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[FAQ
Forum Index » » Beta Testing Discussion » » New Device Ideas
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 Author New Device Ideas
Lithium
Chief Marshal

Joined: June 29, 2003
Posts: 109
Posted: 2007-07-19 10:11   
I conceived some ideas in bathroom.

-- for UGTO
Heavy Armor
Yea ... Its heavy, 3 times better than standard
Heavy Armor was in game in previous version.
Why did you remove it?
It fit for large ships.

-- for K'Luth
Bone Armor
Much stronger version of Organic Armor
Its hard. Endures 3 times longer than Organic Armor.
But when it goes 0%, You get internal damage.
It fit for large ships.

Cloaking Device Enhancer
It keeps your sig to 0 even you are beaconed.
But it consumes much energy like core weapons.
It fit for large ships.

-- for ICC
Emergency Shield Regenerator
It converts all energy to shield really quickly.
If you have 200 energy, all 4 shields regenerate 50% in few seconds.
If you have 400, all 4 shields regenerate 100%.
But it keeps draining all energy while it's recharging.

-- for All Factions
Mobile Shipyard
Your teammate can spawn from this device.
But larger than destoryer class ships cannot spawn from this device.
And it consumes much energy.
You need to orbit the planet to use this.
You don't need tech level on the planet.
But you need resources on the planet.
You can use this device even the planet is enemy's.
It fit for the stations.

Holding Beam
It forces target's speed to 0.
Yea ... but it consumes much energy.
Energy consumption depends on the target's class.
On station, It consumes 200 energy per second.
On scout, It consumes 20 energy per second.
It fit for the large ships.

-- for The Planets
Tachyon Detection Base
It detects any ship and any projectile within 500 gu area.
It fit for the planets.
_________________




Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4058
Posted: 2007-07-19 14:10   
Quote:

On 2007-07-19 10:11, Lithium wrote:
I conceived some ideas in bathroom.




Best place, I always say.

Quote:

-- for UGTO
Heavy Armor
Yea ... Its heavy, 3 times better than standard
Heavy Armor was in game in previous version.
Why did you remove it?
It fit for large ships.



Actually, that kinda seems silly since UGTO aren't exactly an armor faction - however, a "heavy armor" that slows down the ship's top speed and mauenverability...that might be interesting. Doubt it, however.


Quote:

-- for K'Luth
Bone Armor
Much stronger version of Organic Armor
Its hard. Endures 3 times longer than Organic Armor.
But when it goes 0%, You get internal damage.
It fit for large ships.



I like it, expect for the 0% damage thing. what happens if I go between 1% and 0% rapidly? I think it should just auto-repair/repair *alot* slower

Quote:

Cloaking Device Enhancer
It keeps your sig to 0 even you are beaconed.
But it consumes much energy like core weapons.
It fit for large ships.



Again, that's kinda cool - but a bit unbalanced. it would need to suck up *alot* of energy

Quote:

-- for ICC
Emergency Shield Regenerator
It converts all energy to shield really quickly.
If you have 200 energy, all 4 shields regenerate 50% in few seconds.
If you have 400, all 4 shields regenerate 100%.
But it keeps draining all energy while it's recharging.



TOtally totally overpowered. Unless it drops your energy to zero immediatly and gives a quick boost to every shield based on how much energy it used.

Quote:

-- for All Factions
Mobile Shipyard
Your teammate can spawn from this device.
But larger than destoryer class ships cannot spawn from this device.
And it consumes much energy.
You need to orbit the planet to use this.
You don't need tech level on the planet.
But you need resources on the planet.
You can use this device even the planet is enemy's.
It fit for the stations.



Yeah, those are planned. platforms and what not. but not right now.

Quote:

Holding Beam
It forces target's speed to 0.
Yea ... but it consumes much energy.
Energy consumption depends on the target's class.
On station, It consumes 200 energy per second.
On scout, It consumes 20 energy per second.
It fit for the large ships.



Make the tractor beam useful? Brillant!

Quote:

-- for The Planets
Tachyon Detection Base
It detects any ship and any projectile within 500 gu area.
It fit for the planets.



Overpowered - planets don't need anything right now anyway

edit: Fixed a [quote]. I also wanted to meniton, overall, nice ideas. keep 'em coming.


[ This Message was edited by: Fattierob (x = (-b+y) / m) on 2007-07-19 14:11 ]
_________________


Gejaheline
Fleet Admiral
Galactic Navy


Joined: March 19, 2005
Posts: 1127
From: UGTO MUNIN HQ, Mars
Posted: 2007-07-19 14:53   
Quote:

-- for UGTO
Heavy Armor
Yea ... Its heavy, 3 times better than standard



UGTO are going to have the heaviest armour; "Charged" armour, which drains a small amount of power but gives the best general protection compared to ICC and Luth armour. UGTO will also be the only team to have ablative and reflective armour, if memory serves

Quote:

-- for K'Luth
Bone Armor
Much stronger version of Organic Armor
Its hard. Endures 3 times longer than Organic Armor.



Luth armour is supposed to be weak. It has a high regeneration rate, as well as the ship hull being able to auto-repair quite quickly. There will be the option to trade off auto-repair for "chitinous" armour, which I believe will be an all-round extra armour slot with a relatively high amount of hitpoints.

Quote:

Cloaking Device Enhancer
It keeps your sig to 0 even you are beaconed.



To balance that, it would probably have to consume so much energy that it would only last for an handful of seconds, which makes it basically useless anyway.

Quote:

-- for ICC
Emergency Shield Regenerator



While I feel that a slightly more complex way of handling shield charging would be useful, this isn't it. You could take a dread, sit there with your forward arc facing the enemy, focus all shields forward (effectively getting four layers of shields on your front at the cost of the others) and then when you run low you fire off this device and get another four layers of shield. Not to mention that completely depleting the energy reserves of an ICC ship will make it die.

Quote:

-- for All Factions
Mobile Shipyard
Your teammate can spawn from this device.



Mobile shipyards, with the new layout of the MV being more focused on frontline combat rather than behind-the-lines stuff, will probably be a bit pointless unless the enemy is doing a really good job of blockading your ingress gate.

Quote:

Holding Beam
It forces target's speed to 0.



This would make a decently-sized fleet unstoppable:
1: Station fires holding beam at someone.
2: Rest of fleet fires at held target.
3: Target crumples under sheer mass of projectiles in seconds.
4: Repeat until everyone is dead.

Quote:

-- for The Planets
Tachyon Detection Base
It detects any ship and any projectile within 500 gu area.



Combined with new and improved bombing, this might push it from "hard" to "impossible", especially for luth and their stealth bombers.
On the plus side, no more solo luth stealth bombers.


[EDIT] Also, yes, I just repeated all the devices for a third time. *abridges*.

[ This Message was edited by: Gejaheline on 2007-07-19 14:56 ]
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[Darkspace Moderator] [Galactic Navy Fleet Officer]


Lithium
Chief Marshal

Joined: June 29, 2003
Posts: 109
Posted: 2007-07-19 19:00   
In combat, Stations can't turn enough fast.
Even the station has 3 (or 4) layers of armors, most of attacks concentrate on same side and they die very soon.
I conceived those armors and defensive things for slow turning stations.
Stations need pretty much better armors than normal 3 layers.
And ESR (Emergency Shield Regenerator) should gains time to run for the stations.
_________________




BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11180
From: Bristol, England
Posted: 2007-07-19 19:56   
Fattie, you're completely incorrect about the UGTO being armour based...

Quote:

-- for UGTO
Heavy Armor
Yea ... Its heavy, 3 times better than standard
Heavy Armor was in game in previous version.
Why did you remove it?
It fit for large ships.



Standard Armour fills this already. In 1.484, the levels are hidden, but are still there, and are set by the ship type. Therefor, Standard Armour on a scout is Light Armor, and Standard Armour on a dreadnought is Heavy Armour. There is absolutely no need to make things more complicated by adding a second armour that does exactly the same thing.

Quote:

-- for K'Luth
Bone Armor
Much stronger version of Organic Armor
Its hard. Endures 3 times longer than Organic Armor.
But when it goes 0%, You get internal damage.
It fit for large ships.



Drafell and I have been in discussion over a "Chitinous Armour" for K'luth, wherein you swap the AHR out for an extra layer of defence, but it doesn't automaticly repair. Kind of like a one-shot armour. Also, your idea is absurd - K'luth are not designed to be a duking faction, and never will be. Adding the most powerful armour in the game, with the most powerful weapons n the game = NO. The drawback is minimal, and pointless, and serves no purpose. Once your armour goes down, you're already suseptable to EMP damage, and AHR repairs that damage so quickly, it again, is a pintless drawback.

Quote:

Cloaking Device Enhancer
It keeps your sig to 0 even you are beaconed.
But it consumes much energy like core weapons.
It fit for large ships.



Beacons might get a change in how they work in 1.484, depending on how the tests go. This would be a useless addition.

Quote:

-- for ICC
Emergency Shield Regenerator
It converts all energy to shield really quickly.
If you have 200 energy, all 4 shields regenerate 50% in few seconds.
If you have 400, all 4 shields regenerate 100%.
But it keeps draining all energy while it's recharging.



Whilst ICC are the defencive faction - this is just far too overpowered. You have to keep in mind that ICC ships can rotate their shield facing, so you've effectivly just given someone two plates of armor.

Quote:

-- for All Factions
Mobile Shipyard
Your teammate can spawn from this device.
But larger than destoryer class ships cannot spawn from this device.
And it consumes much energy.
You need to orbit the planet to use this.
You don't need tech level on the planet.
But you need resources on the planet.
You can use this device even the planet is enemy's.
It fit for the stations.



This makes no sense. you need to orbit a planet to use it, yet it's mobile? If you're on about a ship-based spawning point, then no. The system we have planned out for 1.484 works how we want it to, and mobile spawn points adds far too many problems into the equation.

Quote:

Holding Beam
It forces target's speed to 0.
Yea ... but it consumes much energy.
Energy consumption depends on the target's class.
On station, It consumes 200 energy per second.
On scout, It consumes 20 energy per second.
It fit for the large ships.




No stunning in DarkSpace ever. Period. Ships stopping randomly in space doesn't look good, and it makes the player on the recieving end fustrated. Not to mention the fact that I find it odd that a Station would be able to use the beam for two seconds, yet a Scout can use it for several more...

Quote:


-- for The Planets
Tachyon Detection Base
It detects any ship and any projectile within 500 gu area.
It fit for the planets.



I think you'll find this is just "Sensor Base", renamed.

I'd suggest reading the development log in the future. Quite a lot of your suggestions or ideas are either already in the game, or just plain don't fit in with what we're aiming for.

- Jack

[ This Message was edited by: BackSlash *Jack* on 2007-07-19 19:59 ]
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Lithium
Chief Marshal

Joined: June 29, 2003
Posts: 109
Posted: 2007-07-19 21:23   
Those armors are not modding options of standard armors.
I think they should be Armor II devices.

Hidden armor levels work on smaller ships.
But you need way too high level armors on stations for balancing issues.

K'Luth is not armor faction. Yup, But they need decent armors on their stations.
Another armor idea is better than hidden very high armors level idea IMO.

On ICC, They have rotational shields, But its only 1 layer.
It's too far from enough for the stations of the defensive faction.

Mobie Shipyard doesn't cause too many problems.
You can only spawn smaller than cruiser ships.
Destroyers won't be strong like current version.
Who complains if smaller ships can get to the battle front quickly?

Holding Beam is just a better version of tractor beam.
Stunning device is already introduced as tractor beam.
And I meant It consumes 200 energy per second if you target the station.

The planets have nothing against cloaked ships.
I thought they need something with minimum effect.
So I suggested Tachyon Detection Base.
It only works within 500 gu area.
Are they overpowered?
_________________




BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11180
From: Bristol, England
Posted: 2007-07-20 06:07   
Quote:

On 2007-07-19 21:23, Lithium wrote:
Those armors are not modding options of standard armors.
I think they should be Armor II devices.

Hidden armor levels work on smaller ships.
But you need way too high level armors on stations for balancing issues.

K'Luth is not armor faction. Yup, But they need decent armors on their stations.
Another armor idea is better than hidden very high armors level idea IMO.

On ICC, They have rotational shields, But its only 1 layer.
It's too far from enough for the stations of the defensive faction.

Mobie Shipyard doesn't cause too many problems.
You can only spawn smaller than cruiser ships.
Destroyers won't be strong like current version.
Who complains if smaller ships can get to the battle front quickly?

Holding Beam is just a better version of tractor beam.
Stunning device is already introduced as tractor beam.
And I meant It consumes 200 energy per second if you target the station.

The planets have nothing against cloaked ships.
I thought they need something with minimum effect.
So I suggested Tachyon Detection Base.
It only works within 500 gu area.
Are they overpowered?



I don't think you get it. The levels automaticly depict how strong the armor is. We don't need to add a new armor device. It's not needed. It really ise a waste of our time, and completely useless as we can get the same result by changing a simple modifier.

And K'luth are never going to get better armor - ever. Perhaps a variant with SLIGHTLY increased armor, but never, ever, are thet going to get a variant like UGTO will have. You are not meant to duke as K'luth.

And you can rotate all layers on ICC. They all contribute to wherever your pumping the power. I don't know how long it's been since you've played ICC, but I suggest going and researching your stuff. Adding another layer doesn't do anything, except further overpower ICC.

We're limiting shipyards in 1.484 to only a dozen (if that) shipyards in the MV. We want to limit spawning points to create hotspots, and to be quite honest, a mobile shipyard that only spawns destroyers and below, doesn't add anything to the game, and has way more possibilities to detract.

As I said before, there never will be (ever) a stunning device in DarkSpace, period. Shops randomly stopping in space (regardless of energy usage), doesn't look right, and doesn't feel right. It's also insanely fustrating to the player who's stopped, as there's no way to counteract it. It's basicly an overpowered, one target interdictor.

Cloak is K'luths bonus, and it's one of the advantages that they cannot be seen by planets. However, we did forsee a problem in 1.483 with ships uncloaking and dropping infantry and recloaking within seconds, which is why the decloak timer was put in. We may just add a timer so that they cannot unload infantry for a few seconds after cloaking.

Adding a 500 gu insta-detect for K'luth just destroys their power to take planets, and it's already the weakest in the game (by design). They're not a planet defence/attack faction. They're just an all in, all out, shoot you in the face, and kill you - faction. Adding this just cripples them again, and we'd have a 1.483 K'luth based problem again, wherein no-one wants to pilot them because taking planets is a pain.

There was something like it on the drawing board, but there are far better ways to fix the problem, than having a 500gu insta-detect range.
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Leonide
Grand Admiral
Templar Knights


Joined: October 01, 2005
Posts: 1553
From: Newport News, Virginia
Posted: 2007-07-20 10:19   
i have to agree completely with jack here...we don't need any new devices at all...we need to balance and fix the game first.
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Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4058
Posted: 2007-07-20 11:19   
Quote:

On 2007-07-20 06:07, BackSlash *Jack* wrote:
And K'luth are never going to get better armor - ever. Perhaps a variant with SLIGHTLY increased armor, but never, ever, are thet going to get a variant like UGTO will have. You are not meant to duke as K'luth.



But cloak is getting fixed, right? We'lll be able to uncloak in a moments notice right? and be able to cloak back up when we feel like it, based on things like beacons and ECCM, right?

....right?

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doda *EP5 no longer exception...*
Grand Admiral

Joined: December 11, 2005
Posts: 1012
From: happy land
Posted: 2007-07-21 19:03   
Quote:
Adding this just cripples them again, and we'd have a 1.483 K'luth based problem again, wherein no-one wants to pilot them because taking planets is a pain.


You sure its about the bombing problem? Last time i remember luths make good bombers cause they can shield their bombs without attracting the planets attention. Its being beconed in combat the makes no one want to pilot them.
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Supertrooper
Marshal
Pitch Black


Joined: March 18, 2004
Posts: 1895
From: Maryland, U.S.A
Posted: 2007-07-21 22:44   
I say take away K'luths armor, but increase their hull by a good bit
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Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4058
Posted: 2007-07-22 00:10   
Quote:

On 2007-07-21 22:44, Crim wrote:
I say take away K'luths armor, but increase their hull by a good bit




I agree.why not we just get rid of armor altogether. on every ship.

...
...
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Smartin
Grand Admiral

Joined: August 04, 2005
Posts: 1104
From: Michigan
Posted: 2007-07-22 09:47   
Quote:

On 2007-07-21 19:03, doda *EP5* (No Longer Exception...) wrote:
Quote:
Adding this just cripples them again, and we'd have a 1.483 K'luth based problem again, wherein no-one wants to pilot them because taking planets is a pain.


You sure its about the bombing problem? Last time i remember luths make good bombers cause they can shield their bombs without attracting the planets attention. Its being beconed in combat the makes no one want to pilot them.




True, but you usually can't keep the bombs under ecm so you end jup taking some damage depending on who you are bombing.
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Supertrooper
Marshal
Pitch Black


Joined: March 18, 2004
Posts: 1895
From: Maryland, U.S.A
Posted: 2007-07-22 19:16   
Quote:

On 2007-07-22 00:10, Fattierob (x = (-b+y) / m) wrote:
Quote:

On 2007-07-21 22:44, Crim wrote:
I say take away K'luths armor, but increase their hull by a good bit




I agree.why not we just get rid of armor altogether. on every ship.

...
...




K'luth originaly had no armor at all..
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Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4058
Posted: 2007-07-22 23:47   
Quote:

On 2007-07-22 19:16, Crim wrote:
K'luth originaly had no armor at all..




K'luth originaly also had cl2k.

ships could also "originaly" mod with cloak and AHR.

Yeah. okay. Things always work out from the beginning.
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