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 Author Battle Ships (the FA's Heavy Dreadnought)
AdmBito
Grand Admiral
Sundered Weimeriners


Joined: October 04, 2002
Posts: 1249
From: Its hard out here for a pimp
Posted: 2003-08-06 13:47   
@ at Mr. Wyverlunder, I posted something like your rank idea in my rant/never ending idea tangent post somewhere over there ----->. I'd definitely be all for that, it gives some to go for after FA. Maybe ranks after FA could use command flagships......Anywho, not the right thread, perhaps I'll creatre one.
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Cadet

Joined: August 15, 2002
Posts: 302
From: New Orleans,Louisiana
Posted: 2003-08-06 14:09   
sounds good and about new ranks i still believe FA should be highest rank but i agree about the commodore idea but for those of us who are 1ra or VA keep us at that rank k don't wanna have to get VA all over again
thank u for your suggestions oh yeah faustus if u decide to put this ship in development let me have it first k i came up with idea
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Daylight \"The Beginning\"
Grand Admiral

Joined: July 24, 2002
Posts: 608
From: Oregon, USA
Posted: 2003-08-06 14:41   
I don't think 3 reloads and auto repair would make a Gang nay unto invincable....it would make it a true combat ship. it would run out of power realy fast but could repair and fire for long enough fo it to do what all K'luth are designed to do...HIT AND RUN!
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Sven
Cadet
Sundered Weimeriners


Joined: January 11, 2003
Posts: 278
From: Vancouver, Canada
Posted: 2003-08-06 14:51   
Lets nerf this topic and leave it up to the Dev's and Faustus to figure it out...


Their the smart ones
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Pope
Fleet Admiral

Joined: June 11, 2002
Posts: 2449
From: World of tomorrow
Posted: 2003-08-06 14:56   
Quote:

On 2003-08-06 14:41, Daylight (Nerfed too) wrote:
I don't think 3 reloads and auto repair would make a Gang nay unto invincable....it would make it a true combat ship. it would run out of power realy fast but could repair and fire for long enough fo it to do what all K'luth are designed to do...HIT AND RUN!




ha. ha. ha.

PS: to be more specific, you realize that by adding one layer of armor you are essentially already near doubling the efficiency of the reloads, and then adding another?

apart from that, reloads were never there to reload YOURSELF mainly.
they are meant to be on ships in a support role.
the ganglia is a perfect example of messed up ship design.



[ This Message was edited by: Ctrl-y j Ctrl-u Ctrl-u on 2003-08-06 15:11 ]
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UnknownWarrior
Grand Admiral
Raven Warriors

Joined: July 18, 2002
Posts: 724
From: North Carolina, USA
Posted: 2003-08-06 18:46   
Sorry...Kinda got to this late...
BUt wtih the Kluth Battle ship..I wasnt trying to nerf it or anything..I havent really gotten a chance to fly them around, mainly the Ganglia or anything since i turned Admiral a few weeks ago...I was just taking in ideas since like everyone keeps syaing Kluth are for hit and run...But maybe there can be some adjustments...Like the side ruptors being full or something, But i dont know...Never really tried to work with a Kluth ship before....
But here is my revamped idea

2 AMJ
8 AME
2 Specials
12 Disruptors(8 Forward, 4 Full)
12 AM Torps (8 Forward, 4 Full)
6 Full Psi Cannons/Missiles
Cloak
Build
3 Larve
3 Heavy Armor(2 Full, 1 Forward)

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[ This Message was edited by: Lee{Independence} on 2003-08-06 18:54 ]
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Linna Yamazaka {Vice Admiral}
Vice Admiral
Raven Warriors

Joined: May 03, 2003
Posts: 415
From: killer
Posted: 2003-08-07 11:01   
to all you out there that looked at my ideal and then took a falmethower to it. i realy love you too no realy i do, i put my ideals up here to be picked apart and put unfder a mircoscope. but here is a revaped Crussier support ship

8 Pluse beams full
2 Fussion Tropedos lunchers fore
2 IT Missle luncher 1 port 1 starboard
4 reloads only two can be used to repair self at once.
4 drives
2 jump drives both needed for longer than say 50k gu jumps
4 Shileds
2 heavy armor on full mounts OR 4 light armor in each mount
2 specail slots
2 inf or cargo room

thats a revap for my Cruiser Class Support Ship, if you like it or not i'd like to have a Cruiser made JUST for combat supply support. here is another ship i have thought about.

Dread or Cruiser class Defender ship

10 extream range low damage beams fore [can take out ANY progection
within range say a few hundred GU's to be able to defend a fleet]
8 extream range low damage beams full [ see above ]
3 speacils one with a 1500 fussion reactor
2 inf room or cargo spaces
4 shileds with a heavy armor in a full mount
4 or 5 drives
2 jump drives both muct be used for jumps over 50,000 gu's

the above ship is a defender ship an ideal i got from Homeworld [Homeworld 2 due out sept 9th]. this ship will be able to hit incoming missles, trops, rail, or any other projection fire from enamy ships. it however will not be able to take out beam weapons, and can be very weak it it is under fire from all enamy ships with beam weapons. and once mor ei thought about another ship from Homeworld and here it is.

Frigate or cruiser sized ship

Defence feild Frigate [or cruiser]
every thing in brackets [] is for crusier class ship

2 [4] pluse or low damage fast recharge beam
2 [3] speacls one with a reactor
1 speacil for defence feild projector, i high enegry use feild that protect ships within 1000 GU's and must recharge after a time of a minite say 1 minite on 4 off. the shiled will beable to block ONLY beams letting projections weapons thought and trops.
3[4] drives
1[2] jump drives [ both for over 100,000 jump]
1[2] cargo space

just some ideals for new ships

Flame away


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Rogue Spear
Grand Admiral
Galactic Navy


Joined: March 20, 2002
Posts: 848
From: Texas
Posted: 2003-08-07 11:09   
/me gives Cobra the Golden GothThug award for least punctuation in a suggestion paragraph.
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DragonWarrior
Cadet

Joined: July 05, 2003
Posts: 90
Posted: 2003-08-07 13:52   
Hmmm. Well i think that it would be nice to have a new ship, but i don't think it should be better than a support station. I think it should be faster than most dreads, maybe a couple more weapons on its loadout but i dont think it should be too tough. What about us lower ranks? The Admirals rule the battlefield already, so if they want there own ship it should need a lot of badges and it can't be "invincible". But as for what it has, maybe it should be faction specific.

thank u and please
respond to the
New Weapons topic
and reply to ALL QUESTIONS!


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Wyke {ThorsHammer}
Cadet

Joined: February 22, 2003
Posts: 416
Posted: 2003-08-07 18:44   
Quote:

On 2003-08-05 16:16, wyverlunder wrote:

1. Submarines - call them anything you want, but thier true purpose was to strike while hidden. Not just a K'luth in cloak, or a Sensor Scout with 3 ECM's, but a true warship (WWII subs were equall in tonnage to some light cruisers, and several designs were made to openly battle destroyers and cruiser escorts), with several weapons capable of destroying an enemy.



Stealth Destroyers and Cruiser should fit this bill, the only problems I see it that is most players replace ECM with ECCM and/or Reactors.

Quote:

2. CLAA - They were purpose built Escort Cruisers. Specifically designed as Anti-Aircraft platforms, they had the armor to withstand cruiser fire, but thier lighter guns were truly made to shoot down planes(fighters/larve).



These should also be able to deal with destroyers and frigates which can mostly run rings around Cruisers, which means plenty of beams, and cannons, instead of torps.

Quote:

3. Battle Cruisers / Pocket Battleships - These were hybrids, filling the needs of a fast fleet, they sacrificed armor protection, for increased speed, without giving up thier heavy guns.



Most Factions have a cruiser that already fits this category, the UGGUE TC, the ICC AC and the Kluth Scale. These all have enough firepower to meet a Dread, and enough speed to withdraw, after giving it a pounding.

Quote:

4. Carriers - A true Fleet Carrier had enough planes aboard to demolish any
ship in existance, DS carriers have just enough to be annoying before they are killed.



Yep, the current Carriers are seems more like WW2 Escort Carriers, these where usually converted from WW1 Battleship, Cruiser and merchant Hulls, I think the main problem here is most DS Carriers never have the escort the deserve, given there value.

Quote:

5. Battleships - True armored ships, with enough firepower to batter a smaller foe to pieces, before the smaller ship could EVER return fire.
DS Dreads are lumbering pigs that I love to kill, whose range is no better, and most time worse than the cruiser I'm shooting them with.



This is the EAD, AC and Ganglia, which IMHO fit there rolls pretty well and should become truely dangerous with the new Hull values expected from the next patch.

[quote]
6.Merchant Raiders - Taken in hand as prizes, and refitted with hidden guns,hidden armor, modern powerplants, and trained crews,many merchant raiders did as much or more damage per tonnage than a submarine, while looking like a mere transport.(Komet, Orion, Pinguin, Atlantis, and Kormoran to name a few) These ships were the equal of a Light Cruiser, with the added element of suprise.
[quote]

Q-Ships I like, in WW2 these ranged from converted trawlers, which served in anti-sub roles and mine sweeping; to fast Surface raiders, with the same tonage as light Cruisers.

These could be based on heavy transport hull, and some heavy weapons, these should be a match for Frigate and Destroyers in firepower but not speed. The ICC and Kluth already have engineers that could fit this role, if retro-fitted with better weapons, they just never are.

Though I think this gap is part of a wider problem with all the none combat ships, they are just to vunerable. Consider modern troop carriers and assault ships, these are Cruiser class hull. Carry both fixed (STOL Harriers for Ground attack and Combat Air Patrols) and rotary wing (Troops landing and Close support ground attack) Aircraft.

I think a new super heavy class of all transport ships, including troop, extractors and engineer could based on Cruiser / Dread *class* hulls. Also the Command Dreads should be allowed more flexibility.


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Wyke {ThorsHammer}
Cadet

Joined: February 22, 2003
Posts: 416
Posted: 2003-08-07 19:15   
Quote:

Quote:
3. Battle Cruisers / Pocket Battleships - These were hybrids, filling the needs of a fast fleet, they sacrificed armor protection, for increased speed, without giving up thier heavy guns.


Pocket Dreads? Not sure it could work, Battle of Jutland(sp?) sorta proved Pocket Battleships did not have a place in slugging matchs



I not sure I agree with your conclusion regarding the battle of jutland. How do you believe this argues against Battle Cruisers ?

The BC squadron of each avoided contact with the Main fleet of the opposition and the the opening contact was BC to BC Whilst two British BC where sunk and third critically damaged that was by other Battle Cruisers.

Consider the Japanese use of Battle Cruisers against the Russian; Pacific and Baltic Fleets in 1903. They desimated two Grand Fleets of Battle ships with Battle Cruisers.

Also consider BC in WW2, the Bismarck & Graf Spee for example show the effectiveness of this Class of ship. The Bismarck even sank the Battleship the Prince of Wales. It was because they where such a threat that such overwhelming force was drawn against them.

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Ramius
Fleet Admiral
Agents

Joined: January 12, 2002
Posts: 894
From: Ramius
Posted: 2003-08-07 19:35   
Well if we are talking about real life, which is a bad idea, battle cruisers and battleships were both considered obsolete by the arrival of the carrier. Entire fleet tactics changed to having the carrier as the major player and having a host of lighter support ships (ie destroyers and frigates) to defend it.

Battleships could not defend against aircraft and therefore ceased to be.


Fortunately THIS ISNT REAL LIFE, although I would like to see carriers be the major players in battles... maybe when a certain @($*@ PATCH COMES they will be.

Anyways I like the idea of a batteship, the more diverse ships, the better.

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[ This Message was edited by: Ramius on 2003-08-07 19:36 ]
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Drouid
Cadet

Joined: October 27, 2002
Posts: 131
From: U.S.A.
Posted: 2003-08-07 19:42   
well since you made a super ugto ship how about a super icc ship.. just for giggles to counter your super uggie ship...try this on for size

200 cl2ks
200 fusion torps
5 fusion reactors.
new regenrative shields that cant be defeated
4 ame drives
1 amj (because nothing can penetrate the shields)
1 new fleet killer( torp that when fired destroys all enemy ships in an entire star system instantly)
yada yada yada yada

oh ya and new extra heavy armor...like its needed
top speed of 40 gu turning ability of a scout
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Eledore Massis [R33]
Grand Admiral
Templar Knights


Joined: May 26, 2002
Posts: 2694
From: tsohlacoLocalhost
Posted: 2003-08-07 20:09   
oo so mutch stats ill add one of my own

UGTO
1 jump drive : (UGTO ships is about fire power not safety)
6 IE :.
2 CL2K : Front.
2 CL1K : 1 Port, 1 Starboard.
4 CL300 : Full.
7 Weapons : 2 emp cannon Full, 2 Particle cannons Full, 2 AR Front, 1 Flux Wave.
3 P Torps : Full.
3 Missiles (IT) : Full.
4 Fighters : 2 Panther, 1 Hornet, 1 Strata-Bomber (the order is: assault interceptor, bomber.)
4 Special : 2 Eccm Rear, 1 Scanner full, 1 Reactor 1000 Front.
4 Defence : 2 H-Armor Full, 1 H-Armor Front, 1 H-Armor Rear.
1 Heavy Bomb : (PCM maby ??).

ICC
2 jump drive : (second one cant be removed and is the default Emergency jump engine).
5 IE :.
1 CL2K : Front.
4 CL1K : 1 Front, 2 Full, 1 Rear.
6 CL300 : 4 Full, 2 Rear.
4 Weapons : 2 Sabolts Front, 2 Rail guns Full.
4 F Torps : Full.
2 Missiles (IT) : Full.
6 Fighter : 2 Steelhead 1 Gamma 2 Annihilator
5Special : 2 Eccm, 1 Scanner, 1 Reactor 1000, 1 Pulse Shield.
6 Defence : 1 Full H-armor, 3 Reactive Shields Full, 1 Active Shield Front, 1 Active Shield Rear.
2 Heavy Bomb :.

K'luth
1 jump drive : (the only K'luth ship that has as standart AMJ fitted)
6 IE :.
3 H-Ruptors : 3 Front.
4 Ruptors : 2 Front, 1 Full, 1 Rear.
1 Elf : Front.
3 PSI missiles: Full.
2 Psi Cannons : Front.
5 AM Torps : 3 Front, 2 Full.
2 Fighters : 1 Larva, 1 Wasp.
2 Special : 1 Eccm, 1 Ecm.
1 Auto Repear : (experemental model V1.1 )
5 Defence : 2 Front, 3 Full.
2 Bomb : 2 Bio bombs



the wont reseave anny repear or build becous than he would become support
but maby the ICC and the UGTO can reseave maby a : Repear module (worth 200 reload/repear points ??)
i try to ballance them out and to look that the stil can be modded
there based on the upcomming patch
every bit of reply is welcome and if you like more ask me

my 471 euro cents added

[edit] spelling spellign spelling
if you se a BIG typing error / speling error tel me as wel

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bad english i cant help my self

[ This Message was edited by: FIR3T0N3[NL] //RETARTED\\ on 2003-08-07 20:14 ]
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DS Discordion

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Cadet

Joined: August 15, 2002
Posts: 302
From: New Orleans,Louisiana
Posted: 2003-08-08 13:01   
oh yeah the UGTO battleships have armor/shield it increases the defensive capabilitys ICC Battleships can use their shield to provide temporary invinciblity in combat (for a very short time)
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