Welcome aboard Visitor...

Daily Screenshot

Server Costs Target

Target met!

Latest Topics

- Reminiscing »
- Holly Cow Its alive!! »
- Messenger Battle Chat by T-Roy! »
- Getting our Player Base back »
- Fully customizable ships? »
- First Person view is possible in DS! »
- What's with the new Metaverse? »
- Carrier default loadouts - ships w/interceptors only? »
- 01001000 01100101 01101100 01101100 01101111 »
- the mi type ships cheat »

Development Blog

- Roadmap »
- Hello strangers, it’s been a while... »
- State of DarkSpace Development »
- Potential planetary interdictor changes! »
- The Silent Cartographer »
- Cloaking update... »
- Tools for tips »
- Fleet levels and more! »
- Game Mechanics Question and Answer Thread »
- Under Construction »

Combat Kills

Combat kills in last 24 hours:
Kills chart

Upcoming Events

- Weekly DarkSpace
08/24/19 +5.7 Days
- International Talk like a Pirate Day!
09/19/19 +31.0 Days
- Towel Day
05/25/20 +280.0 Days




No anniversaries today.

Facebook & Twitter

Why not follow us on Twitter or Facebook for more information and fan updates?

Forum Index » » Beta Testing Discussion » » New Shield Changes (TESTING AHOY)
Goto page ( Previous Page 1 | 2 )
 Author New Shield Changes (TESTING AHOY)
Rebel Retribution
Grand Admiral

Joined: January 23, 2006
Posts: 41
From: Hillsboro, OR
Posted: 2012-02-19 02:47   
I second that.
- There are still a lot of aspects of the new shields that I would like to test.

I also think another shield type might be in order. One that provides base resistances (like standard armor) with the hp and recharge rate somewhere in between actives and reactives.
Grand Admiral of the assualt ship C.S.S. ADN-91 Nikoli Tesla and Fleet Flag Ship C.S.S. CC-289 Robert Goddard
\"Si vis pacem para bellum\"

  Email Rebel Retribution
Chief Marshal

Joined: November 16, 2006
Posts: 1247
Posted: 2012-02-19 11:21   
Frob, go post the second draft or something.

There's a third shield type (tentative) called "Skirmisher", and its durability VS Kinetic is far out of whack with the other shield types.


Joined: May 29, 2001
Posts: 1742
Posted: 2012-02-19 11:28   
I have set an event to start Friday midnight until Monday midnight bi-weekly. This should encourage people to get into beta and test during those days.

Templar Knights

Joined: May 11, 2010
Posts: 2039
From: Michigan
Posted: 2012-02-19 11:30   
That's perfect, it should hopefully get you guys a lot of feedback.
Adapt or die.

Grand Admiral

Joined: May 05, 2010
Posts: 1005
Posted: 2012-02-19 11:51   
Off Topic:
EMP does full damage to armor and no bonus to shields? O.o

Chief Marshal

Joined: November 16, 2006
Posts: 1247
Posted: 2012-02-19 11:57   

On 2012-02-19 11:51, SpaceAdmiral wrote:
Off Topic:
EMP does full damage to armor and no bonus to shields? O.o

Amusingly the new changes introduce shield resistance to EMP at the cost of resistance to Energy weapons. (Somehow, it feels like a losing trade...)

Chief Marshal

Joined: December 28, 2007
Posts: 52
From: kpo8914
Posted: 2012-02-19 14:51   
Hi everybody, i just tested the new icc shields i have a few observation that i hope it will help in the release of the new patch, first of all i agree with the icc members active shields and reactive should keep the current properties ( active shield as it is now) otherwise icc would be more and more similar to ugto, a thing i know most icc player dont want, i love the increase of def and renegeneration in the 3 types of shields, specialy in the aux shield because in the old patch the aux shield was almost useless ( at best it cover 1 or 2 shots from the oponent) now its a good viable option but i think it should have a small power cost just for logic and to avoid an unbalance in battle, the more shields you have the more power it consume, but as i said the power consuption should be considerably low . This will make the player think what do i want a nice power flow allowing me to fight without running out of power or do i want more def to withstand more incoming fire? plus this question comes other one as important and that complement the other one, do i want speed or power generation? do i choose pfe drive or ei drive etc?, players will have more options to choose for the ships and to custom to there chosing.
About the reactive shield i know just a few players use it specialy with ships like the missile dread, i think they should be just a little more efective against close weapons to give a chance to the player to react to a jump atack and be able to run, in the present patch u can be easyly be killed is you dont react fast to that kind of atack.
In the common goal to achieve a balance of faction i think there should be a few key changes in icc, beacuse a think ugto and kluth are balance ( except the new cloak i believe the power cost is too great and limits a lot the kluth strategy).
First icc is suppose to be the fast and long range faction, well we shoul have a little more velocity and thrust like a 6% to a 10% increase, second ower FTL jump should recharge 5 sec faster and for last the shields increase already done. I believe this should balance the factions and give to icc a nice tactical variety to use.
And fighters should fly within the pulse shield and the pd or the both will be useless, iam not talking to fly right to the ship but from time to time enter the pulse shields range to give the oponent a chance to def himself.
to finish the matter of eccm/ecm, i liked very much the new varieties it add more options to the player and a little more complecity to the game, i wouldn´t chance a thing of them.
I hope this helps the admins and i apologize for my english its a little bit rusty.

PD: for beta you should add more ai dreads ,a lot more, to make it easyer to test the new updates even without other players arrond. i had a hard time finding people to test the shields etc.

Goto page ( Previous Page 1 | 2 )
Powered by phpBB® Forum Software © phpBB Group
Page created in 0.008572 seconds.

Copyright © 2000 - 2019 Palestar Inc. All rights reserved worldwide.
Terms of use - DarkSpace is a Registered Trademark of PALESTAR