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DarkSpace - Beta
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[FAQ
Forum Index » » English (General) » » [Suggestion] "Craftable" ships
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 Author [Suggestion] "Craftable" ships
Scorched Soul[+R]
Marshal
Pitch Black


Joined: November 14, 2005
Posts: 378
From: USA, NJ, Princeton
Posted: 2013-10-29 15:35   
So I was helping to cap Gefjon, and I started day dreaming, when I thought, wouldn't it be cool if when you captured an enemy players ship you got an enhancement type item which you could combine with the proper corresponding ship from your faction that would transfix enemy tech onto your own ship creating a new 3rd ship, as a kind of pseudo-crafting system. these new ships would have set, unchangeable layouts, you cant change any gadgets while in orbit, because since you are using tech from a captured ship you cant swap out for a gadget you don't have. These new ships wouldn't necessarily be better just different, and when they explode they are gone for good, taking any applied enhancements with them. Mostly I just want to see the models for K'luth corrupted, UGTO and ICC ships.
[ This Message was edited by: Scorched Soul[+R] on 2013-10-30 15:04 ]
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Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2013-10-29 16:55   
Absolutely not. One can only imagine the balance issues. You already get a free ally when you capture someone, that's more than enough.
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Scorched Soul[+R]
Marshal
Pitch Black


Joined: November 14, 2005
Posts: 378
From: USA, NJ, Princeton
Posted: 2013-10-29 22:47   
Okay...

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Chewy Squirrel
Chief Marshal

Joined: January 27, 2003
Posts: 304
From: NYC
Posted: 2013-10-29 22:52   
While cool, unfortunately a lot of us still have vivd memories of when you could freely replace gadgets with gadgets from other factions and the massive balance issues that that caused
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Ravendark
Marshal
Sanity Assassins


Joined: July 01, 2010
Posts: 443
Posted: 2013-10-30 02:15   
Quote:
On 2013-10-29 22:47, Scorched Soul[+R] wrote:
Okay...



be happy you are even alowed to breathe in this century where DS exists, isnt that more than enough?
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Azreal
Chief Marshal

Joined: March 14, 2004
Posts: 2816
From: United State of Texas, Houston
Posted: 2013-10-30 03:31   
LOL

No way Jose`
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Scorched Soul[+R]
Marshal
Pitch Black


Joined: November 14, 2005
Posts: 378
From: USA, NJ, Princeton
Posted: 2013-10-30 14:52   
Well Instead of throwing out the whole concept consider creating ships that are in some sense "Crafted" and are good until they are blown up, and do not reappear in your garage.
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Azreal
Chief Marshal

Joined: March 14, 2004
Posts: 2816
From: United State of Texas, Houston
Posted: 2013-10-30 20:12   
DS2.

Imagine it, ships that have to be assembled. Ordered. Components made.

Cant wait for DarkSpace2
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2013-10-30 23:41   
Quote:
On 2013-10-30 20:12, Azreal wrote:
DS2.

Imagine it, ships that have to be assembled. Ordered. Components made.

Cant wait for DarkSpace2




You can play EVE now
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Chewy Squirrel
Chief Marshal

Joined: January 27, 2003
Posts: 304
From: NYC
Posted: 2013-10-30 23:48   
I would settle for a fleshed out enchacement system with an RPG style inventory equipment system where you choose an enchancement for your weapon systems, engines, reactors, sensors, shields, armor, helm, countermeasures, repair, crew, etc overlayed on top of an outline of your ship. Each having unique benefits and drawbacks with a complete loot and rarity system where you do missions, and complete objectives for specialized enchancement modules.

But even this is just a crazy dream.

Like Darkspace Assault
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Orkan [OO-XII]
Grand Admiral
The Myrmidon Legion


Joined: April 22, 2010
Posts: 201
From: A Point Perfectly Computed Yet Never Repeating
Posted: 2013-10-31 01:01   
I like the general idea of customisation but it should not be to craft items which cause balance issues. The existing framework of enhancements especially the unique ones could (perhaps) most easily be adapted to this role.

Buying enhancements as now would have to stay but there could be a way to 'craft' your own set of weapon coolers, say, from certain materials found on certain planets which would take a much longer period of time. A planet would have to be owned by a certain faction and have an allegiance of minimum 5 or 8 before any orbital enhancement production could be attempted. Eg Owning a planet with hypermatter could allow an engineer in orbit to make engine tuners, metals would allow for weapon multiplexers and so on. Some common resources would make minor enhancements whereas rarer resources. could be used to make the uniques. Perhaps a pilots' construction prestige/or construction badges allowed them to craft the next 'level' of enhancements but never above the existing set already in Darkspace eg normally to a max of 6% but platinum construction badge could allow making the 'uniques', with the correct resources.
This would bring back a proper use for planetary resources, especially if those could be picked up and transported from planet to planet as a seperate entity from regular resources to aid construction of a certain enhancement. Eg each enhancement would be made up of ingredients or a mix of say

eg Minor Weapon Cooler
10,000 hypermatter
25,000 metals
50,000 urdanium
5,000 dark matter - something like that, craft time would go up with complexity of item.

Why? cos sometimes not much is going on or it would cater for people who like that stuff and perhaps would keep more people in the game.

Also how about being able to construct a single one per faction ai Station Shipyard which need not be made planetside but serves as a deep space spawn point and base of operations for your faction. Difficult to destroy but with minimal offensive weaponry if any at all. From there attacks could be launched on hostile servers or it could be hunted down by the enemy to further limit faction deployment possibilities.


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Guyton (Angel of Death)
Marshal

Joined: January 25, 2004
Posts: 706
Posted: 2013-10-31 05:03   
DarkSpace does have a loot or drop system it just is a working progress if they ever wish to change it. Instead of finding precious drops we simply buy it in the store. Not many RPG like NPCs or quest just laying around out there, There is nothing wrong with that. Though if you are gunning for different ship style or different load outs there could always be unique ship designs added to the store where subscribers can purchase access to them or purchase access to weapons you otherwise could not gain access. That is more STO approach to it than anything else. Modding definitely shouldn't be fully integrated into the current version.
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Iwancoppa
Fleet Admiral

Joined: November 15, 2008
Posts: 709
Posted: 2013-10-31 05:13   
Mission system is on the way and will include things like escorting a diplomatic envoy. (presuming) jack accidentally put it on beta during the 1.7 beta a few weeks ago.
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-Shadowalker-™
Admiral
Galactic Navy


Joined: September 23, 2007
Posts: 709
From: Shadows
Posted: 2013-10-31 08:14   
How about we keep the customization system we have, but bring back the requirment to build the items in factories using specific resources like it was before 1.5 came out.

So same system as is now, but you bassically have to craft them first like before?

Kill multiple birds with one stone. Makes planets more usefull again, add more strategic value to gameplay, adds more gameplay, adds possibility for missions. See what I'm getting at here?
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2013-10-31 10:39   
Quote:
On 2013-10-31 01:01, Orkan [A-OO] wrote:
I like the general idea of customisation but it should not be to craft items which cause balance issues. The existing framework of enhancements especially the unique ones could (perhaps) most easily be adapted to this role.

Buying enhancements as now would have to stay but there could be a way to 'craft' your own set of weapon coolers, say, from certain materials found on certain planets which would take a much longer period of time. A planet would have to be owned by a certain faction and have an allegiance of minimum 5 or 8 before any orbital enhancement production could be attempted. Eg Owning a planet with hypermatter could allow an engineer in orbit to make engine tuners, metals would allow for weapon multiplexers and so on. Some common resources would make minor enhancements whereas rarer resources. could be used to make the uniques. Perhaps a pilots' construction prestige/or construction badges allowed them to craft the next 'level' of enhancements but never above the existing set already in Darkspace eg normally to a max of 6% but platinum construction badge could allow making the 'uniques', with the correct resources.
This would bring back a proper use for planetary resources, especially if those could be picked up and transported from planet to planet as a seperate entity from regular resources to aid construction of a certain enhancement. Eg each enhancement would be made up of ingredients or a mix of say

eg Minor Weapon Cooler
10,000 hypermatter
25,000 metals
50,000 urdanium
5,000 dark matter - something like that, craft time would go up with complexity of item.

Why? cos sometimes not much is going on or it would cater for people who like that stuff and perhaps would keep more people in the game.

Also how about being able to construct a single one per faction ai Station Shipyard which need not be made planetside but serves as a deep space spawn point and base of operations for your faction. Difficult to destroy but with minimal offensive weaponry if any at all. From there attacks could be launched on hostile servers or it could be hunted down by the enemy to further limit faction deployment possibilities.






Sounds interesting. The ability to create your own enh (other than paying credits for it) out of raw materials.

Would be nice if you require factory buildings or platforms to achieve this. Then it'd be in your own interest to protect those facilities lest your investment, raw mats, or enh get destroyed.

I wonder how feasible this would be within the game's code.


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