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xTx Chief Marshal
Joined: September 10, 2005 Posts: 101 From: Canada
| Posted: 2009-03-02 19:25  
I think the devs have finally got it right, all factions believe they are the weakest, this tells me the balance between factions most be right. The strongest faction is the 1 with the most players and this should encourage people to recruit as many players as they can for their favorite faction.
I want to congratulate Faustus and his team for the improvements they have made, well done.
I only have 1 problem with the game, planets are too weak, I think that if the planets had the strenght they had in the last version the game would be perfect.
keep up the good work
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Winters Rapture Fleet Admiral United Nations Space Command
Joined: December 09, 2007 Posts: 355
| Posted: 2009-03-02 23:16  
Even though it pains me, i must agree with xTx. a good compromise leaves all sides un-happy, and this version is the closest thing to a good balanced game that i have seen in a long time. I congratz all the staff for finally getting it right and i hope you get a whole lot less complaints.
The only thing is like xTx said, planets could use a little work. But in the grand scheme of things, i am just happy that everything is mostly balanced.
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Zero28 Grand Admiral
Joined: August 25, 2006 Posts: 591
| Posted: 2009-03-02 23:32  
Amen to that
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Dauphin Grand Admiral Galactic Navy
Joined: April 27, 2003 Posts: 349 From: Toronto, Ontario, Canada
| Posted: 2009-03-02 23:43  
I've been very impressed with the game since I returned for the free trial. The devs have done a great job; it's like old times again
I'll definitely be subbing once the free trial's over.
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Sixkiller Marshal Courageous Elite Commandos
Joined: May 11, 2005 Posts: 1786 From: Netherlands
| Posted: 2009-03-03 01:43  
Amen to that indeed. Balance is at an all-time high, i think the only way to get it any better would be to give each faction the same ships, what we obviously dont want:)
Also, please do increase planet defenses. People cant feel safe at their planet anymore, they might just get jumped and shot there, and the attackers can turn around, wait for JD to recharge and get out. Not how it should be.
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mannythepogs Grand Admiral Pitch Black
Joined: July 12, 2007 Posts: 140 From: mbllanes
| Posted: 2009-03-03 02:37  
It really is dishearting to see station orbiting and start bombing without being seriuosly hurt, For some people who really like to build its a pain to see all your work wasted.
Overall the game is great...... [ This Message was edited by: mbllanes - Dark Vader on 2009-03-03 02:41 ]
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BackSlash Marshal Galactic Navy
Joined: March 23, 2003 Posts: 11183 From: Bristol, England
| Posted: 2009-03-03 06:32  
I agree. We'll start working on defences soon.
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Dionysian *EP5* (Angel of Destruction) Grand Admiral *Renegade Space Marines*
Joined: November 21, 2003 Posts: 135
| Posted: 2009-03-03 15:57  
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On 2009-03-03 06:32, BackSlash *Jack* wrote:
I agree. We'll start working on defences soon.
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Just please don't add loads of missiles or make the PD too effective. Planet def should be QSTs and BIG HCLs / Assualt ruptors.
Bombers and B27s need to get through - it just needs to take a while. I'd like to think that a station could knock out planets defs but that it should take a long time.
At the moment - its too easy to take def off line- Just bomb out the research labs and all the def bases turn off. Instead - why not make the tech needed to repair / maintain the def bases rather than oprate and add in some timed deterioration to structures if no tech.
e.g. bases deteriorate at 1% per minute. With tech can repair at say 2% per minute. so knock out the tech and after 100 mins the def bases self destruct.
That way - if you do knock the tech out, it will be a long time before the def fails - giving the defenders time to organise a proper def. You canstill try and bomb out power or def bases but it's harder to do.
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Tommas [ USF HunnyBunny ] Chief Marshal Pitch Black
Joined: February 04, 2006 Posts: 581 From: Norway
| Posted: 2009-03-03 16:32  
Well actuly been thinking of the same thing there dion. I was thinking why do the tech drop that fast as it does? It could drop ALOT slower like 1tech per 10mins or something. That way they can keep the curent system with tech needed to make things work.
Also on the note of figtherbombers, their WAY to powerfull...u can take out buildings on one shot. Should be maximum like 10% damage.
To the point that a station alone should do it i dont realy like..they always said it should take a team effort to do this..and i agree with this.
anyhow! the topic is not this and i have to agree that this game realy gets bether and bether for evry patch! And im realy happy that the bugs have been prioritied the last weeks and the game has improved alot because of this.
So a BIG THANK YOU!!!!!!!!!!!!!
Keep up the good work!
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Thugomatic Chief Marshal
Joined: August 11, 2003 Posts: 166 From: Missoula Montana
| Posted: 2009-03-03 16:46  
as far as planet D goes i waz wondering if the tech lvls too keep them working could work like this, one lab for lvl1's (no change there)
lvl 2's would need one lvl 2 lab, however still needing too get the research up too build the lvl 2's
as u guess same for the type 3's only a cortex.
if that doesnt make much sense i mean for u too have too get up too 90 tech for the lvl 3's but only require one cortex too keep em operational.
this would allow more room for D bases while adding an adequate ew defense also
downside, only one structure needs to be taken down, but thats all u need to do too knock lvl 3's offline currently.
also on a sidenote, i sooo happy too see vets returning, this is the closest matchup ive seen so far.
my biggest gripe would be too possible take AI's and plats off ur navigation screen as a choice. Its annoying too have my contacts list filled up with em while not seeing the other players positions and watnot.
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Winters Rapture Fleet Admiral United Nations Space Command
Joined: December 09, 2007 Posts: 355
| Posted: 2009-03-03 18:40  
Not to rain on everyones parade, but this is an apreciation thread, if you have any good ideas, they could be put ot good use in the DarkSpace - Beta site. they are all good ideas, but this thread is for saying good job, not how to do a better one.
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Bandit Cadet
Joined: May 25, 2004 Posts: 165 From: Under a rock
| Posted: 2009-03-03 19:15  
Yup, agreed here also. Everyone kept downing on Kluth because they kept dieing to us when they were few, uncoordinated and lonely while we were many and working as a team. As I have said before and I will say it again. This game is finally balanced as far as ships go. Kudos to the Dev team!!
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Sens [R33] Admiral
Joined: September 27, 2008 Posts: 1020 From: Edge of th...
| Posted: 2009-03-03 19:25  
we weren't "uncoordinated" per say; we just had a bunch of wanna-be heroes and a 1:4 disadvantage
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Bandit Cadet
Joined: May 25, 2004 Posts: 165 From: Under a rock
| Posted: 2009-03-03 19:36  
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On 2009-03-03 19:25, Sensitivity{Swashbuckler} wrote:
we weren't "uncoordinated" per say; we just had a bunch of wanna-be heroes and a 1:4 disadvantage
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lol
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