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Forum Index » » Developer Feedback » » Planet Revolts
 Author Planet Revolts
Tellaris
Grand Admiral
Galactic Navy


Joined: April 30, 2002
Posts: 830
From: Land of Chocolate
Posted: 2004-02-26 00:48   
First off, this has been said a dozen times... But planets revolt too much. Heres a little story on it. "Venus has revolted!"... Numerous complaints...
"Venus has been captured by the UGTO!"... Numerous shouts of joy... "Callisto has revolted!"... numerous groans...

Anyway, suggestion time:

Currently, when a planet revolts, it simply goes to being controlled by "Unknown". Revolts are generally caused by groups of Revolutionaries, who help get things, and keep things, moving. Thus, why not change planet control from "Unknown" to being controlled by "Revolutionaries"?

Revolting Shipyard Planets:

If a shipyard planet revolts, it should be able to still put up some ships. However, since nobody plays on the same team as the "Unknown" it simply sits there. However, to make "Unknown" planets harder to take, how about having it so that x type of ship spawns in y amount of time?
It would only spawn one per a certain amount of time, say, 1 hour for example. It would pick a random type as technology levels allow. So if the planet has a tech level of about 50, it will only build AI ships that have that tech level requirement and smaller. In addition, the planet must have enough resources as normal. To prevent a fully built revolted planet from getting a station first thing (Don't want that right away, be better to have smaller ships to defend it, don't you think?) tech levels would automatically be reset to 0, (Or minimum tech level for scouts/frigates). For a time, until the tech level builds up high enough (Assumeing the planet can have that much tech) it can start chucking out the stronger ships. As well, Unkown planet's tech levels should rise at 1/4th the rate of normal faction controlled planets. (Political upheavel would still keep on the planet, as there would undoubtedly be some remaining loyalists, thus reserch would be much lower)

To prevent a super massive AI fleet from building:

After the AI fleet has reached a certain size, half of it would fly off to try and capture the nearest planet. If the nearest planet is in another system, the nearest station would create a wormhole for the fleet to get there by. (This would require a little programing on the AI's part, so it would actually purposely fly into the wormhole, and so it could create one)
This would only happen if the planet was in another system. The host planet(s) of the fleet would have had to capture all the planets in the same system first. Thus, players can "Cultivate" revolutionaries in other factions and assist them in growing.

As well:

In the event of a revolution on a planet:
There should be a chance that that planet will ally itself with their opposite faction. Example: If an ICC planet revolts, and is lucky enough to ally itself with the UGTO, it won't quite be under the control of the UGTO, but will appear Yellow to the ICC and K'Luth, but would be green to the UGTO. If its a shipyard planet, the planet would still build its own fleet. However, UGTO ships would be able to land/launch from there. (You can't get there through the change spawn menu, nor can they pick up Revolutionary infantry. However, you can land, and launch there if you land there) However, the revolutionary planet would still be able to trade with any UGTO planets in the system. (This is just an example)
Same way would work for the ICC.

This would not work for the K'Luth, as they do not have an "opposite faction"

The chance of a planet revolting and allying itself with the opposite faction would be small, but would happen occasionally. You cannot change spawns to the revolting planet, however, if you land there, you can launch from there again. It would not appear in the "Change Spawn" menu. Your spawn location would be defaulted to that planet in this case. You cannot take new ships from the planet either. (Don't want to see UGTO flying around with ICC ships, hmm?)
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Barthezzz
Fleet Admiral

Joined: May 31, 2001
Posts: 5630
From: The Netherlands
Posted: 2004-02-26 05:51   
Im assuming this would work for Kluth as well?

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[ This Message was edited by: Barthezzz on 2004-02-26 05:52 ]
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Sorn Duskryn -{Shadewalker}- -VA-
Cadet

Joined: March 31, 2002
Posts: 308
From: Near Reloads
Posted: 2004-02-26 05:57   
i like the idea!!!
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RagAnok
Admiral

Joined: February 02, 2004
Posts: 237
Posted: 2004-02-26 06:10   
sounds good to me too
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Drafell
Grand Admiral
Mythica

Joined: May 30, 2003
Posts: 2449
From: United Kingdom
Posted: 2004-02-26 07:29   
The basic Idea is pretty sound, but there are too many opportunities for exploitation of Revolutionary fleets etc to consider it being implemented at this time. I DO like the revolting nuetral then possible revolting to another faction if trouble continues, instead of constant unknown planet has revolted to unknown faction.. again, and again, and again.
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Tellaris
Grand Admiral
Galactic Navy


Joined: April 30, 2002
Posts: 830
From: Land of Chocolate
Posted: 2004-02-26 18:29   
I add, that there is STILL the original planet defences, as well, the AI fleet can easily get pretty powerful (The current pirates are pretty hard to kill in some ways)

As well:

I have an addition idea.

If a planet is untaken by another faction and goes to "Revolutionary" after a time, it becomes an "Independant" (Say 3 days for example).
Independant planets would be picky about who they let near them. They allow ANY faction to orbit/approach them, however, anything that isn't classified as "Non-Combat" would be attacked by the planet's defensive fleets (And defensive Bases).

Non-Combat ships according to MY classification:
Any ship of the Engineering Class
Light Transports (Since they are the current trade ship)

Ships the Fleets will shoot upon, but not the planet:
Any Ship of the Scout class (Ecept Assult Scout)
Sensor Frigates.

Everything else will be shot at upon entering weapons range of the planet and/or ships.

Ships produced by these planets are controlled by the Independant planet.
One of the main differences with Independant planets and Revolutionary planets, is that anyone can trade with them, so long as they aren't in a combat ship. An Independant Tradeing Vessel (Currently the Light Transport) can trade with any planet in the system without getting treated as a hostile.

The main difference, is that Independent planets, while not under the control of their parent government, might assist in repeling invaders if the invadeing fleet is much larger then the planet's defensive fleet. If the enemy fleet attacks a planet other then the Independant's, it will send ALL its ships against the invaders (When this happens, the assisting Independent fleet would be shown as green in engagements).

Otherwise, independant planets are generally not very agressive. They will leave other planets in the same system alone, so long as they get the same treatment.

This can also open up a way for deplomecy between the Independent planets. A Revolutionary fleet may attack it, and lose. Thus a war starts between the 2 planets. Even if the other Revolutionary planet goes Independant, it may still continue the war. (though there is a chance the war may be resolved) Thus you can have mini "side wars" independent from the main one.

If Faustus ever gets around to it, it could turn into yet another faction. Players playing as Independents can spend much time tradeing, or assisting a faction as they choose, or fighting other Independants. (Each planet that revolts to Revolutionary, then Independent becomes its own faction, and can thus expand as much as it wants. Since independents can't have Jump Gates, these factions can truely be defeated. In this case, AI ships would only defend, and if they did attack, it would be very rare)

Any Devs and Admins have any opinions? Any players have some !POSITIVE! comments?

Of course, to prevent exploitation, some measures may have to be introduced (for example, only gaining 1/2 or 1/4th the prestige from AI ships then you do from player ships)
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I hit planets for fun!
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