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[FAQ
Forum Index » » English (General) » » Suggestion: Real Command Ships
 Author Suggestion: Real Command Ships
Arcanum {C?}
Cadet

Joined: June 25, 2005
Posts: 222
Posted: 2005-09-02 16:52   
Command-class ships and stations are misnamed as they currently stand. They do not command. They build. Or they have fighter bays. These are not features which are consistent which a command ship. Command ships should exhibit some benefits of leadership and coordination.

But the idea of a command ship is actually very good, because each fleet SHOULD have a strategic and tactical center. Here's how it could be done:

Command-Class Ship

Required Rank: Fleet Admiral
Required Badges: Gold Support, Gold Navigation, Gold Combat, Gold Engineering

The essential feature of a command-class ship is its Command Bridge. This is a unique, special slot that can be fitted only on a Command-Class ship, and adds certain benefits for the FLEET (clan) of whomever is flying the ship. (Obviously, these benefits only apply to fleet ships in the same system). Effects do not stack.

UGTO Effects
- Projectiles have better accuracy (projectile speed increases 15%)
- Supply ship reload range increases 50%

ICC Effects
- Pulse wave reload times are reduced by 25%
- All sensors are 35% more effective (range AND signature effect)

K'luth Effects
- Decloak times are reduced by 35%
- Cloak times are reduced by 15%

Command-Class Station

Required Rank: Grand Admiral
Required Badges: Everything Gold - Including Privateering

The core element of a command-class station is a Command Hub. This is a unique, special slot that can only be fitted on a Command-Class station and adds benefits to all players belonging to the same faction as that command-class station who are within the Field of Command (5,000gu radius from the station). Effects do not stack.

UGTO Effects
- Energy regenerates 15% faster
- Ship acceleration increases by 15%
- Ship maximum speed increases by 10%
- Fighters deal 15% more damage

ICC Effects
- Shields regenerate 25% faster
- Missiles track 50% better (This is on top of the need for better missile tracking)
- Launcher weapons range increases 30%
- Pulse beam range increases 25%

K'luth Effects
- Ship turning rate increases by 20%
- Beam reload times are reduced by 15%
- Organic armour regenerates 15% faster
- Cloak energy drain reduced by 10%

--

Please keep in mind that the values I have used are merely suggestions and are meant to give some idea of magnitude. They are obviously subject to testing and balancing.

I feel that the following changes will give a good reason to have command ships so-named, because currently, they offer no advantage other than to have alternate configurations.

Command ships should truly be the center of any fleet activity, and be the focal point of combat situations.
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Crim
Fleet Admiral
Sundered Weimeriners


Joined: March 16, 2003
Posts: 1336
Posted: 2005-09-02 16:56   
Not bad, but I wish Command dreads would be something that enabled the pilot to see planets being attacked, and be able to organize the defense on it, and such..Which, would be a command ship.. With that aside, a good Idea, I like it.
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Bigwolfe
Fleet Admiral

Joined: October 16, 2003
Posts: 156
From: Bland County
Posted: 2005-09-02 17:18   
oh yeah, i like this idea awhole lot. It would add balance, because atleast one person from every fleet/faction would be tring to control it. Maybe even make it a limit, 2 per a faction on MV
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The Anarchist
Grand Admiral

Joined: January 09, 2005
Posts: 83
Posted: 2005-09-02 17:26   
Yes! great idea!
Im tired of seeing the command ships as a super-armored engineer or bomber or whatever the heck you people use those things for these days.
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Enterprise
Chief Marshal
Raven Warriors

Joined: May 19, 2002
Posts: 2576
From: Hawthorne, Nevada
Posted: 2005-09-02 17:30   
Give them the ability to defend themselves (but their own benefits do not affect itself), reasonably well, and ill call it worth the while.

Sounds like that, + with grouping, it would give Command Ships an excellent purpose, kinda reminds me of Homeworld 2 Complex Mod..




-Ent
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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2005-09-02 17:42   
Command interface is coming in the next few patches.

Wait for that, thats what being in a command ship is all about.
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Dom243
Fleet Admiral

Joined: December 11, 2002
Posts: 104
Posted: 2005-09-02 18:04   
great idea! i fell the same way, command dreads should fulfill there set rolls as command vessels. however i think the numbers should be a bit more even (i dont feel that you favored any one faction) but i feel that every ship should give off a few of the same effects as every other faction so there are lets say 3 ( or more or less) basic effects that each ship will give off like say more damage, maybe more energy, faster speed (i just thought of those im not actually serious obout the 3 effects anything would work) and then a few more effects that have something to do with that certain faction like less energy drain for cloak, faster shield recharge, better projectile weapon range/ damage etc.
also i think command dread rank should be left at admiral. ive been stackin pres forever tryin to get one and im almost admiral less than 3000 pres more to go.

but once again, GREAT IDEA!
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Abandoned Mind
Fleet Admiral

Joined: December 08, 2002
Posts: 130
From: Brattleboro, Vermont
Posted: 2005-09-02 19:52   
Something like this would be a real benefit. Make it a focal point when in F2(nav screen).
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Koda
Marshal
Fatal Squadron


Joined: August 29, 2002
Posts: 1384
Posted: 2005-09-02 23:21   
FYI, probably a good Idear to post your suggestions over in on the Beta side in the Suggestion fourm.... not sure why we dont have one here anymore.. but anywho..

Good ideas, very interesting. Ive been sitting on a few ideas for the command class ships also but like Jack mentioned the Command Interface is comming soon and I want to see how that plays out b4 I post them.

-Charz
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Ramius
Fleet Admiral
Agents

Joined: January 12, 2002
Posts: 894
From: Ramius
Posted: 2005-09-02 23:45   
What jack said

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Tael
2nd Rear Admiral
Palestar


Joined: July 03, 2002
Posts: 3697
From: San Francisco Bay Area
Posted: 2005-09-03 01:03   
The goal, if i can get F to still put it in will be a command and control interface for the command ships that will see tactical data and allow better control.
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DOM700 [-IMO-]
Fleet Admiral

Joined: July 26, 2001
Posts: 3175
From: Eckental, Germany, Sol-System
Posted: 2005-09-03 02:35   
Although some games feature that kind of command bonus....why should I get reduces pulseshield reload times for example? I understand better sensors....but reload times or faster projectiles?
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