Welcome aboard Visitor...

Daily Screenshot

Server Costs Target


84% of target met.

Latest Topics

- The birth of Negavolt... »
- so i talked with Massi »
- See Commands »
- Now the fun begins »
- Qand answers have returned »
- Call to Arms »
- All Species 8572 Report in »
- hi there »
- Anyone still playing from a decade ago or longer? »
- Game still active. NICE! »

Development Blog

- Roadmap »
- Hello strangers, it’s been a while... »
- State of DarkSpace Development »
- Potential planetary interdictor changes! »
- The Silent Cartographer »

Combat Kills

Combat kills in last 24 hours:
No kills today... yet.

Upcoming Events

Search

Anniversaries

6th - Nistrim

Social Media

Why not join us on Discord for a chat, or follow us on Twitter or Facebook for more information and fan updates?

Network

DarkSpace
DarkSpace - Beta
Palestar

[FAQ
Forum Index » » English (General) » » Engine energy production changes?
 Author Engine energy production changes?
Jhomes
Chief Marshal

Joined: June 22, 2013
Posts: 92
Posted: 2015-03-18 22:32   
Negative energy production on damaged engines? seriously? Less energy production at lower speeds now, less energy at max speed makes many icc ships actually lose energy just from moving. Icc usually has the least problems of ALL factions with energy but imagine how bad this will be for the UGTO and KLUTH warships that already struggled with energy.

AND to make things worse the ONLY ship that actually needed energy production nerf was unaffected by the new change. Line station engines still continue to regen max energy production of whever engine ur using no matter what speed they are moving.

WHY was this change even made?


_________________


Jhomes
Chief Marshal

Joined: June 22, 2013
Posts: 92
Posted: 2015-03-18 23:23   
The things that need changed are

1. ICC station shield regen rate is far too high, without enhancments 20k a second in combat is far too much.

Fix by simply reducing station shield regen by 25%.


2. Seige torpedos- Kluth ones deal far too much damage all at one time, ICC seige torps do far too little damage to have so much time in between shots and have no real application at all in game.

Fix by simply cutting seige torp damage in half, cut recharge times for seige torps in half. Immediatly fixes kluths ability to deal over a million damage in a single shot while DPS remains the same. Immediatly fixes ICC seige torps by allowing the low damage icc torps to fire again before the damage from the first shot is repaired. (which is why current ICC torps have no use)



3. Missiles- Number of irritating things here.
1A. kluth Nest missiles- do not reach anywhere near their max range due to the uncharacteristic arcing of this kluth ships missiles.

Fix by simply making adding 1000gu to ALL battle type station missiles. Increasing effective range. This may sound extreme but will actually allow ALL stations missiles to make it to the range actually stated on weapon stats.


2A. UGTO EMP missiles.- cruiser level emp missiles do same damage as cruiser level skirmish missiles but also deliver an EMP/FLUX system damage, these are great missiles and good choice to use. The problem is that Dreadnought level EMP missiles still do cruiser level damage. Instead of doubling in damage as all other missiles do from cruiser to dread level, EMP missiles do not do this and do half damage of both other missile types for dreadnoughts.

Fix by simply removing EMP missiles from dreadnoughts and give EMP/Flux effect to both Dread type missiles.


3A. ICC/UGTO skirmish missiles. Skirmish missiles are supposed to be for dealing alot of damage all at once at close range, hence they have half the minimum arming range of Standard missiles, x2 the damage but 3x longer recharge times. Problem is UGTO and ICC skirmish missiles cannot hit anywhere close to their minimum arming range. They miss every single time. Fire a dread skirmish at 300 and it will miss, fire at 600 it will miss. A dread missile will not hit another dread until around 700-800 no matter if its a skirmish or a standard missile, making it pointless to use skirmish missiles since they dont work as intended. (AT closer ranges than standard missiles.)


Fix by simply making ALL skirmish missiles fire as KLUTH missiles do, meaning ALL skirmish type missiles will fire straight out the front of the ship instead of arcing either up or down and wildly missing any close target. This will allow skirmish missiles to actually hit targets in their advertised low arming range.




4. My list goes on for awhile but this is a good place to stop for now.
Please address these ACTUAL problems this game has instead of making bizarre changes that further imbalence, and actually make things worse for everyone. This game is littered with problems, imbalenced ships either fatally flawed or overpowered. Out of control AI thats either ON full throttle or non existant.

Im sorry if i seem irritated but im getting very frustrated with this game. We ALL want a better darkspace for ALL, and the minor changes to do this are SO simple it drives me crazy they are not addressed but other rather ODD changes are going through. so i know you guys are working on the game just ignoring what needs done.














_________________


Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2015-03-19 09:35   
Quote:
On 2015-03-18 23:23, Jhomes wrote:
so i know you guys are working on the game just ignoring what needs done.



Your ignorance is deafening.

Engines have been like this since way before 1.480 - over ten years ago. The faster you go, the less energy the engines produce. The more damaged they are, the less they produce, and in some situations, can cause your energy to go down.

No-one has made any changes to DarkSpace in 6 months bar bug-fixes, let alone to the energy systems.

You're also in no position to tell anyone how simple it is to make changes to a game.
[ This Message was edited by: Pantheon on 2015-03-19 09:43 ]
_________________


Page created in 0.012692 seconds.


Copyright © 2000 - 2024 Palestar Inc. All rights reserved worldwide.
Terms of use - DarkSpace is a Registered Trademark of PALESTAR