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Forum Index » » Developer Feedback » » assorted ideas and suggestions
 Author assorted ideas and suggestions
warren
Grand Admiral

Joined: April 18, 2002
Posts: 312
From: piney point, md
Posted: 2004-10-05 16:20   
hello every one ive been inactive for quite some time now so for give me if anything i suggest has already been suggested or somthing is wrong with it. these are of coruse assorted ideas i have had over a while.

1. engines
frist off with engies they should have no max speed by this i mean you should be able to keep accularting till you run off the map
yes i know that technicaly a ship would rip apart form turning at high speeds but this is a game and if you wana get techinal why dosent a planet explod when i ram it with a station.
this would allow for smaller ships to more of a role seeing as theyd be able to have much more speed advantages how cool would it be to scream through a system with a scout going 20 bajillion gu a sec?

2. system grav wells

basically no jump or wormhole inside 20kgu form the closest inhabitle planet of a system it would.
this would put more a of a tactical snse to the game allowing for more startige instead of the "jump mash space bar jump" tactices.

3.system sensors.

the fraction of a system would be able to see all enemy ships inside grav well.except for in the shadow of big gas planets. this would allow for more tactices and startiges seeing as how youd have to plan your way into a system careful for a big invasion.

4.weapons

frist off all weapons need to be tweaked a bit for hears my thinking

IT misels- increase ammo load out to 20,inscrease turn radius so that they can easly kill a scout. seeing how a scout should venture far form a dreads pd defense, increase range to 20,000gu. allowing for any unescoted assualt ship to be obliterated well before it get in range. also increase damge slightly.

Torps- first in crease range to 1000gu, triple there damge . seeing how any ship that make it with in range with torp should be able to rape with them.

Weapons (railguns,particle cannons,psi cannons) - increase range to
10,000 gu also allowing for midrange ingaments. increase damge(dubble?) increase speed so that they are able to hit scouts.

Lasers(cl's,disruptors)- all heavy laser cannot be used for pd, only light and medium.(ill explain pd in a bit)

5.senors

first off all ships get a eccm slot and a ecm slot. those slot only affect the sig of the ship at mounts it. scout,frigates get speical slot fleet eccm and ecm that affect all freindly ship with in 1000gu. allowing for scout and frigates to have a role in sneaking there fleet into a system for a raid.

6.ships- here im going to say what i think ships should be i might make a few up


Scouts-
Fleet escorut -carries eccm and ecm(kluth have fleet cloak,ill explain it later)
role is to escorut fleet into systems
Patrol scout- carries big eccm suite and carries scanner able to patrol a system(detect raiders)
Decoy scout- able to look like any ship up to and including dread . enemy will detect what they really are at 5,000 gu.good for misleading enemy.
Command scout-great pd slot(ill explain later), little arament good for command to speed around the action and direct things.

Frigates-
Recon frig- big eccm suite, good for reconing a system before attack.
Escorte frig- good pd slot little arment.
Combat frig-basicaly the reg firg that is now maby better weapons load out.

Destroyers-
Assualt dessy- many torps little else (not much armour either)
Mine dessy- able to put up quick def or slow down a pursing fleet.
Missel dessy-lot of missels
Combat dessy- Balance of assualt and missel.

Cruiser-
Fleet Support-has suplly and dread size pd slot.
Missel cruiser-lots of missels
Assualt cruiser-lots of torp little anything else
Combat cruiser-balance of weapons(good for almost any ingament)
Carrier cruiser-full of fighters and dread class pd slot.
Dreads-
Battle Dread-balance of power(main battle ship of any fleet)
Missel Dread-Lots of missels (able to demolish any ship at range,but a sitting taegt for trops) little armour
Assualt dread-lots of torps and heavy cls bad pd slot
Command dread- lots of armor great pd slot little offenive but carries mines and fighters.
Carrier dread-able to lunch lots of fights at a time great pd class slot.

Station-
Support station-lots of weapons class slots(railguns,paricle cannons,psi) a few missel and fighters and supply slots, also big eccm and ecm suite.(kluth get a fleet cloak)


Ideas for new slots.
Kluth get cloak riped off and maby anothe armour or somthing(expect for some sepcial ships)

-PD slot- instead of little cl as pd ship will get slots for pd.
itll be class like
scout class-being the worst
frig class
dessy class
cruiser class
dread class
station class-being the best
-Fleet cloak- (kluth only)instead of indavuale cloak for ships special slected ships get fleet cloak,itll be able to cloak any ship with in 1000gu untill the enemy get with in 5000gu.
command slot -avable to special command ships aloow the commander of said ship to give orders .

Command ideas-
first put in new ranks spearte form pres, that associte with the influcice or command pts(what ever it is) these rank will allow a person to form a squadron or fleet.

commadore- able to from 4 person sqardon for any ships,able to get orders to any ships of that squadron (pres form orders depending on orders,max pres 50)(can be any number of these)

rear admiral-able to command 2 squadrons,or over sized squardon of 8.
(can be any number of these)
admiral-can form a task force, albe to comannd up to 5 squardons(the 4 players with the thrid most command pts online are aloted armiral rank)
Fleet admrial-alowed to command as many squardon as possible or lead 2 task forces(the frist 2 players with the most command rank that are online get aloted fleet commander)

those are basicaly it sorry for any miss spellings or gramar.
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Apocalyptic Angel
Cadet

Joined: August 29, 2004
Posts: 22
Posted: 2004-10-05 16:38   
Are you kidding?

sorry for the pointless non constructive post...
_________________


Pope
Fleet Admiral

Joined: June 11, 2002
Posts: 2449
From: World of tomorrow
Posted: 2004-10-05 16:43   
Some old, some new, some good, some not so good.

Thanks for putting the effort up! We need more creative discussions around here..
_________________


Captain Blue
Cadet

Joined: June 18, 2004
Posts: 69
From: Movieland
Posted: 2004-10-05 16:52   
Quote:

On 2004-10-05 16:38, Apocalyptic Angel wrote:
Are you kidding?

sorry for the pointless non constructive post...


wow nice one
_________________
yah thats right


  Email Captain Blue
Firestorm
Grand Admiral

Joined: February 26, 2003
Posts: 85
Posted: 2004-10-05 16:57   
hope big F can fix the lag... but some r pretty kool
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warren
Grand Admiral

Joined: April 18, 2002
Posts: 312
From: piney point, md
Posted: 2004-10-05 16:59   
Quote:

On 2004-10-05 16:38, Apocalyptic Angel wrote:
Are you kidding?

sorry for the pointless non constructive post...



now i remeber why i left ds
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Depthcharge
Fleet Admiral
Galactic Navy


Joined: December 08, 2002
Posts: 1549
From: DFW, Tx
Posted: 2004-10-05 17:05   
i like them. Especially the new ships and stuff.
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Binks
1st Rear Admiral

Joined: November 28, 2003
Posts: 469
Posted: 2004-10-05 21:29   
Not to be mean or anything, though it'll probably look like that, but these ideas, while a good effort, aren't really feasable...

[quote]
1. engines
[quote]
fun, maybe, unfair, definatly...no max speed is first off a physics imposibility, the faster they go the more energy needed to go faster, and cheap...get a station and accelerate to so fast nothing can touch you, after grabbing inf, fly by nme planet and drop, run home, get more, repeat...would take a while but be unstoppable...

Quote:

2. system grav wells


20kgu? why? first off, this is again unrealistic...no matter what type of drive the farthest even a star could stop warp (jump) would be about 1K gu...dictor's do that already, second "jump mash space bar jump" tactics are noob only, and quite idiotic...

Quote:

3.system sensors.


again, no physical basics, sry to cut your ideas up but no one wants to play an unrealistic game...now then by fraction I assume you mean that the sig is manipulated by gravioty to the other ship, this would be a sporatic thing, have numerous false readings, and be cheap...

Quote:

4.weapons


IT, I agree that ammo needs to be upped...but dmg should stay the same and turning radius should only improve slighty...scouts are supposed to be able to dodge them...range shouldn't change either...you're thinking on FAR too big a range...at that range and engi across the system could be targeted and fired at...again, unfair, not fun, and lag inducing
Torps, already powerful enough, don't need more dmg, they do PLENTY, range should be short, they're torps, not missles, torps should not=weapons of ultimate destruction, we had the QSB for that once and it didn't work out well...
Weapons, again, far too long a range...fireing halfway across a system would be hard for a missle much less a particle cannon which would be disapated long before reaching its target...no speed increase please, scouts are supposed to be dodging ships, no dmg increase either...they have a ton of ammo and fire fast...they don't need to do dmg similar to current torps...
Lasers, I'm fine with no hv. lasers for pd...no one really does that anyways...

Quote:

5.sensors


1. if the eccm only affects the ships sig, why have it
2. why have scouts, sensor frigs and other stuff...w/ every ship having a mount those ships are worthless
3. scouts/frigs already help keep ships cloaked...strategy of the smart...

Quote:

6.ships-
Scouts-


fleet escort is useless/already used...doesn't make much sense but its the truth
patrol one is scouts right now
I like the decoy one, I've advicated a system like this for a long time...sig should determine what type of ship you think it is...
command is okay, maybe call it planet watcher or something like that...

Quote:

Frigates-


recon=already in game
escort=useless, all ships have pd so why a special ship to escort...
combat=current frigs

Quote:

Destroyers-


assault=current dessy
mine=current dessy (for icc at least)
combat=current dessy

Quote:

Cruiser-


fleet sup=why would you have sup ships then...
missle=have it now
assault=have it now...by the same name even...
combat=have it now
carrier=have it now...by same name again...

Quote:

Dreads-


battle=have it now, same name
missle=same as battle
assaul=same
command mines on dreads? sry but that just doesn't make sense...and add in a reload and you have the current command dread...
carrier=yet...have that one...one of my favorites...

Quote:

Station


umm...so what we have now, cept change luth...sry but I think that would be a waste of time on the devs part

Quote:

command slot-
Command ideas-


luth cloak gone? but why? the cloak is underpowered as is, why get rid of it...I know you want fleet cloaks but in my opinion that is just a kick in the luth side...
PD slot...why? the versitility we have now is more fun...why take something that works out of the game, something diverse and fun, and replace it with something that is dull and has less diversity?
Command slot=a bit hard to program don't you think?
command ideas=I suggested something similar, though a bit easier (in my opinion) to do, then soon realized that that was impossible to program...this is jsut to hard to program with too little reward...or at least thats my opinion

NOTE: all quotes were edited down after I finished my post, I didn't think anyone would be happy at me posting his whole message again...if you think I'm being a bit mean, sry, I didn't mean to act that way...
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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2004-10-06 02:40   
Quote:

On 2004-10-05 16:20, warren wrote:
hello every one ive been inactive for quite some time now so for give me if anything i suggest has already been suggested or somthing is wrong with it. these are of coruse assorted ideas i have had over a while.

1. engines
frist off with engies they should have no max speed by this i mean you should be able to keep accularting till you run off the map
yes i know that technicaly a ship would rip apart form turning at high speeds but this is a game and if you wana get techinal why dosent a planet explod when i ram it with a station.
this would allow for smaller ships to more of a role seeing as theyd be able to have much more speed advantages how cool would it be to scream through a system with a scout going 20 bajillion gu a sec?




Aint gonna happen with what the devs have in mind

Quote:

2. system grav wells

basically no jump or wormhole inside 20kgu form the closest inhabitle planet of a system it would.
this would put more a of a tactical snse to the game allowing for more startige instead of the "jump mash space bar jump" tactices.




Uber dictor? nah..wouldnt go down well

Quote:

3.system sensors.

the fraction of a system would be able to see all enemy ships inside grav well.except for in the shadow of big gas planets. this would allow for more tactices and startiges seeing as how youd have to plan your way into a system careful for a big invasion.




Its an ok idea I suppose...needs more tweaking

Quote:


4.weapons

frist off all weapons need to be tweaked a bit for hears my thinking

IT misels- increase ammo load out to 20,inscrease turn radius so that they can easly kill a scout. seeing how a scout should venture far form a dreads pd defense, increase range to 20,000gu. allowing for any unescoted assualt ship to be obliterated well before it get in range. also increase damge slightly.

Torps- first in crease range to 1000gu, triple there damge . seeing how any ship that make it with in range with torp should be able to rape with them.

Weapons (railguns,particle cannons,psi cannons) - increase range to
10,000 gu also allowing for midrange ingaments. increase damge(dubble?) increase speed so that they are able to hit scouts.

Lasers(cl's,disruptors)- all heavy laser cannot be used for pd, only light and medium.(ill explain pd in a bit)




ALL NO, torps to 1000gu ? LMAO...10k GU railguns? LOL! AND increased damage......

Quote:


5.senors

first off all ships get a eccm slot and a ecm slot. those slot only affect the sig of the ship at mounts it. scout,frigates get speical slot fleet eccm and ecm that affect all freindly ship with in 1000gu. allowing for scout and frigates to have a role in sneaking there fleet into a system for a raid.




They affect all ships within a certain distance actualy

Quote:


6.ships- here im going to say what i think ships should be i might make a few up


Scouts-
Fleet escorut -carries eccm and ecm(kluth have fleet cloak,ill explain it later)
role is to escorut fleet into systems
Patrol scout- carries big eccm suite and carries scanner able to patrol a system(detect raiders)
Decoy scout- able to look like any ship up to and including dread . enemy will detect what they really are at 5,000 gu.good for misleading enemy.
Command scout-great pd slot(ill explain later), little arament good for command to speed around the action and direct things.

Frigates-
Recon frig- big eccm suite, good for reconing a system before attack.
Escorte frig- good pd slot little arment.
Combat frig-basicaly the reg firg that is now maby better weapons load out.

Destroyers-
Assualt dessy- many torps little else (not much armour either)
Mine dessy- able to put up quick def or slow down a pursing fleet.
Missel dessy-lot of missels
Combat dessy- Balance of assualt and missel.

Cruiser-
Fleet Support-has suplly and dread size pd slot.
Missel cruiser-lots of missels
Assualt cruiser-lots of torp little anything else
Combat cruiser-balance of weapons(good for almost any ingament)
Carrier cruiser-full of fighters and dread class pd slot.
Dreads-
Battle Dread-balance of power(main battle ship of any fleet)
Missel Dread-Lots of missels (able to demolish any ship at range,but a sitting taegt for trops) little armour
Assualt dread-lots of torps and heavy cls bad pd slot
Command dread- lots of armor great pd slot little offenive but carries mines and fighters.
Carrier dread-able to lunch lots of fights at a time great pd class slot.

Station-
Support station-lots of weapons class slots(railguns,paricle cannons,psi) a few missel and fighters and supply slots, also big eccm and ecm suite.(kluth get a fleet cloak)




Good appart from the station idea, do you not read the forums? SUPPORT station does not = BIG UBER WHACKING MACHINE OF STATION-DOOMNESS. Also some of this is really ubered up. The Dev team are trying to make it so that the next class up of ships is a little uber, but not so uber that 2-3 of the lower ships cant take it out.

Quote:


Ideas for new slots.
Kluth get cloak riped off and maby anothe armour or somthing(expect for some sepcial ships)

-PD slot- instead of little cl as pd ship will get slots for pd.
itll be class like
scout class-being the worst
frig class
dessy class
cruiser class
dread class
station class-being the best
-Fleet cloak- (kluth only)instead of indavuale cloak for ships special slected ships get fleet cloak,itll be able to cloak any ship with in 1000gu untill the enemy get with in 5000gu.
command slot -avable to special command ships aloow the commander of said ship to give orders .




Read the Dev log. There is a new system of cloaking so theres no point in this.

Quote:


Command ideas-
first put in new ranks spearte form pres, that associte with the influcice or command pts(what ever it is) these rank will allow a person to form a squadron or fleet.

commadore- able to from 4 person sqardon for any ships,able to get orders to any ships of that squadron (pres form orders depending on orders,max pres 50)(can be any number of these)

rear admiral-able to command 2 squadrons,or over sized squardon of 8.
(can be any number of these)
admiral-can form a task force, albe to comannd up to 5 squardons(the 4 players with the thrid most command pts online are aloted armiral rank)
Fleet admrial-alowed to command as many squardon as possible or lead 2 task forces(the frist 2 players with the most command rank that are online get aloted fleet commander)

those are basicaly it sorry for any miss spellings or gramar.




Last one's a good idea, although I think the ability to be able to form squadrons should be reserved for VA +. Because Rear admirals really havnt been playing the game long enough to know how to command one fleet, let alone two.

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[small][ This Message was edited by: BackSlash {Absolut} on 2004-10-06 02:41 ][/small]

[ This Message was edited by: BackSlash {Absolut} on 2004-10-06 02:42 ]
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Pope
Fleet Admiral

Joined: June 11, 2002
Posts: 2449
From: World of tomorrow
Posted: 2004-10-06 02:43   
> how cool would it be to scream through a system with a scout going 20
> bajillion gu a sec?
It would be pretty cool, unfortunately full Vector-control thrust is deemed "to complicated", and there are other issues with it, too.. Basically this would change the whole game completely..

> 2. system grav wells
Similiar Suggestion by Shigernafy was to slow Jump drives down significantly the closer you are to a significant mass, this would be VERY nice IMHO.


> 3.system sensors.
An improved Sensor system is definitely a must and on the Board, tho also a major task.

> 4.weapons
Gideon is already re-designing all Ships and Weapons for not-to-far-off Release, stay tuned..

> 5.senors
I really like the Idea of regular ECM only working for the mounting ship and a Fleet ECM Gadget only available on dedicated Ships.
However, what use is an ECCM that only lights up yourself?

> 6.ships
See 4.

> Escorte frig- good pd slot little arment.
AFAIK this concept (Screening Ships) is planned for .483


The idea of basing the ability to Lead a Fleet on Influence/Command Points is interesting and should be pursued furter..

_________________


Pope
Fleet Admiral

Joined: June 11, 2002
Posts: 2449
From: World of tomorrow
Posted: 2004-10-06 02:53   
Quote:

On 2004-10-05 21:29, Binks wrote:
Not to be mean or anything, though it'll probably look like that, but these ideas, while a good effort, aren't really feasable...


Let's see.

> fun, maybe, unfair, definatly...no max speed is first off a physics imposibility,
> the faster they go the more energy needed to go faster, and cheap...get a
> station and accelerate to so fast nothing can touch you, after grabbing inf, > fly by nme planet and drop, run home, get more, repeat...would take a
> while but be unstoppable...
Of course this would have to be subject to relativistic limitations (good point!) but also full-speed Inf dropping should be gone with anyways, don't you all agree
Anyways, it would change the game a whole lot and is not planned at all, as far as i know.

> 20kgu? why? first off, this is again unrealistic...no matter what type of drive

> again, no physical basics, sry to cut your ideas up but no one wants to play
> an unrealistic game...
Why now, Tachyon Jump Drives, Wormholes, and Spacecraft WASD-steaming along the eclipse like a naval destroyer are realistic?

A better Sensor system including shadowing and higher ranges is definitely on the Board, tho not likely to be seen anytime soon.

As weapons and Ships are, like stated, already being reworked (in fact, the work is near completion) i won't comment on that much, just wait for .483 and see.

> 1. if the eccm only affects the ships sig, why have it
My point exactly

> escort=useless, all ships have pd so why a special ship to escort...
This is already in .483 AFAIK, a screening frigate/cruiser with lots of PD


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Scythe
Commander

Joined: May 07, 2003
Posts: 167
From: Tasmania, Australia
Posted: 2004-10-06 05:53   
Before we all get out of hand in suggesting these new ideas, it might be a good idea to wait until 1.483 is released and the new loadouts are here. As it does become rather pointless if everything is changing.

Nat
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Ex-Grand Admiral Scythe

Darkspace Developer

Commander - Line Station Excalibur

Captain - Assault Dreadnaught Australis


Apocalyptic Angel
Cadet

Joined: August 29, 2004
Posts: 22
Posted: 2004-10-06 08:29   
yep.. sorry i didnt have time to pick it apart myself. i just had to reply
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warren
Grand Admiral

Joined: April 18, 2002
Posts: 312
From: piney point, md
Posted: 2004-10-06 16:27   
@ Binks


frist off the accel of a station would be the same so it would like and hour accel to get to the planet then and hour deccel so you dont fly past the planet thuse infact giving th deffender more time to deffend



2 on the garv well
how would you know how a garv well of a star would affect a technology that is totaly fictional

3.the sensors
no one want to play an unrealistic game ahhh are you sure your playing a game were there are 3 unrealfractions one being a total alien one flying massive spaceship dukeing it out over a massive system of stars?
second by that i ment then person who hold a system could see every emeny ship in it to the nearest inhabital planet,you wouldnt be able to see past a massive gas clouds shadow
4.weapons
first off let me ask you how lone dose it take a cruiser to cover 1000gus? into torp range? not that long and that is way trops/cl are the main arrmerment if missel range were increased to somthing like 2000 or 3000gu
then they could accualt do some dmage on ships before they were toren up by torps

5.slots
first off kluth cloak wouldnt be gona it would be taken off MOST there ships in place of maby more armor

instead it be fighted on there scout and frig and maby the station


@backslash

the command ranks would be spearate form the reg rank they would be alloted by the amount of command points you have.




[ This Message was edited by: warren on 2004-10-06 16:38 ]
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