 3 ship
+ 30% dmg to an Slvl'd 2 ship
+ 40% dmg to an Slvl'd 1 ship.


This said Dread are still not meant to kill smaller, ships they certainly are cappable, but they are much better suited to attacking other slow moving targets, I.e. cruiser and BS's.
While all ships can attain max speed (barring speed lowing mods) it will take a dread considerable to reach it and by that time, they would be bleeding energy. Dreads are so big and bulky that

jumping is even more innaccurate then that of a battleship, and it is common to miss your mark by 500 g/u in any direction. Using the Orbit command on a planet w/ jump will bring you to 600 g/u

away from the planet allowing for a safe jump to be made.






Class Combat


ICC - Combat

Hull - 130,000
shields - 144,000
armor - n/a

Slots
20 weapon slot.
10 device slot.
5 engine slot.
4 expansion slots


UGTO - Combat

Hull - 116,000
shields - n/a
armor - 108,000

Slots
22 weapon slot.
8 device slot.
5 engine slot.
3 expansion slots


Kluth - Combat

Body - 100,000
shields - n/a
carapace - 72,000

Slots
28 weapon slot.
8 device slot.
5 engine slot.
3 expansion slots




Class Special Ops(Bombers)


ICC - Special Ops

Hull - 100,000
shields - 110,000
armor - n/a

Slots
16 weapon slot.
10 device slot.
5 engine slot.
4 expansion slots


UGTO - Special Ops

Hull - 86,000
shields - n/a
armor - 90,000

Slots
18 weapon slot.
8 device slot.
5 engine slot.
3 expansion slots


Kluth - Special Ops

Body - 75,000
shiels - n/a
carapace - 60,000

Slots
24 weapon slot.
8 device slot.
5 engine slot.
3 expansion slots







- Ship change/Additon Mining Barge. Ship LvL 8

-- Factory Mining Barge Cost 18 mil + mods. Build time 8 Hours(est around 10-15mil). (a factory reduces build time by half)

Station type ship, with NO combat aspirations. You will want support in one of these as you are a large target. This ship is meant for 2 things only Mining and building. You will not do well in

combat vs anything over a crusier. That said these are the money makers, both killing one and using one w/ net you large sums of money. Risk vs reward 100%. You are station class though and as such

you can take a beating, just don't expect to dish anything out.


NOTE for all stations *
Stations are so big and bulky that jumping is FAR more innaccurate, and it is common to miss your mark by 100 g/u in any direction. Using the Orbit command on a planet w/ jump will bring you to

1200 g/u away from the planet allowing for a safe jump to be made.


Mining Barges Cannot have thier devices or weapons turned off untill they are under 20% hull, 30% for everyone else including other stations.


-All Stations are too large to cloak.

- station Class Devices/engines are 3 devices/engines rolled into one slot. so you will have for power purposes 3 x more powerfull devices/engines in each slot.




Mining barges Are limited to not being able to add further weapons.

- Base Cargo Room for a Mining barge is 100 slots. A small number at the bottom of the item (i.e. 2,3,4,5 w/e will show you have many stacks of the item you have)

Class Mining


ICC - Mining

Hull - 300,000
shields - 15,000
armor - n/a

Slots
8 weapon slot.
10 Station class device slots.
5 Station class engine slots.
10 Station class expansion slots


UGTO - Mining

Hull - 258,000
shields - n/a
armor - 15,000

Slots
9 weapon slot.
10 Station class device slots.
5 Station class engine slots.
10 Station class expansion slots


Kluth - Mining

Body - 225,000
shiels - n/a
Carapace - 15,000

Slots
10 weapon slot.
4 Station class weapon slots.
10 Station class device slots.
5 Station class engine slots.
10 Station class expansion slots






- Station Ship lvl 9

-- Factory Stations (both combat or Support) Cost 30 mil + mods. Build time 12 Hours(est around 22-45mil). (a factory reduces build time by half)

This is where you will find ships made to engage in combat on the front lines, there are two classes for stations. Combat and Support. Piloting a station is a huge reward for reaching the highest

lvl/point in the game and as such should be very awsome. Each Faction cannot have more then 4 stations out at any time.

- Station Class Weapons, are basically 4 normal weapons of X kind, rolled in 1 super weapon. Basically 4 Missle Launchers = 1 Station Class ML, same for projectiles and beams. This doesn't mean a

mix a match system, it just means that while you will have less in number of weapon/device slots you will have much more firepower etc.

-All Stations are TOO large to cloak. This is why the Kluth stations are much closer to UGTO and ICC for hull and armor, but it also will lower thier weapon slots to also be on par, Though the

kluth weapons wil still be the most damaging.

While combat stations will do very nice damage they are un-able to target any ship below a crusier for an attack, they do have an aoe attack that will hit everything within 300 g/u of them (Not

firendlies).

- Combat stations
NO SINGLE SHIP will stand up to a Combat station, it would take many dreads to take one down. These are best fought and best defended, by another station and a combat supporting fleet aka dreads,

battleships, crusiers etc.



- Support stations
Support stations are a battlefield must, they are huge ships capable of preforming advanced repairs while in outter space. They can kill even a couple dreads in solo combat, but they are in no way

the offensive power houses that the Combat stations are. Support stations instead, focus on Device slots and expansion slots to max out their benefit to others around them.


~~> NOTE* ICC does NOT repair armor, nor do they have it. Instead the ICC support vessiles spend time charging up shield recharges that regenerate the shields of those around them for a base amount

In the stations Case this amount is 35% of the affected targets total shields over 30 sec. THIS Ability costs tons of energy and will almost force you to remain stationary to be able to do this,

but it will be by no means spamable, i.e. one hit should take 50% of your total energy cap. This ability also has a 1 min Cool Down. The only thing the ICC use the reload drones for is hull and

ammo.


UGTO/KLuth Support stations have a AOE Hull repair. Ugto's will repair 20% of total hull of all ugto ships within 800 g/u. Kluth will repair 15% hull to all ships withing 800 g/u. These abilities

will also drain a substantal amount of energy and will have 1 min cooldowns.

All stations will still have repair drones they can activate on up to 5 ships which will activly repair hull/armor/ammo.




Class Combat


ICC - Combat

Hull - 780,000
shields - 864,000
armor - n/a

Slots
10 Station class weapon slots.
8 Station class device slots.
5 Station class engine slots.
4 Station class expansion slots
1 "End of days" Plasma detonation Core This is the ICC's aoe. Damages anything within 300 g/u of the station that does not have Shields. (players w/ shields @ 0% will not be damaaged by this,

because they "have" shields even though they are down at the time of use). 90,000 Total Damage (thus it will not 1 shot any dread, though it would certainly cripple them). This ability can only be

used once per hour.


UGTO - Combat

Hull - 700,000
shields - n/a
armor - 648,000

Slots
12 Station class weapon slots.
8 4 Station class device slots.
5 Station class engine slots.
3 Station class expansion slots
1 "Greed" This ability is the UGTO's aoe. Damages anything within 300 g/u of the station that does not have Shields. (players w/ armor @ 0% will not be damaaged by this, because they "have" armor

even though it is down at the time of use, organic armor is still damaged). 100,000 Total Damage (thus it will not 1 shot any dread, though it would certainly cripple them). This ability can only

be used once per hour.



Kluth - Combat

Body - 690,000
shields - n/a
Carapace - 625,000

Slots
11 Station class weapon slot.
8 Station class device slot.
5 Station class engine slot.
4 Station class expansion slots
1 Anti-matter Explosive Charge This is the kluth's aoe. Damages anything within 300 g/u of the station that does not have organic armor. 110,000 Total Damage (thus it will not 1 shot any dread,

though it would certainly cripple them). This ability can only be used once per hour.






Class Support


ICC - Support

Hull - 624,000
shields - 691,200
armor - n/a

Slots
7 Station class weapon slots.
10 Station class device slots.
5 Station class engine slots.
6 Station class expansion slots (only 2 of these may be used towards station class weapon additions).





UGTO - Support

Hull - 590,000
shields - n/a
armor - 580,400

Slots
8 Station class weapon slots.
10 4 Station class device slots.
5 Station class engine slots.
6 Station class expansion slots (only 2 of these may be used towards station class weapon additions).





Kluth - Combat

Body - 552,000
shields - n/a
Carapace - 540,500

Slots
8 Station class weapon slot.
10 Station class device slot.
5 Station class engine slot.
5 Station class expansion slots (only 2 of these may be used towards station class weapon additions).






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| Dark Hiigaran |
Marshal
Sanity Assassins


Joined: July 07, 2007
Posts: 422
From: Slovenia (Europe)
Posted: 2009-03-19 10:51   
Oh gawd :S can i borrow yer Text-To-Speach ?
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Supertrooper
Marshal
Pitch Black


Joined: March 18, 2004
Posts: 1895
From: Maryland, U.S.A
Posted: 2009-03-19 12:38   
I'm not one to tl;dr, but..

tl;dr.


Also, 44710 characters, and only 2254 fit on paper.



[ This Message was edited by: Crim {Fear?} on 2009-03-19 12:41 ]
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DarkNoble
Fleet Admiral

Joined: August 02, 2005
Posts: 25
Posted: 2009-03-19 12:56   
Doubleugly O.O gots the devil in him!

naw looks like what the dev wanna do... in the 1st place but they got tired of code... and said we'll just throw some AI in there to spice it up .. but its gotten old now ...

i like some ideas.. but this would take 2 damn long to fix/make took 2years to fix what wasnt broken .. so...
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Leonide
Grand Admiral
Templar Knights


Joined: October 01, 2005
Posts: 1553
From: Newport News, Virginia
Posted: 2009-03-19 14:03   
tl;dr. way too long. o.O
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Sens [R33]
Admiral

Joined: September 27, 2008
Posts: 1020
From: Edge of th...
Posted: 2009-03-19 15:24   
tl;dr
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  Email Sens [R33]
Sens [R33]
Admiral

Joined: September 27, 2008
Posts: 1020
From: Edge of th...
Posted: 2009-03-19 15:38   
Actually I skimmed it; what you are asking is way too... linear; aside from that a lot of the suggestions are superflous(to me atleast) and the game could go on just fine without them.
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Proud member of the Order of the Gaifen
Founder and former Club chair of the Shigernafy Fan Club
Co-founder of the Doran Judication Comittee


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mannythepogs
Grand Admiral
Pitch Black


Joined: July 12, 2007
Posts: 139
From: mbllanes
Posted: 2009-03-19 15:45   
Did anyone actually read it ... dont count me .. lol
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Sixkiller
Marshal
Courageous Elite Commandos


Joined: May 11, 2005
Posts: 1785
From: Netherlands
Posted: 2009-03-19 15:52   
I only read the first part, and sounds an awefull lot like eve..
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Linna Yamazaka {Vice Admiral}
Vice Admiral
Raven Warriors

Joined: May 03, 2003
Posts: 415
From: killer
Posted: 2009-03-19 16:12   
First off I will say that i read this well thought about post and ALL the infomation that was within it and now that i'm done saying that i will vote


Yes, Why do i vote yes. Well becasue EACH ship class was made for a specific role and it can only be in that roll.

I SAY NO WAY to the minning barge this is darkspace and not Eve-online this is not a point click envorment.

I SAY NO WAY to the immoblization effect know as webbing this is once more a Eve-online thing.

I do like the idea of the new tech shaired system, and planet size differance/ planet sized building specails.

Ii do like the shipyard being a platform, but do not agree on how you have it here. Maybe it needs a power genarator, and a depot but adding hosuing only degrades it in my mind. I do like hoever that there is open spaces were you can make specail buildings that incress or decress the amount of time/resources needed for s specific ship class, is scout, dessie, cruiser and so forth.

I do like how the class is made up currently in darspace so if that can be presevered it would be good too.

Anyways i have to get to class and thus will stop here.

Good well thought of post, but too much liek Eve-online. i know i played it once.

[ This Message was edited by: Linna Yamazaka {Vice Admiral} on 2009-03-19 16:13 ]
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Two weeks™ Later and a new sig.

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Azreal
Chief Marshal

Joined: March 14, 2004
Posts: 2801
From: United State of Texas, Houston
Posted: 2009-03-19 16:33   
It sounds more like Eve evolution to me.

Should also be in beta feedback

Anyways, some ok ideas, some really really makes-me-want-to-come-thru-and-choke-you bad ideas. About 50/50.

I do agree 100% with pres loss. Best to see it gone. Even when u lost ship it was too high. Now even tho you DON'T its still too high. I've never seen a game so hell bent to penalize a player for trying and falling short.

Az
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buzzcoxss (Artisen Anitomical)
Fleet Admiral
Sanity Assassins


Joined: September 19, 2004
Posts: 143
Posted: 2009-03-20 04:52   
sounds like eve way too much going on like it prz losse is a must keeps players going and is what keeps people from doing dumb things. do not like the sy deal. planet thing would be nice just toned down a lil. i also like the iead of the k'luth not being able to repair at all cloked. the speed engy thing not good there own dumb falt if they go to fast run out of power. icc shild idea i love that. you have a lot of good ideas most are not for ds. i would take ur ideas and aply it to a game u make sounds like it would be like eve but totaly diff. send it to a developer and run with it
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DarkScorpion
Marshal
Sanity Assassins


Joined: September 14, 2004
Posts: 237
From: London England
Posted: 2009-03-20 07:36   
Read a small amount and at first thought it was a intended joke like make dreads even stronger,but to my horror he was serious alot of it is like
no penalty of pres for dying, good one we will all be chief marshal before
the months out nothing to work for or to lose apart from people wanting
to play this game.

[ This Message was edited by: DarkScorpion on 2009-03-20 07:48 ]
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Vendetta
Cadet

Joined: January 21, 2009
Posts: 1
Posted: 2009-03-20 07:49   
I can agree to the following ideas:
- pres to be gained by extracting resources on planets to "feed" plattforms.
- new armor, shield and weapons for all factions. This has been sugested several times.
- new type of buildings
- reactivating the money to be able to buy mods

I cannot agree to the following ideas:
- shipyard beeing a station surrounding a planet could enable docking ability to dreads and stations.
But what if the station is destroyed. Are the dreads and stations destroyed too? If we want to be realistic we need a jump device on planetarys surface that let our ships always jump to the main planet of the faction in a sector. From there we can open a hole to each planet that has a jump device. This would end the discussion about blockades beeing realistic. Blockades would be possible if we have infs attacking the planetary "jump device" structure only.

Greetings to all.

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Tael
Captain
Palestar


Joined: July 03, 2002
Posts: 3695
From: San Francisco Bay Area
Posted: 2009-03-20 10:08   
Two quick points...

Blueprint idea - To EVE, so not going to happen
Press Loss - If you loose a ship you can expect to loose some favor with command. Furthermore, if there is no penalty to loosing a ship and risk of demotion, people will just throw away ship after ship. That makes the game too arcade. Part of the excitment is the fact you are gambling and risking something each time you go into combat. So doubt pres loss will go away anytime soon.
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