Welcome aboard Visitor...

Daily Screenshot

Server Costs Target


84% of target met.

Latest Topics

- 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! »
- help me »

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

- Weekly DarkSpace
11/23/24 +1.2 Days

Search

Anniversaries

No anniversaries today.

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 » » Developer Feedback » » Suggestions
 Author Suggestions
Leonide
Grand Admiral
Templar Knights


Joined: October 01, 2005
Posts: 1553
From: Newport News, Virginia
Posted: 2008-10-24 06:55   
i have dreamed up a couple of suggestions. i have been thinking of reducing number count and reducing the overall power of the dreadnought down to a more competitive level to cruisers, and to stop Dreadspace.

Suggestion One: why not raise up the single standard armor plate strength to the level of two plates as it is now, and just only mount 4 plates of armor on a ship? ( 5 plates in the case of the EAD/TC) and for those that have only 4 armor slots now, have a lighter armor just for them, if possible. if it isn't, with the current modding system, just have a Light Standard Armor, and a Heavy Standard Armor. Light Standard raises up your ships maneuverability, but at a cost of 50%(or lower, depending on Developer input) lesser HP than Heavy Armor. Heavy Standard Armor brings your ship maneuverability down, but 50%(again, depending on Developer input) more HP to last longer in battles. keep Reflective and Ablative the same they are now, 20% less strength, but have their special properties unchanged.

Suggestion two: this one might be a bit longer. reduce the Dreadnought device count to 36 across all ships(taking in my Armor suggestion into account), reconfigure weapons and armor device counts to be more competitive, and be less of a clutter on your screen. i will write a ship layout change here, for suggestive purposes only.

Elite Assault Dread:
4 Engine slots
1 Jump Drive slot
5 Armor slots
3 Aux Gen slots
5 HCL slots (right/left/fore)
2 Flux Beam slots (right/left/fore)
5 SCL slots (full)
6 Proton torpedo slots (4 right/left/fore, 2 fore)
4 QST slots (1 right/left/fore, 3 fore)
1 flux wave slot

Battle Dread:
4 engine slots
1 jump drive slot
4 armor slots
1 Flux Wave slot
13 Particle cannon slots (6 360 degree slots, 2 right, 2 left, 1 fore/right, 1 fore/left, 1 fore)
1 HCL slot (right/left/fore)
3 SCL slots (full)
4 fighter slots
2 multi-rack missile slots (right/left/fore)
2 QST slots (right/left/fore)
1 ECM slot

Carrier Dread: (ST-101 model)
4 engine slots
1 Jump drive slot
4 armor slots
10 cannon slots (4 360, 3 front/left/right, 1 left, 1 right, 1 fore)
4 CL slots (all full slots)
3 multi-rack missile slots (full slots)
1 QST (front/left/right)
6 fighter slots
2 ECM slots
1 Generator slot

Agincourt Carrier:
4 engine slots
1 Jump Drive slot
4 armor slots
9 cannon slots (4 full, 1 right, 1 left, 3 right/left/fore)
4 SCL slots (full)
1 HCL slot (right/left/fore)
8 fighters
3 ECM slots
2 generator slots

Command Dreadnought:
4 engine mounts
1 Jump Drive mount
4 Armor mounts
3 Bomb racks (right/left/fore)
8 CL mounts (4 full mounts, 3 left/right/fore, 1 rear/left/right)
6 cannons (3 front/left/right, 1 left/fore, 1 right/fore, 1 full)
1 tractor beam (full)
2 generator slots
1 build slots
2 ECM slots
4 Fighter slots

please take this into consideration, i did a lot of reaserch, math, and typing to make this. anyone that has access to Kluth and ICC please do the same if they wish.

[ This Message was edited by: wibbleonide *FM*{Recruiting} on 2008-10-24 07:04 ]
_________________


captain of the ICC Assault Cruiser C.S.S. Sledgehammer

  Email Leonide
Julian Delphiki
Fleet Admiral

Joined: June 19, 2002
Posts: 171
Posted: 2008-10-24 07:16   
I like this Idea


And after flying scouts with reflective armor, I must say that the scout armor levels for reflective are a bit too high.. When it takes 2+ alphas to kill there is somethin wrong Possibly even just changing to 2 fore/aft, right/left armors will help on that one if the light armor cant be implemented.
(sry to hijack but living through point blank luth dread alphas as a scout is wrong)
_________________


Sixkiller
Marshal
Courageous Elite Commandos


Joined: May 11, 2005
Posts: 1786
From: Netherlands
Posted: 2008-10-26 14:27   
Quote:

On 2008-10-24 07:16, Julian Delphiki *P2* wrote:
I like this Idea


And after flying scouts with reflective armor, I must say that the scout armor levels for reflective are a bit too high.. When it takes 2+ alphas to kill there is somethin wrong Possibly even just changing to 2 fore/aft, right/left armors will help on that one if the light armor cant be implemented.
(sry to hijack but living through point blank luth dread alphas as a scout is wrong)



Would be to make full arc armors then, makes more sense to, scouts being so small, they have an actual arc? their arc is like, a few gu. Rather then dread arcs being 50 gu
_________________



Coeus
Grand Admiral
Sundered Weimeriners


Joined: March 22, 2006
Posts: 2815
From: Philly
Posted: 2008-10-28 09:16   
Go back to full arcs - if its really that essential & they're that weak, give them a 2nd ring.
_________________
Do I really look like a guy with a plan?
'I'm gonna go crazy, and I'm taking you with me!'


ICC Security Council Chief Enforcer

  Email Coeus   Goto the website of Coeus
Page created in 0.008788 seconds.


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