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[FAQ
Forum Index » » Beta Testing Discussion » » New Shield Changes 2: Electric Boogaloo
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 Author New Shield Changes 2: Electric Boogaloo
Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1742
Posted: 2012-02-21 22:08   
Possibly next week, we have some changes we need to work out, and then if all goes well, we can release then (don't hold me to that though).
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DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2012-02-21 23:55   
Please remove this post as I misunderstood totally.
[ This Message was edited by: chlorophyll on 2012-02-22 04:34 ]
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Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4058
Posted: 2012-02-22 00:10   
No one armor type is going to be good against a faction. Ablative will always be better if you can keep the enemy from using their beams, reflective will always be better if you can dodge their projectiles and stay within beam range.
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DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2012-02-22 04:26   
I've just realized I misunderstood the diagram...
Damage to Armor = Weapon causes Armor to lose X health. 130% means 130%X.
Before this post, I had thought 130% means blocking capacity of armor is 130% and it lose X-30% health. Shame on me.
Pardon me for my careless comprehension.

Still, what does armor/shield mod mean?
[ This Message was edited by: chlorophyll on 2012-02-22 04:56 ]
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Critus
Chief Marshal

Joined: December 28, 2007
Posts: 52
From: kpo8914
Posted: 2012-02-22 08:58   
Quote:

On 2012-02-21 22:08, Pantheon wrote:
Possibly next week, we have some changes we need to work out, and then if all goes well, we can release then (don't hold me to that though).


Lol let cross our fingers! ty!
_________________


Critus
Chief Marshal

Joined: December 28, 2007
Posts: 52
From: kpo8914
Posted: 2012-02-22 09:17   
Also if you need help with the programing part i know C and java if it is of any help. But i am a little rusty
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Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1742
Posted: 2012-02-22 09:20   
We require any possible volunteers to be 18+ and have at least basic knowledge of C++.
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Bardiche
Chief Marshal

Joined: November 16, 2006
Posts: 1247
Posted: 2012-02-22 10:13   
Quote:
reflective will always be better if you can dodge their projectiles and stay within beam range.



Something seems wrong with that... specifically, dodge projectiles WHILE staying within beam range?
[ This Message was edited by: Gesellschaft on 2012-02-22 10:14 ]
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Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4058
Posted: 2012-02-22 10:31   
Quote:

On 2012-02-22 10:13, Gesellschaft wrote:
Something seems wrong with that... specifically, dodge projectiles WHILE staying within beam range?



Yeah ... I might reduce the projectile damage on reflective a bit. I thought about that after I said it and that's nearly impossible.
_________________


Mylith
Grand Admiral
Faster than Light


Joined: July 19, 2011
Posts: 507
From: Hivarin, CD+36*15693
Posted: 2012-02-22 10:39   
Hmmm...
Reactive seems like it's gonna be pretty useless, because the only ship it would really be worth using on is a BC(which has no armor), and point firing is pretty easy.
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Critus
Chief Marshal

Joined: December 28, 2007
Posts: 52
From: kpo8914
Posted: 2012-02-22 11:26   
Quote:

On 2012-02-22 09:20, Pantheon wrote:
We require any possible volunteers to be 18+ and have at least basic knowledge of C++.


Lol ok, iam 22 and this year iam about to start looking into c++, ots similar to java except to
multiple inheritance of clases etc...
Maybe in a couple of month i will be able to help you!
[ This Message was edited by: Critus on 2012-02-22 11:27 ]
_________________


DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2012-02-22 11:37   
After correct myself from understanding the diagram, I've been receptive to parts of your regulations and make the last suggestion for shield. Hope you have an eye on it: http://www.mediafire.com/?x286tez5rt57sa6

I put 1/2 cause I believe the pros and cons of shield/armor types are noteworthy since a ship usually have more than 4 gadgets of the same weapons. Imagine an UGTO with all reflective hit by an alpha from Shell:
  • 50% x 2 disruptor = 1 disruptor
  • 130% x 4 Heavy PSI = 5.2 HPSI
  • 125% x 3 AM Torp = 3.75 AM Torp
Or an UGTO with all albative hit by an alpha from Escort:
  • 150% x 10 CBL = 15 CBL
  • 50% x 6 Rail = 3 Rail
The gap is markedly even when the alpha just comes from a destroyer.
_________________


CM7
Midshipman
Faster than Light


Joined: October 15, 2009
Posts: 1812
Posted: 2012-02-22 16:23   
if i may be so bold...

Historicly in these types of games you have two types of shields;
The ones that take one hell of a beating at once (high hp/low regen)
The ones that take huge ammounts of DOT. (high regen/low HP)

We currently have;
active
reactive
skirmish
aux


Only need two types!

K.I.S.S. no?

whats with all these strange resistances!. Your trying to justify having soooo many shield types. its not needed.

Save yourself some work, time, and sanity.

Shields should have set resistances. They should have the same resistances no matter what type. Since its only the generator and capasitor that are being changed (how fast shield energy can be generated, and how much shield energy can be stored)

Maby there is room for one more shield type. Capital shields (fast regen/high hp)... but the code does not allow for it.

We lost defense mode so that ICC would be easy to balance, and then we add lots of layer cake to wade through to adjust ICC's primary defense there by complicating balance once more.

K . I . S . S .

[ This Message was edited by: Defiance{CM7} on 2012-02-22 16:30 ]

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Defiance and Opposition, a tribute to teamwork. I will remember always
339,144

Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2039
From: Michigan
Posted: 2012-02-22 16:52   
I've long thought aux shields should be thrown out as an actual shield and have them increase shield regen rate, it makes more sense to have an auxiliary reactor be switchable between what the current aux reactor is and something that sends all it's power to the shields. You're losing out on a good chunk of weapon power by using aux shields, so why should they just be a less efficient version of a shield generator? You still have to power those shields and now you have less total power to do it with.
_________________
Adapt or die.

CM7
Midshipman
Faster than Light


Joined: October 15, 2009
Posts: 1812
Posted: 2012-02-22 17:01   
actualy frobs version of aux shields uses no energy at all.. not even to charge them. (unless im reading the spread wrong)
_________________
Defiance and Opposition, a tribute to teamwork. I will remember always
339,144

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