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 Author new enhancements = more money
µOmniVore
Grand Admiral

Joined: September 13, 2006
Posts: 171
Posted: 2011-01-07 19:03   
What would, we the player base suggest as new enhancements that you would buy to improve your game play.

since i mainly play as the ICC i suggest a new enhancement that increases the power generation of aux gens or better yet an enhancement that replaces the aux gen with a ship based variance generator so please share your ideas on enhancements you would spend money on.
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Reznor
Marshal

Joined: March 29, 2010
Posts: 316
Posted: 2011-01-07 23:15   
An enhancement that gives you an extra ping, or reduces your ping regen time.
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Okkam
Marshal

Joined: February 06, 2008
Posts: 157
From: Dorset
Posted: 2011-01-08 02:56   
Maybe an enhancement that actually affects fighters?

I tried testing fighters out with a friend before and after adding various combinations of advanced mods and the damage of the fighters was identical for each test.

I'm still wanting a better description of enhancements on the whole. Instead of having 2-3 enhancements that give 8% defence bonus the 'defence' part of the enhancement should be elaborated on to actually say what the exact difference is between the modules. Some people are un-aware that there is a significant difference between the defence power and the defence whatever for example. (i've forgotten the name of the 2nd one and I haven't slept in a long long time)
It isn't like it is adding alot of code, simply a String or variation of one, depending on the programming langauge used.

I was going to say a Jump Drive enhancement, that obviously the kluth wouldn't be allowed but that won't work.



[ This Message was edited by: Snafu (Okkam) on 2011-01-08 03:02 ]
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| Dark Hiigaran |
Chief Marshal

Joined: July 07, 2007
Posts: 426
From: Slovenia (Europe)
Posted: 2011-01-08 03:36   
how about enhancements on planets ?
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jedi42
Grand Admiral
Evil Empires Inc.

Joined: February 25, 2002
Posts: 478
From: jedi42
Posted: 2011-01-08 03:57   
Quote:

On 2011-01-08 02:56, Snafu (Okkam) wrote:
Maybe an enhancement that actually affects fighters?

I tried testing fighters out with a friend before and after adding various combinations of advanced mods and the damage of the fighters was identical for each test.

I'm still wanting a better description of enhancements on the whole. Instead of having 2-3 enhancements that give 8% defence bonus the 'defence' part of the enhancement should be elaborated on to actually say what the exact difference is between the modules. Some people are un-aware that there is a significant difference between the defence power and the defence whatever for example. (i've forgotten the name of the 2nd one and I haven't slept in a long long time)
It isn't like it is adding alot of code, simply a String or variation of one, depending on the programming langauge used.

I was going to say a Jump Drive enhancement, that obviously the kluth wouldn't be allowed but that won't work.



[ This Message was edited by: Snafu (Okkam) on 2011-01-08 03:02 ]




And you'll pay for that?
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jamesbob
Grand Admiral

Joined: August 22, 2009
Posts: 410
Posted: 2011-01-08 05:12   
Quote:

On 2011-01-08 03:36, | Dark Hiigaran | wrote:
how about enhancements on planets ?





hmmmm plantary indicator and base range extenders anyone
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Lazurkri
Fleet Admiral
Interstellar Cultural Confederation United


Joined: January 20, 2010
Posts: 37
From: Chilliwack, British Columbia, Canada
Posted: 2011-01-08 12:04   
Mabe bet rid of all the beam enhancements and replace them with fighter enhancements?

Other possiblities could include:
Faster JD or WH chargers ( This would be great for stat users, as stat JD's charge soooooo slowly)

Increased Armor/Shield boosters- I've noticed that def upgrades only seem to affect how strong your hull is, not your actual armor or shields.

Sensor package: would completely nullify Kluth cloak as well as ECM devices, or completely prevent a detected Kluth ship from re-cloaking.

Enhanced Self Destruct: Kinda a "Just for Fun" thing, but this would boost the damage yields of a Self Destructing ship 50 to 100%'s, making it economical for corvettes to kamikaze into hostile stations.

Additional Ammo Package: This Enhancement would be a godsend for Missile Dreads, and any ship that relies heavily on projectile weapons as well; I was thinking anywere from a 25 to 45% increase in amount of ammo carried.

I was also thinking of a whole line of "additional" packages that would range from adding extra generators while attached to additional shields, and even a additional weapon pack, adding on a single additional weapon, class appropriate, of course.

Possibly a enhancement that decreases the time required to charge equipment like ECM and EECM suits; pinging always takes so long netween pings to be much use normally.....
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JBud
Marshal

Joined: February 26, 2008
Posts: 1900
From: Behind you.
Posted: 2011-01-08 13:09   
Making new enhancements is a simple process. I'm sure if a player submitted some new enhancements that were balanced and not too powerful in the beta forums, the developers would consider them. (don't quote me on that though)

But it isn't too bad an idea to try.
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Deth *CO2*
Chief Marshal
Army Of Darkness


Joined: March 22, 2010
Posts: 193
Posted: 2011-01-08 13:10   
Quote:

On 2011-01-08 12:04, Lazurkri wrote:
Mabe bet rid of all the beam enhancements and replace them with fighter enhancements?

Other possiblities could include:
Faster JD or WH chargers ( This would be great for stat users, as stat JD's charge soooooo slowly)

Increased Armor/Shield boosters- I've noticed that def upgrades only seem to affect how strong your hull is, not your actual armor or shields.

Sensor package: would completely nullify Kluth cloak as well as ECM devices, or completely prevent a detected Kluth ship from re-cloaking.

Enhanced Self Destruct: Kinda a "Just for Fun" thing, but this would boost the damage yields of a Self Destructing ship 50 to 100%'s, making it economical for corvettes to kamikaze into hostile stations.

Additional Ammo Package: This Enhancement would be a godsend for Missile Dreads, and any ship that relies heavily on projectile weapons as well; I was thinking anywere from a 25 to 45% increase in amount of ammo carried.

I was also thinking of a whole line of "additional" packages that would range from adding extra generators while attached to additional shields, and even a additional weapon pack, adding on a single additional weapon, class appropriate, of course.

Possibly a enhancement that decreases the time required to charge equipment like ECM and EECM suits; pinging always takes so long netween pings to be much use normally.....


Mooore ammo fore MD's....Hell no
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Koba
Chief Marshal
Praetorian Wolves


Joined: April 20, 2010
Posts: 309
From: United States of America
Posted: 2011-01-08 14:39   
Quote:

On 2011-01-08 13:10, Lethal Injection(ADM) wrote:
Quote:

On 2011-01-08 12:04, Lazurkri wrote:
Mabe bet rid of all the beam enhancements and replace them with fighter enhancements?

Other possiblities could include:
Faster JD or WH chargers ( This would be great for stat users, as stat JD's charge soooooo slowly)

Increased Armor/Shield boosters- I've noticed that def upgrades only seem to affect how strong your hull is, not your actual armor or shields.

Sensor package: would completely nullify Kluth cloak as well as ECM devices, or completely prevent a detected Kluth ship from re-cloaking.

Enhanced Self Destruct: Kinda a "Just for Fun" thing, but this would boost the damage yields of a Self Destructing ship 50 to 100%'s, making it economical for corvettes to kamikaze into hostile stations.

Additional Ammo Package: This Enhancement would be a godsend for Missile Dreads, and any ship that relies heavily on projectile weapons as well; I was thinking anywere from a 25 to 45% increase in amount of ammo carried.

I was also thinking of a whole line of "additional" packages that would range from adding extra generators while attached to additional shields, and even a additional weapon pack, adding on a single additional weapon, class appropriate, of course.

Possibly a enhancement that decreases the time required to charge equipment like ECM and EECM suits; pinging always takes so long netween pings to be much use normally.....


Mooore ammo fore MD's....Hell no

if he wanted to make hi's md more lag capable then he would just add advanced weaopn coolers on it and have a ball with your connection
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Lazurkri
Fleet Admiral
Interstellar Cultural Confederation United


Joined: January 20, 2010
Posts: 37
From: Chilliwack, British Columbia, Canada
Posted: 2011-01-08 18:10   
heh....no comments on the Self Destroy enhancement I see....

I've brainstormed a few more:

Increased Cargo/troop enhancement; make your ships carry more resources or troops.

Maybe a homing/increased damage mine enhancement? Mines are pretty redundant in DS, almost completely incapable of killing hostile ships, which kinda defeats the purpose of a minefield; no point in having mines around a strategic planet as a deterrent if a enemy can simply plow through them without taking appreciable amounts of damage.

Enhanced reload drone: a counterpart to the Enhanced Building Drone Enhancement, this Enhancement would boost the speed of the normal reload drone.




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Reznor
Marshal

Joined: March 29, 2010
Posts: 316
Posted: 2011-01-08 18:24   
Quote:

On 2011-01-08 18:10, Lazurkri wrote:
heh....no comments on the Self Destroy enhancement I see....

I've brainstormed a few more:

Increased Cargo/troop enhancement; make your ships carry more resources or troops.

Maybe a homing/increased damage mine enhancement? Mines are pretty redundant in DS, almost completely incapable of killing hostile ships, which kinda defeats the purpose of a minefield; no point in having mines around a strategic planet as a deterrent if a enemy can simply plow through them without taking appreciable amounts of damage.

Enhanced reload drone: a counterpart to the Enhanced Building Drone Enhancement, this Enhancement would boost the speed of the normal reload drone.








Lots of your enhancements would have too big an effect on gameplay, but I absolutely love the idea of a better repair drone, on NON-STATION supply ships.

Maybe even a "Resist splash damage" enhancement, that reduces PCM explosions and enemy ship explosion damage. Many many times have I died in a scout beaconing cuz I was paying more attention to pinging than an enemy kluth's hull. They blow up, but so do I .
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µOmniVore
Grand Admiral

Joined: September 13, 2006
Posts: 171
Posted: 2011-01-08 18:40   
I though about an enhancement that enhances ship based resupply components to repair ships like an AOE type thing.

an enhancement that increases the amount of weapons fired at one time for example the rail gun shoots 3 shots before cool-down maybe they would make an enhancement that gives a +1 to your weapons that increase the # of shots fired.

another idea is an enhancement that would effect planet listed earlier but i would go farther to state that maybe they could add a new structure that allows dedicated players to purchase and store these enhancements that boost planet stats like mining weapon range interdictor range and maybe a ability to buy enhancements to improve regular structures stats like

1. Bio-dome - doubles the space of all dome structures and the colony hub.

2. military command - lowers the tech requires for defense structures.

3. electric grid - boost all power generating structures by 10%-25%

4. Sensor grid - makes eccm and ecm scanners more efficient and boost their range by 50%(maybe 100%)

5. Research command - allows space ports to share the tech level of a sy planet up to the range of 50k gu or increases the effectiveness of research structures by 10.

6. medical center - heals troops and reduces the time plagues effect planets.

7. Fleet command - allows players to purchase ai ships that will only defend the planet that this structure is built on (i sure can dream can't i) (also this could potentaly be a replacement to the free roaming ai that we have now) ships are limited to scouts - cruisers.

8. System capital - converts the colony hub on one planet to a System capital that has triple the stats of the colony hub, prevents uprising on the planet upon which it is enhanced.

9.Resource storage - increases the resource storage of the planet.

10.Orbital mining - allows planets to pull resources to its space port with in 2.5k gu of it's surface.

11. Supply base - increases the range of depots to 550gu but slows the repair rates of ships.

12.platform support - doubles the resource storage of platform built in orbit in which ever planet uses this enhancement.
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Xavier I. Agamemnon
Grand Admiral
Exathra Alliance Fleet


Joined: October 12, 2010
Posts: 357
From: Babylon5
Posted: 2011-01-08 19:52   
well i was thinking extra additions like if u want a fowerd sheild gen or extra guns like ion cannons or guss guns or the otheres idk what there called only played icc in this game -_-
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{Arcane|cat}
Admiral

Joined: September 09, 2010
Posts: 31
From: {cat}
Posted: 2011-01-08 21:55   
Quote:

On 2011-01-08 18:40, *OmniVore* wrote:


1. Bio-dome - doubles the space of all dome structures and the colony hub.




I would love this idea to be in the game .
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