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 Author [1.7] Soft-release Feedback
Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2013-10-21 23:34   
Quote:
On 2013-10-21 18:41, Pantheon wrote:
I just commited a change to beta in regards to visibility of ships. Now velocity of the contact is taken into consideration. So now a scout at negative sig going 32+ gu/s at 50 gu away isn't invisible. This should keep all players happy, keeping visibility a decent tool to use, but not too powerful.

Please test.
[ This Message was edited by: Kenny_Naboo on 2013-10-21 23:35 ]



Now that IS an interesting idea.


Actually I do have one more suggestion.
I really don't know how much coding this will take, or if it is viable. So pls hear me out and let me know.

ECM and ECCM affects visibility. But in the real world (yes I know this is not the real world, but again, bear with me) ... ECM is simply a jammer that degrades your radar/scanners. And ECCM is the counter to it that will burn through the jamming.

In either way, radiating ECM or ECCM makes your presence known, even if the other side is unable to track you. What I propose is to add in a new device to all the ships in the game. All ships should have an ESM sensing gear. The ESM gear is designed to detect EW activity.

In short, if an enemy turns on ECM, Scanners, or ECCM, the ESM gear should light up on the HUD of opposing-side players in range. You may not be able to detect or acquire a target lock on that ship, but the moment your ESM gear lights up, you KNOW there's EW activity.... and enemy presence... in your vicinity. It's now up to you to search for it.

We can put this ESM indicator on the bottom left panel, next to the weapons... or the bottom right, next to the target info.

This works for scenarios like these:
- Helps humans detect the presence of cloaked Kluth with ECM support
- Helps defenders detect the presence of ECM-stealthed bombers

Now, the range that your ESM gear can detect the enemy EW activity can be done in two ways
- Dependent on the range of the EW device. Once in range, it simply lights up
Or:
- Like in the real world, your radar and EW device can be detected much further out than their effective range. We can implement this such that EW can be detected at twice their useful range.
i.e. Your ECM has a range of 400gus, but ESM gear can detect it at 800GUs.


What do you guys think?

_________________
... in space, no one can hear you scream.....


DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2013-10-21 23:41   
I would also appreciate that if sensory system gets a little boost.
Last time when I was in hydra, I orbited a heavy transport but I didn't see any structure on the planet. I must get closer to planet in order to see. But when the structure appeared, I was too close to the planet to bomb. It happened with Tattoo - a medium planet. (Said it once, just to remind if you're going to modify ewar or something related, Jack)

And does scanner work effectively again? I couldn't see structure on planet when I turnt scanner (on clavate) on when I was 1111gu far from it. I don't know either it was latency or scanner. Just tell me.

Sorry if I am behind the changes. Mostly play during weekend and check forum during workweek.
_________________


Iwancoppa
Fleet Admiral

Joined: November 15, 2008
Posts: 709
Posted: 2013-10-22 00:01   
Quote:
On 2013-10-21 23:34, Kenny_Naboo wrote:
Quote:
On 2013-10-21 18:41, Pantheon wrote:
I just commited a change to beta in regards to visibility of ships. Now velocity of the contact is taken into consideration. So now a scout at negative sig going 32+ gu/s at 50 gu away isn't invisible. This should keep all players happy, keeping visibility a decent tool to use, but not too powerful.

Please test.
[ This Message was edited by: iwancoppa on 2013-10-22 02:30 ]



Now that IS an interesting idea.


Actually I do have one more suggestion.
I really don't know how much coding this will take, or if it is viable. So pls hear me out and let me know.

ECM and ECCM affects visibility. But in the real world (yes I know this is not the real world, but again, bear with me) ... ECM is simply a jammer that degrades your radar/scanners. And ECCM is the counter to it that will burn through the jamming.

In either way, radiating ECM or ECCM makes your presence known, even if the other side is unable to track you. What I propose is to add in a new device to all the ships in the game. All ships should have an ESM sensing gear. The ESM gear is designed to detect EW activity.

In short, if an enemy turns on ECM, Scanners, or ECCM, the ESM gear should light up on the HUD of opposing-side players in range. You may not be able to detect or acquire a target lock on that ship, but the moment your ESM gear lights up, you KNOW there's EW activity.... and enemy presence... in your vicinity. It's now up to you to search for it.

We can put this ESM indicator on the bottom left panel, next to the weapons... or the bottom right, next to the target info.

This works for scenarios like these:
- Helps humans detect the presence of cloaked Kluth with ECM support
- Helps defenders detect the presence of ECM-stealthed bombers

Now, the range that your ESM gear can detect the enemy EW activity can be done in two ways
- Dependent on the range of the EW device. Once in range, it simply lights up
Or:
- Like in the real world, your radar and EW device can be detected much further out than their effective range. We can implement this such that EW can be detected at twice their useful range.
i.e. Your ECM has a range of 400gus, but ESM gear can detect it at 800GUs.


What do you guys think?





Yes.


EVEN BETTER: ESM detectability scales with how much EWAR you're spamming.

Using ECM finally gains a skill based mechanic - using enough to stay negative but not so much that you're a beacon for ESM-equipped ships.




Suggestion for Sensor/Antisensor bases. If we are going to use the same logic as the above posts, perhaps they should have increased visibility - they're essentially beacons of noise or radar pings coming from a certain point on a planet.



_____


BUG: Shipyards seem to magically not want to work some times, despite no OOC timer or any other block on docking. Borgie and I both had this issue today.

WHINE: Need to be able to launch more mines per mine launcher for cloud attacks. Because why not?



________


Considered suggestion:


Raise K'luth transport cloaking time by 1-2s. This is to allow ships to apply targetted ECCM as they jump in to provide some chance of decloaking the transport before being dropped with infantry. Right now, due to latency, it's impossible to do this.


___________

BUG: BD 34 has a space wall. A certain someone hit it today and then got quite mad.
_________________


Boerenkool
Marshal

Joined: December 18, 2007
Posts: 218
Posted: 2013-10-22 03:08   
since i cannot reply to rules of conduct post ill reply here.

quote: "Hi folks,

Section 3.1.4 of the RoC (Proper Language) has been updated to reflect our new profanity filter. "

the new filter doesnt work in metaverse game window. whatever you type in mv, is shows as original. Only when you switch to gcql window afterwards you can find the corrected word for the bad word.

for instance:
type in metaverse > pony
see word in metaverse window > pony
see word in gcql chat > bad horse

this also applies to words other people type in.
edit: nother question...can i add some words to the language filter file, or change the words they are corrected to? since its rendered client side anyway:P
[ This Message was edited by: Kaput Macher on 2013-10-22 03:30 ]


nother edit: did ai transports rlly needed a boost? they now have 3 beams each firing close to 400 gu range...that seems a bit overdoing it. i think either 3 beams with the normal 200 gu range or 2 beams with 300 range would be enough for a low level transport ship that is around every planet.

nother one: capturing gas giants and inferno planets is now possible, why?

_________________
The greatest trick the devil ever pulled, was convincing the world he is a bot

Iwancoppa
Fleet Admiral

Joined: November 15, 2008
Posts: 709
Posted: 2013-10-22 05:31   
Considered suggestion:




I don't know if this is intended, but the SS seems a little underwhelming, for a few reasons.


It has poor fleet ECM capability - in order to cover the fleet, it will need targetted ECM, which will leave itself quite vulnerable.

It has medicore armament - Not a suicide mission to drop a transport right on top of one.

The supply system seems underwhelming - Did not feel like it was repairing very quickly.


On the positive side -

If you can get a lock on someone, you have a magical ECCM torch. No more stealth for you.

The number of PD beams allows one SS to cover another station safely.




What I'd like to see is either a stronger repair field or a single targetted repair gadget. Due to the mechanics of the repair field, it doesn't target those who need repairs the most with priority - A ship with 95% hull will get as much repair time as a ship with 5% hull. I know this can not be changed due to the coding limitations and server CPU cycles. However, I do not think it would be unreasonable to add a single targetable reload drone on to the SS to allow it to prioritize certain allies. This targetable reload drone should replace the damage control.
_________________


Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2013-10-22 06:50   
Quote:
On 2013-10-22 00:01, iwancoppa wrote:
Quote:
On 2013-10-21 23:34, Kenny_Naboo wrote:
Quote:
On 2013-10-21 18:41, Pantheon wrote:
I just commited a change to beta in regards to visibility of ships. Now velocity of the contact is taken into consideration. So now a scout at negative sig going 32+ gu/s at 50 gu away isn't invisible. This should keep all players happy, keeping visibility a decent tool to use, but not too powerful.

Please test.
[ This Message was edited by: Kenny_Naboo on 2013-10-22 06:58 ]



Now that IS an interesting idea.


Actually I do have one more suggestion.
I really don't know how much coding this will take, or if it is viable. So pls hear me out and let me know.

ECM and ECCM affects visibility. But in the real world (yes I know this is not the real world, but again, bear with me) ... ECM is simply a jammer that degrades your radar/scanners. And ECCM is the counter to it that will burn through the jamming.

In either way, radiating ECM or ECCM makes your presence known, even if the other side is unable to track you. What I propose is to add in a new device to all the ships in the game. All ships should have an ESM sensing gear. The ESM gear is designed to detect EW activity.

In short, if an enemy turns on ECM, Scanners, or ECCM, the ESM gear should light up on the HUD of opposing-side players in range. You may not be able to detect or acquire a target lock on that ship, but the moment your ESM gear lights up, you KNOW there's EW activity.... and enemy presence... in your vicinity. It's now up to you to search for it.

We can put this ESM indicator on the bottom left panel, next to the weapons... or the bottom right, next to the target info.

This works for scenarios like these:
- Helps humans detect the presence of cloaked Kluth with ECM support
- Helps defenders detect the presence of ECM-stealthed bombers

Now, the range that your ESM gear can detect the enemy EW activity can be done in two ways
- Dependent on the range of the EW device. Once in range, it simply lights up
Or:
- Like in the real world, your radar and EW device can be detected much further out than their effective range. We can implement this such that EW can be detected at twice their useful range.
i.e. Your ECM has a range of 400gus, but ESM gear can detect it at 800GUs.


What do you guys think?





Yes.


EVEN BETTER: ESM detectability scales with how much EWAR you're spamming.

Using ECM finally gains a skill based mechanic - using enough to stay negative but not so much that you're a beacon for ESM-equipped ships.






Actually my idea is simpler than what you think.

ALL ships are equipped with ESM. ESM is simply an indicator on yr display that lights up whenever you're within the AoE of an enemy EW device or scanner. Simple as that.

It's not designed to alter the playing field drastically. It just lets the pilot know that there's an enemy nearby radiating ECM, ECCM or scanners. It doesn't let him know the distance or direction, and doesn't make the enemy anymore detectable or targetable.

The only other 'extra' I would add atop this would be 3 separate indicators to individually indicate non-friendly ECM, ECCM and Scanner activity.

_________________
... in space, no one can hear you scream.....


Borgie
Chief Marshal
Pitch Black


Joined: August 15, 2005
Posts: 2256
From: close by
Posted: 2013-10-22 12:00   
quick question why such a long cooldown on luth psi and plasma cannons?

on my scale it has a 6 second for psi and a 12 second cooldown, a bit too much seeing how human cannons fire faster and more offten.

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Azreal
Chief Marshal

Joined: March 14, 2004
Posts: 2816
From: United State of Texas, Houston
Posted: 2013-10-22 12:05   
The current version is just RAD!
[ This Message was edited by: Azreal on 2013-10-23 15:58 ]
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Borgie
Chief Marshal
Pitch Black


Joined: August 15, 2005
Posts: 2256
From: close by
Posted: 2013-10-22 12:12   
Quote:
On 2013-10-22 12:05, Azreal wrote:
Where is the general area eccm?

As K'Luth, my ECCM is for use against a target, but I cant raise the signature in the area in general, in order for my PD cruiser (mirage) to actually see the warheads to PD them. THIS was the flaw that I faced the other day, I didnt realize it at the time.

So that limits us to plats and planetary sensor bases in order to raise signature enough to see bombs/missles when the enemy spams them with ecm.




i noticed this last night, where i take damage from missles, but wouldn't see the missles or hear them luanch( the lock on noise, if you play with sound)
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Sheraton*XO*
Chief Marshal
Faster than Light


Joined: January 18, 2013
Posts: 482
From: Keel Mountains
Posted: 2013-10-22 13:28   
Quote:
On 2013-10-22 12:05, Azreal wrote:
Where is the general area eccm?

As K'Luth, my ECCM is for use against a target, but I cant raise the signature in the area in general, in order for my PD cruiser (mirage) to actually see the warheads to PD them. THIS was the flaw that I faced the other day, I didnt realize it at the time.

So that limits us to plats and planetary sensor bases in order to raise signature enough to see bombs/missles when the enemy spams them with ecm.





Area ewar is now limited to frigates and scouts. Destroyers have no ewar and cruisers and above have only targeted ewar.

-Sheraton
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Twilit Keel Mountains traversed at last we met a dragon who spoke thus: \"Sheraton am I who interprets the signs.\"

Iwancoppa
Fleet Admiral

Joined: November 15, 2008
Posts: 709
Posted: 2013-10-22 15:39   
Quote:
On 2013-10-22 12:05, Azreal wrote:
Where is the general area eccm?

As K'Luth, my ECCM is for use against a target, but I cant raise the signature in the area in general, in order for my PD cruiser (mirage) to actually see the warheads to PD them. THIS was the flaw that I faced the other day, I didnt realize it at the time.

So that limits us to plats and planetary sensor bases in order to raise signature enough to see bombs/missles when the enemy spams them with ecm.




Target only on DD+. If your scanner won't pick them up don't bother.
_________________


Azreal
Chief Marshal

Joined: March 14, 2004
Posts: 2816
From: United State of Texas, Houston
Posted: 2013-10-22 17:18   
Azreal said:
Quote:


pointless arguements at stone walls



[ This Message was edited by: Azreal on 2013-10-22 18:14 ]
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Enterprise
Chief Marshal
Raven Warriors

Joined: May 19, 2002
Posts: 2576
From: Hawthorne, Nevada
Posted: 2013-10-22 17:52   
Only bomber frigates have the ECM to hide their own bombs. In order for larger ships to hide their bombs, they need an outside source in order to hide them.

Why should a point defense cruiser nullify two ships? (or more). And it is a genuine question. If a bomber has several ECM frigates hiding its bombs, should a single cruiser have the EWAR to mitigate it?

You could have a minimum visible range for projectiles, as well as for ships. It would make point defense perfectly effective, however.

You could make just bombs have a minimum visible range, which might be fairier, however.



[ This Message was edited by: Ent on 2013-10-22 17:55 ]
_________________


Borgie
Chief Marshal
Pitch Black


Joined: August 15, 2005
Posts: 2256
From: close by
Posted: 2013-10-22 18:13   
been having an issue with nav menu, zooming in and out with my mouse seems to go either all in zoom or fully zoomed out.
_________________


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Rain of Fire [O-XII]
Grand Admiral

Joined: May 18, 2011
Posts: 71
From: South of Klaus, 14,000 gu from Insanity and 3,000 from Desperation.
Posted: 2013-10-22 21:03   
Quote:
On 2013-10-22 17:52, Ent wrote:
Only bomber frigates have the ECM to hide their own bombs. In order for larger ships to hide their bombs, they need an outside source in order to hide them.

Why should a point defense cruiser nullify two ships? (or more). And it is a genuine question. If a bomber has several ECM frigates hiding its bombs, should a single cruiser have the EWAR to mitigate it?

You could have a minimum visible range for projectiles, as well as for ships. It would make point defense perfectly effective, however.

You could make just bombs have a minimum visible range, which might be fairier, however.



[ This Message was edited by: Ent on 2013-10-22 17:55 ]



A point defense cruiser should have the systems required to do it's job. and no, that single cruiser shouldn't have enough ewar to mitigate it, only something like a scanner, or enough Ewar to mitigate, say, 3-4 ECM units.

Again, why would you have a cruiser that cannot see the very reasons for it's existance? It's like a toothless attack dog. Maybe give it 2 scanners (if they can stack) or 2-3 AoE ewar units. make it a t2 if you have too, just give it what it needs to do it's job.
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On 2012-11-06 20:23, Tael wrote:
\"Depends who you asked... Praetorian, KC, a few others, and myself use to sit in the lobby and talk out the game...

Convinced more than one new person initially this was a text game. \"

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