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Vore's DarkSpace improvment Post-it |
Type Zero Admiral
Joined: October 14, 2003 Posts: 49 From: Under Your Bed
| Posted: 2006-07-11 20:57  
I ahve a series of ideas that would help combat
1. list all protection arcs Is Front 100% Aft.... Left.... Right... would help to know what has taken damage
2. the UGTO need to have some of there power Gens taken away they dont need them really they don't have sheilds and they armor doesn't use energy i don't think.
3. the kluth need a cloaking device recharge timer so they can't use cloak and dagger techniques and they armor is a bit weak i suggest giving them a faster repair rate on them to compensate or give them shields won't hurt but since thats not likely allow them to use bio Ablative which is a combo of kluth and UGTo tech <<< i feel this game needs for variety
4. before you release a new patch that the community doent like i suggest you hold beta opinon polls to see how the community feels about the changes made and ideas in improvments
5. try to merge the tutorial with the meta-Verse its weird you can play the tutorial and still ahve questions to ask when you start playing- allow players who take th etime to train new players to get some trainners Prestige for helpin hook new players<< you can do this my adding command points Prestige to a existing player profile just one possibility
6. we need flak weapons that do moderate damage to Frigates and corvettes << and a faster better pulse shield for anti fighter missle support <<< also icc and ugto planets could use a Minelayer base that lays mines that help damage ecm ships and cloaked ships these mines could be small objects invisible to the players untill they run into the mine field hehehehe
7. we meed bounty hunters people who are fleet less and bored of building can be payed to hunt enemy players who have annoyed his/her faction for a long time
8. all ships need a forwards and aft heavy weapon arcs its silly not to be able to muster a good defense for ships behind you. <<< also larger ships need to be able to multi target its already posslble but not immplimented
9. we need to also be able to use our jump drives for added Self destruct damage I.E. jump drive overload or WH device collapse would help surviving friendly players to finish off remaining enemy ships.
10. we need way more special events than one race i suggest we have a MV arena that allows 10-20 ships auto balanced to fight it out in a lag free environment
ok i had more but some players were distracting me ll be re posting to this offten.
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Doran Chief Marshal Galactic Navy
Joined: March 29, 2003 Posts: 4032 From: The Gideon Unit
| Posted: 2006-07-11 21:09  
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On 2006-07-11 20:57, Vore wrote:
I ahve a series of ideas that would help combat
1. list all protection arcs Is Front 100% Aft.... Left.... Right... would help to know what has taken damage
click on it
2. the UGTO need to have some of there power Gens taken away they dont need them really they don't have sheilds and they armor doesn't use energy i don't think.
its fine
3. the kluth need a cloaking device recharge timer so they can't use cloak and dagger techniques and they armor is a bit weak i suggest giving them a faster repair rate on them to compensate or give them shields won't hurt but since thats not likely allow them to use bio Ablative which is a combo of kluth and UGTo tech <<< i feel this game needs for variety
no they dont, they're supposed to be cloak and dagger, armor will be fine as is once the cloak gets fixed, icc get shields not kluth
4. before you release a new patch that the community doent like i suggest you hold beta opinon polls to see how the community feels about the changes made and ideas in improvments
thats what beta testing, and the beta testing discussion forum is for
5. try to merge the tutorial with the meta-Verse its weird you can play the tutorial and still ahve questions to ask when you start playing- allow players who take th etime to train new players to get some trainners Prestige for helpin hook new players<< you can do this my adding command points Prestige to a existing player profile just one possibility
because nobody ever reads the manual and why do you have to get a reward for showing a new player the basics?
6. we need flak weapons that do moderate damage to Frigates and corvettes << and a faster better pulse shield for anti fighter missle support <<< also icc and ugto planets could use a Minelayer base that lays mines that help damage ecm ships and cloaked ships these mines could be small objects invisible to the players untill they run into the mine field hehehehe
thats what gauss guns and lasers are for, pulse is fine, mines are fine in fuction, if only lacking in damage, which will be boosted now that armor levels are fixed
7. we meed bounty hunters people who are fleet less and bored of building can be payed to hunt enemy players who have annoyed his/her faction for a long time
talk to the merc guys
8. all ships need a forwards and aft heavy weapon arcs its silly not to be able to muster a good defense for ships behind you. <<< also larger ships need to be able to multi target its already posslble but not immplimented
which is why ships can turn.
9. we need to also be able to use our jump drives for added Self destruct damage I.E. jump drive overload or WH device collapse would help surviving friendly players to finish off remaining enemy ships.
no.
10. we need way more special events than one race i suggest we have a MV arena that allows 10-20 ships auto balanced to fight it out in a lag free environment
admiral server
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BackSlash Marshal Galactic Navy
Joined: March 23, 2003 Posts: 11183 From: Bristol, England
| Posted: 2006-07-11 21:11  
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On 2006-07-11 20:57, Vore wrote:
I ahve a series of ideas that would help combat
1. list all protection arcs Is Front 100% Aft.... Left.... Right... would help to know what has taken damage
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The arcs are already colour coded, so you know how much it has taken damage, but I tend to agree on the fact that a new system is needed to make it easier to see exactly how much is left.
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2. the UGTO need to have some of there power Gens taken away they dont need them really they don't have sheilds and they armor doesn't use energy i don't think.
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UGTO have weapons that require MORE power than ICC's. They also need to be able to move around slightly faster and keep the fire down, sinse supressive fire is how UGTO work.
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3. the kluth need a cloaking device recharge timer so they can't use cloak and dagger techniques and they armor is a bit weak i suggest giving them a faster repair rate on them to compensate or give them shields won't hurt but since thats not likely allow them to use bio Ablative which is a combo of kluth and UGTo tech <<< i feel this game needs for variety
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Cloak will be fixed in 1.484. Cloak is half of Kluth's armour, so once that's fixed, they'll be able to do what they where designed to do - hit and run.
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4. before you release a new patch that the community doent like i suggest you hold beta opinon polls to see how the community feels about the changes made and ideas in improvments
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Not enough people joined beta last time, and generaly some of the players this patch are ~^?^?$&^$~@s, and don't deserve to vote on such things. How would you like it if half the escort destroyer pilots voted "NO" to a new balancing patch, and we ended up not getting it?
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5. try to merge the tutorial with the meta-Verse its weird you can play the tutorial and still ahve questions to ask when you start playing- allow players who take th etime to train new players to get some trainners Prestige for helpin hook new players<< you can do this my adding command points Prestige to a existing player profile just one possibility
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We have a lobby to ask questions, and sometimes players are too busy to help, so rather than new players being put off by that, they can simply just play on in the tutorial, learn the basics, and go into newbie to gain a few ranks before joining the MV.
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6. we need flak weapons that do moderate damage to Frigates and corvettes << and a faster better pulse shield for anti fighter missle support <<< also icc and ugto planets could use a Minelayer base that lays mines that help damage ecm ships and cloaked ships these mines could be small objects invisible to the players untill they run into the mine field hehehehe
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This version has screwed up the damage tables, but in 1.484, bigger ships WILL be doing more damage, and smaller ships will not want to get close to them. The pulse shield works perfectly for what it was designed to do, and a new, faster, better one is not needed. We also don't need something that generates more lag around planets.
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7. we meed bounty hunters people who are fleet less and bored of building can be payed to hunt enemy players who have annoyed his/her faction for a long time
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Er, fleetless players can do this anyway...
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8. all ships need a forwards and aft heavy weapon arcs its silly not to be able to muster a good defense for ships behind you. <<< also larger ships need to be able to multi target its already posslble but not immplimented
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It's not silly at all. Although smaller ships should not be able to do significant damage to bigger ships without grouping up with other smaller ships. Good pilots can already target multiple targets and fire off selected weaponry.
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9. we need to also be able to use our jump drives for added Self destruct damage I.E. jump drive overload or WH device collapse would help surviving friendly players to finish off remaining enemy ships.
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Why? Self destruct works just fine. Seems like a pointless waste of development time.
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10. we need way more special events than one race i suggest we have a MV arena that allows 10-20 ships auto balanced to fight it out in a lag free environment
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"Lag free enviroment?" Half the lag is generated by the servers not being able to cope with what we have at the moment, how is introducing AI, that requires a lot of CPU cycles, going to help that "No lag"? Not to mention that fighting against AI is the easiest thing on Earth, and players would be able to abuse this to get quick(er) ranks again.
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_x$witchBladex_ [1.480 Fanboy] Grand Admiral
Joined: February 26, 2003 Posts: 849 From: Upstate New York
| Posted: 2006-07-11 21:27  
I can't say anything more than these guys have already said .
~Switch
_________________ * [=TB=]Enterprise @39933 sent to Clan: "Thats a lie Switch, you'd never let anyone else drink rum if it were right there. You'd slip teh roofies in and start drinking it yourself and not even realize it."
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Peter Wiggin Midshipman
Joined: November 10, 2005 Posts: 636
| Posted: 2006-07-11 22:05  
Vore:Number 7 about the bountyhunters.We offer assasination services where we will hunt down and kill a certain player.And btw goththug on your offer for 100million on Vore.Accepted.
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Sixkiller Marshal Courageous Elite Commandos
Joined: May 11, 2005 Posts: 1786 From: Netherlands
| Posted: 2006-07-12 02:34  
i was reading true the list and i was thinking, i bet $100 dollars that jack is pawning the heck out of him in the first 5 posts:P
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GothThug {C?} Fleet Admiral
Joined: June 29, 2005 Posts: 2932
| Posted: 2006-07-12 02:46  
amen
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Enterprise Chief Marshal Raven Warriors
Joined: May 19, 2002 Posts: 2576 From: Hawthorne, Nevada
| Posted: 2006-07-12 05:27  
I just had to read the title to say 'Dear god people probably already beat me to flaming his pointless and rather useless ideas into the ground...DAMN!'
-Ent
Remember kiddies, think before you post : "Will I get flamed into the ground for this?
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Coeus {NCX-Charger} Admiral, I can't read, Sundered Weimeriners
Joined: February 16, 2004 Posts: 3635 From: South Philly
| Posted: 2006-07-12 05:28  
Oh dear god in heaven... was wondering how long before onea these showed up...
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Darkspace: Twilight
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Type Zero Admiral
Joined: October 14, 2003 Posts: 49 From: Under Your Bed
| Posted: 2006-07-18 11:36  
I've thought of some new Improvements that are neutral to the games desgin.
1. ICC-shields should beable to charge when not active reducing the massive power drain associated with flying there ships
2. We need engine enhancements like boosted turning rates and faster acceleration and braking.
3. planets should have reload times for their missle batteries and Fighters or have a limit to how many they can launch
4. blockades should in time force anyplanet except sy planets to go neutral this could be done by droppin food reserves dispite food production and cause general unrest.
I can't think of any more now but as i play the game i hope to see it get better not more simiple and less fun.
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Supertrooper Marshal Pitch Black
Joined: March 18, 2004 Posts: 1895 From: Maryland, U.S.A
| Posted: 2006-07-18 11:44  
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On 2006-07-11 20:57, Vore wrote:
I ahve a series of ideas that would help combat |
| I Stopped reading there.. Either way, Vore, your Ideas realy.. realy suck.
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BackSlash Marshal Galactic Navy
Joined: March 23, 2003 Posts: 11183 From: Bristol, England
| Posted: 2006-07-18 11:47  
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On 2006-07-18 11:36, Vore wrote:
I've thought of some new Improvements that are neutral to the games desgin.
1. ICC-shields should beable to charge when not active reducing the massive power drain associated with flying there ships
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Makes no sense - no.
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2. We need engine enhancements like boosted turning rates and faster acceleration and braking.
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Would break the game significantly, as it would become another 1.483 upgrade, where everyone would have to have them. Even if they where limited, it gives someone an advantage that isn't needed. I don't want to see dreads turning at the rate of scouts anytime soon.
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3. planets should have reload times for their missle batteries and Fighters or have a limit to how many they can launch
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They do, notice their Energy: percentage?
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4. blockades should in time force anyplanet except sy planets to go neutral this could be done by droppin food reserves dispite food production and cause general unrest.
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No.
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I can't think of any more now but as i play the game i hope to see it get better not more simiple and less fun.
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Please don't think of anymore. Your idea's are dreadful, and are aimed towards breaking the game, instead of fixing it and making it more balanced.
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Doran Chief Marshal Galactic Navy
Joined: March 29, 2003 Posts: 4032 From: The Gideon Unit
| Posted: 2006-07-18 11:49  
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On 2006-07-18 11:36, Vore wrote:
I've thought of some new Improvements that are neutral to the games desgin.
1. ICC-shields should beable to charge when not active reducing the massive power drain associated with flying there ships
reactives dont draw power unless recharging, actives provide more protection but at the cost of a constant power drain. dont want the drain? turn off your shields. icc have a couple armors for a reason. use them.
2. We need engine enhancements like boosted turning rates and faster acceleration and braking.
AME's provide better acceleration/deaceleration. turn rate is a function of the ship's hull and the armor it has on it, which is why icc ships can generally out-turn their ugto counterparts
3. planets should have reload times for their missle batteries and Fighters or have a limit to how many they can launch
they do. watch a planet sometime, there is atleast a few seconds between launches
4. blockades should in time force anyplanet except sy planets to go neutral this could be done by droppin food reserves dispite food production and cause general unrest.
no. just, no.
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Shigernafy Admiral
Joined: May 29, 2001 Posts: 5726 From: The Land of Taxation without Representation
| Posted: 2006-07-18 13:40  
Planets have a reload time; as Doran pointed out, there is a delay between firings. And the issue of a limit is rather silly; there is an entire planet there to produce new missiles and fighters to resupply the defense bases; they're reloaded just as you are if you are orbiting a planet, as they're on the planet.
_________________ * [S.W]AdmBito @55321 Sent \"I dunno; the French had a few missteps. But they're on the right track, one headbutt at a time.\"
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Fattierob Vice Admiral
Joined: April 25, 2003 Posts: 4059
| Posted: 2006-07-18 13:49  
Fattierob's quick improvement post-it note:
1) remove vore from the game
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