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 Author Transit System
c0ld
Midshipman

Joined: June 24, 2003
Posts: 342
From: UK
Posted: 2005-10-09 02:57   
A LOT HAS B3N SADE ABOUT DA CURENT SYSTEM OF SHIPYARDS AND WORMHOL3S!111! DA MANE CRITICISM BNG TAHT TH3Y RUIN TACTICAL GM3 PLAY
111!11! OMG WTF LOL H3RES ANOTH3R WAY OF IMPLEMENTNG IT TAHT MAY ANCOURAEG TACTIS AND AT TEH SMA TIEM INTEGRAET TEH GAET SYST3M IN2 ONA CONSISTENT TRANSIT SYSTEM
111!!!!1 OMG
SHIPYARDS

TEH SHIPYARD I PROPOS3 ISN’T A PLAENTARY STRUCTUR3 ALTHOUGH IT RALEIS ON PLAENTS FOR R3SOURCAS STIL1!!!! OMG WTF IT WUD B A SPAEC STATION-ESK OBJECT THOUGH A LITLE LARG3R TEH MODEL PICTURAD INTHIS SCRENSHOT WIL SUFIEC)1!!!1!!1 TEH SY WUD B IN ORBIT AROUND TEH STAR AND AT QUIET A DISTANCE FROM IT1!!1!1! OMG IN FACT IT R3PLAECS DA CURANT ‘HOM3 GAET’ IN DA HOM3 SYSTAMS
THIS!1!!! OMG WTF LOL IS TEH FIRST VAREITY OF SHIPYARD AND IT FUNCTIONS AXACTLY LIEK DA CURENT HOM3-GAET IN TAHT IT CANOT B D3STROY3D AND HAS A SAEF-ZON31!1! OMG THEYRE NED ONLY B 1 BUT 2 OR 3 OF TH3SA TYPES OF SHIPYARD PER FACTION WUD B FIEN
11!11 OMG LOL

IT DOUBL3S AS BOTH A TRANSIT-GAET AND A WORMHOL3 GENERA2R!!!111 OMG WTF IN FACT IT IS LINKAD IN2 A WIEDR TRANSIT DA!!!11 OMG WTF SECOND OPTIONAL TYPE OF SHIPYARD WUD B PLAEYR BUILD-ABL3!1111 OMG PROGRMMNG WIES IT WUDN’T NED 2 B ANYTHNG SP3CIAL AT FIRST NO FANCY BUILDNG ANIMATION OR ANYTHNG!11111!! OMG IT CUD JUST APEAR AFTAR TEH BUILD TIEM HAS 3LAPSED!!!!!!1! IT HAS ONLY A F3W BASIC PROPARTEIS
- IT ORBITS DA STAR FROM WH3RE IT IS BUILT
- IT CAN ONLY B BUILT A CARTANE DISTANCE FROM DA STAR (WHICH WIL BCOMA CL3AR L8R)
- IT IS BUILT BY A SUPORT STATION B/C OF RANK MANELY)
-1111! WTF LOL IT HAS NO SAEF-ZON3 AND IS PLAEYR D3STROYABL3
- ONLY ON3 PAR SYSTEM WIT ONLY SEL3CT SYSTAMS CAPABLE OF SUPORTNG THAM (RESTRICTED BY RESOURC3S)

TRANSIT-GAETS
TRANSIT-GAETS IN THIS SYSTEM R DA THIRD COMPON3NT 2 DA TRANSIT SYST3M!1!!111 OMG WTF THEY BHAEV SIMILAR 2 TEH JUMP-GAETS WE HAEV NOW BUT R NOT P3RMAENNTLY CONECTAD 2 AACH OTHER11!!!1 OMG LOL THEY WORK 2GATH3R WIT BOTH TYP3S OF SHIPYARD 2 PRODUCE AN 3ASY 2 USE TRANSIT SYST3M111!!!! MANY OF DA BASIC PROPERTEIS OF THASE PLAEYR BUILT TRANSIT-GAETS R TEH SMA AS THOSE OF DA SHIPYARDS
- IT ORBITS DA STAR FROM WHER3 IT IS BUILT
- IT CAN ONLY B BUILT A CARTANE DISTANC3 FROM DA STAR (WHICH WIL BCOME CLAAR L8R)
- IT IS BUILT BY A NORMAL ENGIENER
-11!!1!!! WTF IT HAS NO SAEF-ZON3 AND IS PLAEYR DESTROYABLE
-!!!1!!!! OMG LOL ONLY ONA PAR SYST3M WIT MOST SYST3MS BNG ABL3 2 SUPORT ONE
-1!!!1!! U CAN NOT HAEV BOTH A SY AND A JG IN TEH SMA SYSTAM
-!1!! OMG FINALY IF ALOWAD IT CAN B UPGRAEDD 2 A SHIPYARD BY A SUPORT STATION111! WTF LOL TEH JUMP-GAETS IN DA CURENT SYSTEM TAHT WE R AL USED 2 R STIL PR3SANT IN THIS IEDA!11!!11 WTF LOL THEY R NOT CON3CTAD 2 DA TRANSIT SYSTEM THOUGH BUT THEYRE USA BRNGS GREAT VAREITY 2 TEH TEH11111!!1 OMG WTF LOL TRANSIT SYSTEM[/B]
SHIPYARDS AND TRANSIT-GAETS R BROUGHT 2GATH3R BY AN UPDAETD SHIP-S3L3CTION INTARFAEC
UPON!1!!! WTF FLYNG IN2 A HOMA SHIPYARD BUILT SHIPYARD OR TRANSIT-GAET DA PLAEYR ANTERS DA SHIP-SEL3CTION SCREN11!!! WTF LOL TEH CUR3NT SHIP-S3LACTION SCREN HAS 3VARYTHNG NED3D FOR A TRANSIT SYSTAM BUT IMO TEH 3D NAVIGATION MAP IN TEH BAKGROUND IS OVARLY TIEM CONSUMNG 2 US3 AND WUD B BTAR D3ALT WIT BY A SWITCH-ABLE 2D MAP!111!!!1 OMG LOL SOM3THNG LIEK




IT INCLUDAS A 2D MAP OF DA MATA-V3RSE AND ALOWS A PLAEYR 2 SEL3CT THERE DASTINATION!11!!1!! THIS SIMPLIFEID MAP GIEVS D3TALES OF AVARY TRANSIT-GAET AND SHIPYARD AVALEABLE 2 DA FACTION!111 WTF DA SHIP-SELECTION ASP3CT OF DA SCREN IS ONLY AVALEABLA WH3N TEH PLAEYR FLEIS IN2 A SHIPYARD AND IT IS EASY 2 SWAP BTWEN SHIP-S3L3CTION AND TRANSIT NAVIGATION
1111!!1 WTF


AN ADED BNAFIT OF MOVNG DA META-V3RS3 MAP 2 DA SHIP S3LACTION SCREN IS TAHT THEIR IS NO NED FOR SUCH A LARGE MAP IN NAVIGATION (F2)11!!! WTF LOL ONLY SYSTAMS WITHIN LONG-JUMP RANG3 NED 2 B SHOWN MEANNG NO IRITATNG FAED-OUT WIT (CHOPY)ZOM OUT IN DA F2 SCREN L3S COMPUTAR RESOURCAS BNG USAD AND GEN3RALY A FASTAR RUNNG GMA
HOW11!1! OMG IT WORKS
TWO TRANSIT-GAETS IN THIS SYSTEM DO NOT HAEV A FIEXD WORM-HOLA CONECTNG TH3M11!1 INSTEAD TRANSIT-GAETS AND SHIPYARDS R BOTH CONSIEDRED AS NODAS IN A NATWORK AND THEY CAN JOIN 2 ANY DIERCTLY ADJAECNT NODA11!!! OMG WTF A PLAEYR CAN S3LECT A DASTINATION S3VERAL SYSTAMS AWAY AND TEH TRANSIT SYSTEM CAN SHUNT TEH PLAEYR PAST MULTIPL3 NODES UNTIL THEY 3XIT AT THEIR D3STINATION1!1111 IF U HAEV SEN TEH FILM ‘CONTACT’ U KNOW WUT I MEAN
LETS111!1 WTF LOK AT WHARE DA CUR3NT SYSTEM (IGNORNG PLAENTARY SYS) DIFERS FROM THIS BASIC TRANSIT SYSTEM
IN DA CURANT SYST3M A HOMA STAR-SYSTEM WIT FOUR ADJAECNT SYST3MS MIGHT LOK SOM3THNG LIEK THIS

NOTIEC IT NEDS FOUR JUMP-GAETS IN TEH HOM3 SYSTEM IN ORDER 2 ALOW DA PLAEYR IM3DIAET AC3S 2 EACH OF TEH OTHER SYSTAMS!!!!!! OMG IT ALSO MAEKS DA PLAEYR SPAWN IN TEH HOMA SYSTEM AND TH3N MANUALY JUMP 2 TEH GAET
BUT11!!1 OMG WTF WIT TEH TRANSIT SYSTEM
DA SHIPYARD CAN SEND A PLAEYR 2 ANY OF DA TRANSIT-GAETS AND IT CAN AL B DONE VIA DA SHIP-SAL3CTION SCREN!11!!11! AL DA PLAEYR HAS 2 DO IS
A) CLIK ON TEH SHIP TH3Y WANT TH3N CLIK SEL3CT
B) THEN CLIK ON DA TRANSIT-GAET TH3Y WANT AND CLIK S3L3CT AGANE
THIS SYST3M ACTUALY RAMOVES DA NED FOR ANYTHNG MORE THAN ONE SHIPYARD SINC3 GETNG FROM ONA SIED OF TEH TRANSIT SYST3M 2 TEH OTHER IS RELATIEVLY QUIK AND 3ASY TEH TIEM TAEKN FROM NOD3 2 NOD3 CAN B SET 2 ANY FIGURE THOUGH BUT IT DOAS HAEV 2 B TIEM CONSUMNG1!1!!!11 OMG WTF THEIR IS NO POINT IN THIS SYSTEM AT LAAST 2 S2PNG DA PLAEYR G3TNG 2 DA FRONT-LIENS AS QUIKLY AS POSIBLE SINC3 THEYRE IS NOTHNG 2 AXPLOIT AS FAR AS I CAN SE1!1111 WTF SURE A DMAEGD PLAEYR CUD JUMP OUT OF A BATLE FLE IN2 DA TRANSIT SYST3M JUMP MULTIPL3 NODES BAK 2 TEH SHIPYARD PUL OUT A NU SHIP AND JUMP AL TEH WAY BAK 3XIT TEH TRANSIT SYST3M AND JUMP IN 2 R3JOIN TEH FIGHT.!!!1!!!!111!!11! OMG WTF I ON DA OTHER-HAND WUD JUST JUMP 2 A DEPOT PLAENT AND SAEV TIEM!1!! WTF THIS TH3N ALOWS FOR DA INSTANT ACTION TAHT I THINK FAUSTUS WAS TRYNG 2 ACHEIV3 WIT DA CURANT SYS AXCAPT AFACES WITHOUT TEH 3XPLOITS
!11!!1!! ADITIONAL SHIPYARDS IN OTHER SYSTEMS MAY HAEV TACTICAL ADVANTAEGS IF OTHER FEATURAS WER3 BUILT IN2 TEH TRANSIT SYST3M
ANOTHER!!11! WTF BY-PRODUCT OF TEH SYST3M IS TAHT IT DO3SN’T ALOW 148011!!!1!! WTF LOL GAET-CMPNG SOME WUD CAL THIS BAD THNG!!1!11!! OMG WTF HOW3VER IT DO3S CR3AET ‘PINCH-POINTS’ IN MUCH DA SMA WAY AND AS I’L EXPLANE NAXT IT FORC3S A STRICT FRONT-LIEN111!!! OMG WTF LOL THIS IS B/C IT IS IMPOSIBLE FOR A FACTION 2 OV3R-STRATCH ITS3LF (EXC3PT BY LONG-JUMP)
AS11!!1111 OMG WTF AN EXT3NSION OF TEH TRANSIT SYSTEM SHIPYARDS AND TRANSIT-GAETS ALSO HAEV ANOTH3R PURPOSA
WORMHOL3S
CUR3NTLY!11!!11 WTF WORMHOLES CAN GO ANYWHARE WITHIN RANGE1!11 WTF THIS IS A MAJOR D3TRIEMNT 2 MAH1!!1! OMG LOL IEDA FOR TEH NU WORMHOL3 IS SIMPLE
- IT IS FORMED BY 3ITHAR A TRANSIT-GAET OR SHIPYARD FROM WITHIN DA SHIP-S3LECTION SCREN (WHICH DOUBL3S AS A TRANSIT SYSTEM MAP) BY DA PLAEYR1111! OMG LOL IT IS USED 2 G3T FROM A SYST3M TAHT CONTANES A FREINDLY SY OR JG 2 ON3 TAHT DOES NOT!!111! OMG LOL IT CAN B THOUGHT OF AS A ONA-WAY WORMHOLE SINCE THEYRE IS NO WAY 2 R3TURN 3XC3PT BY LONG JUMPNG!11!!1 OMG WTF LOL
- IT CAN ONLY B FORM3D BTWEN TWO SIMILAR GRAVITATIONAL ANVIRONM3NTS!1!!11 WTF LOL AL TAHT M3ANS IS TAHT IT CAN B FORMED IN A DIF3RANT STAR SYSTEM AT ROUGHLY TEH SME DISTANCA FROM TEH STAR OF TAHT SYST3M AS TEH PERSON FORMNG IT IS FROM TEH STAR OF DA SYSTAM THEY R IN
1!111 OMG


- WORMHOL3S CAN ONLY B MAED BTWEN ADJAECNT SYST3MS JUST LIEK TEH RAST OF DA TRANSIT SYSTEM SO U CAN’T BYPAS A SYSTAM
GME!!11 OMG WTF LOL PLAY
HOW DOES THIS PLAY OUT IN MV11!!! WTF LOL WEL LAT’S START FROM AN MV R3SET
EACH!!1! LOL FACTION HAS ITS OWN HOM3 SHIPYARD PR3-BUILT IN ITS HOME SYSTEM JUST LIEK TEH CUR3NT HOME GAET IN FACT1!1111!1 OMG LOL HOWEVAR IT NEDS RASOURCES 2 BUILD BIG3R SHIPS!111!11! AL IT NEDS IS FOR A FEW ENGIEN3RS 2 GO OUT AND BUILD UP A FEW PLAENTS1!!1! WTF TEH PORTS ON THOSE PLAENTS WIL AU2MATICALY (OR MANUALY) S3ND RESOURCES 2 TEH SHIPYARD
!!1!111 WTF LOL



OUR ENGIENAR NOW DECIEDS 2 GO 2 TEH NAXT SYSTAM WHICH IS NAUTRAL 2 START BUILDNG TAHT UP 2!!!!!! WTF LOL DA NEXT SYSTEM HAS NO TRANSIT-GAET OR SHIPYARD SO DA 3NGIEN3R MUST US3 A WORMHOL3111!!!1! LOL DESPIET DA FACT IT A ONE-WAY TIKET TEH ENGIENAR CAN FEL SURE TAHT TH3Y’L B ABLE 2 BUILD A TRANSIT-GAET AT TEH OTH3R SIED1!1!11! WTF LOL


(THIS IS WHER3 DA RESTRICTIONS 2 TEH WORMHOLE EXIT COMES IN 2 PLAY!!!1 OMG IT S2PS PLAEYRS FROM WORM-HOLNG STRAGEHT 2 A PLAENT OR STRATE IN2 A U1!111!!! MAY ALSO SE Y IT IS NECESARY 2 ONLY ALOW ANGIEN3RS AND SUPORT STATIONS 2 BUILD TRANSIT-GAETS AND SHIPYARDS AT THES3 SM3 DISTANCES ALOWNG TH3M TEH BUILD 2 CLOSE 2 A PLAENT WUD CREAET TEH PROBL3MS WA SE IN TEH CURENT VERSION WHER3 SYS R 3XPLOIETD DURNG PVP BATLAS1!!11!! WTF LOL SIMILARLY THOUGH ALOWNG PLAEYRS 2 BUILD THAM AT GR3AT DISTANCAS FROM TEH SYST3M WUD MAEK IT AL BUT IMPOSIBL3 FOR DA MAH 2 TRAK IT DOWN AND D3STROY DA1!!1 WTF LOL 3NGIENER HAS NOW BUILT UP A SACOND SYST3M AND MUST BUILD A NU TRANSIT-GAET FROM WHICH IT CAN AITHAR WORMHOLA 2 TEH NAXT SYSTAM OR USE TEH NU 2 NODE TRANSIT SYSTEM 2 GET BAK 2 TEH HOMA SHIPYARD IN ORDER 2 GET A DIFERENT SHIP!!1!1! WTF BUILDNG TEH GAET REQUIERS CONSIEDRABLE MIEND RASOURCES SOM3THNG TAHT CAN ONLY B SUPLEID BY DA STAR-PORT NETWORK OF A FAW PLAENTS
1!1! OMG WTF LOL THIS R3STRICTION IS IMPORT 2 S2P TEH ANGIENER FROM WORM-HOLNG 2 A NAUTRAL SYSTAM TH3N BUILDNG A TRANSIT-GAET STRAGEHT AWAY 2 JUMP 2 TEH N3XT NEUTRAL SYST3M THUS FORCNG TEH FACTION IN2 BUILDNG UP SYSTEMS ONE AFT3R DA OTH3R!!!!11! OMG THIS IS A V3RY IMPORTANT ELEMANT 2 MANETANENG A FRONT-LIEN
!!!!!1! WTF


NOTHNG I’VA SADE SO FAR WUD S2P TEH TRANSIT-GAET BNG USAD AFTER IT HAS BEN BUILT BUT WIT DA SYSTEM IT’S IN BNG WRAKED1!111 OMG THIS CUD B PR3VENTAD BY US3 OF A SIMPLA 2L SYST3M1!!1! WUT THIS MAANS IS TAHT AVARY TIEM A PLAEYR TREIS 2 US3 TEH TRANSIT-GAET OR PLOTS A COURSA TAHT US3S IT A SMAL RASOURCE CHARGE IS NED3D11!1 OMG LOL AFTER A WHIEL IF TEH SYST3M WASN’T CAPABLE OF SUPLYNG RESOURCAS (DUE 2 NO MINNG BAESS/STAR-PORTS OR PLAENT R3VOLTS ETC) TEH NOD3 WUD SIMPLY GO D3AD
1!1! WTF


THIS SIMPLE SYST3M OF 2LS WUD MAAN MANETANENG A FUNCTIONNG TRANSIT SYST3M ALSO MEANS MANETANENG FUNCTIONNG STAR SYSTEMS AND THERE RASOURCE SYSTEM/ACONOMEIS!!11!!1 WTF SO A D3AD NODA WUD ACT AS A PARFACT WARNNG FLAG

WHEN!1!111!! OMG WTF 2 FACTIONS MET HEAD-2-HEAD (WHICH I HOPE U CAN SE BY NOW IS GUARANTED SINCE A FACTION CANOT OVER AXT3ND ITS3LF) TEH R3SULTNG BATLE WIL B V3RY MUCH LIEK 14801!!!!1 OMG WTF LOL SC3NARIO GMAS
EACH!!1!1! WTF LOL FACTION MUST CONC3NTRAET ON BUILDNG A TRANSIT-GAET FIRST!1!!1111 WTF THIS IS VITAL FOR A TWO-WAY CONACTION 2 THERE PREVIOUS SYST3M!!1!1 WTF LOL WIT OUT IT A FACTION IS TRAPED IN DA SYSTEM WIT DA SHIP TH3Y WORM-HOL3D IN WITH!!11!1 WTF LOL HOPEFULY THIS WIL ENCOURAEG FORWARD PLANNG WHAN INVADNG!111!111 WTF LOL BUILDNG A TRANSIT-GAET R3QUIERS SEVERAL PLAENTS B BUILT WIT NO SAEFTY NET
IT11!1 CUD B MAED MORE INTER3STNG BY RESTRICTNG TEH US3 OF DA TRANSIT SYSTEM AND/OR WORMHOLE SYST3M 2 SHIPS BLOW DREADNOUGHT OR STATION SIEZ1!!1!! WTF LOL THIS WUD MAAN ONLY SYSTEMS WIT SHIPYARDS CUD SUPORT BATLES WIT THESE SHIPS (UNLES THEYRE LONG JUMP)!!!1! WTF LOL THIS LENDS ITS3LF 2 VAREITY OF GME-PLAY DIFERENT TACTIS FOR DIFERENT SYSTEMS THEIR!11!!!11 WTF LOL R S3V3RAL OTH3R THNGS TAHT CAN B DON3 2 MODIFY TEH TRANSIT SYSTEM 2 MAEK IT MORE USAR-FREINDLY OR MORE INTERASTNG111!1!11 OMG
FIRSTLY WIT SOM3 QUIET SIMPLY RULAS U CAN ESTABLISH A ZONNG SYSTEM TAHT PROTECTS NU PLAEYRS FROM DANGAROUS AERAS OF DA U!!1!1! WTF LOL CUD HAEV 4 ZON3S ZONE 1 BNG SAEF FOR NEWBEI’S WHIEL ZON3 4 IS CERTANE DEATH
- IF A SYST3M IS FREINDLY AND HAS A SHIPYARD IN IT IT’S ZONA 1111!!!1! ZONA 1 SHIPYARDS ALOW EVERYONE 2 3XIT FROM TEH TRANSIT SYSTEM
- IF A SYSTEM IS FREINDLY AND HAS A TRANSIT-GAET IT’S ZON3 211111!1! LOL ZON3 2 TRANSIT-GAET ALOW ENSIGNS AND ABOVE 2 EXIT11!111! OMG LOL THAS3 SYSTEMS WUD INCLUD3 FRASHLY CAPTURAD SYSTEM IN NED OF BUILDNG UP
-!1!! LOL IF A SYSTAM IS IN MAH HANDS BUT HAS A TRANSIT-GAET OR SHIPYARD IT’S ZONA 31!!!11 ZONE 3 ALOWS COMANDERS AND ABOVE IN 2 HELP WIT DA BATL3
- IF A SYST3M IS IN MAH HANDS AND R3QUIERS A WORMHOLE 2 GET THEIR (IE.!1!!1 OMG LOL NO JG OR SY) IT’S ZONA 411!11! WTF LOL THIS IS CERTANE DEATH FOR ANYON3 BLOW CAPTANE!!11 LOL
TEH SYST3M OBVIOUSLY CUD PROVA PROBL3MATIC IF RAINFORCEMENTS R NED AT DA FRONT LIENS SO U CUD PROVIED SOM3 SORT OF OVARIED)
NORMAL JUMP-GAETS CAN ALSO B INCLUDED LIEK PRES3NT TWO GAETS IN DIF3RENT SYSTEMS WIT PERMAENNT CONECTNG WORMHOL3S!!!1! WTF LOL BUT MAYB WIT TEH DIF3R3NC3 TAHT THEY CONECTED SYSTEMS TAHT WERA S3VERAL SYSTEMS APART U CUD CR3AET A NEUTRAL INT3R-STAET TYPE SYSTEM TAHT CAN B SUPARIMPOSED ON 2P OF DA TRANSIT SYSTEM BUT NOT B PART OF IT

I THINK IT WUD FAVOUR MUCH LARGER MVS THOUGH
IF!!1!! OMG WTF U ALSO S2P3D DA PLAEYR FROM BUILDNG TRANSIT-GAETS OR SHIPYARDS IN SYST3M WIT JUMP-GAETS U EFECTIEVLY ISOLAET DA TWO NATWORKS1!!11!!1 OMG MEANNG A PLAEYR CUD WORMHOL3 IN2 A JUMP-GAETD SYSTAM USNG A TRANSIT-GAET BUT THERE ONLY M3ANS OF 3SCAEP WUD B THROUGH TEH JUMP-GAET OR EV3NTUALY BY LONG JUMP11!!11 OMG WTF LOL IN A BIG ANOUGH MV WIT PLANTY OF STAR SYSTAMS THIS MIGHT ALOW FOR TWO DISTINCT STYL3S OF PLAY11!!1 U MIGHT B ABLA 2 ACTUALY FIT A 148011111111 OMG WTF LOL STYL3 META-V3RS3 WIT LOSA DYNMIC GMA-PLAY INSIED A BIGER M3TA-VERS3 TAHT GENARALY FORCAD SC3NARIO STYLA GM3-PLAY


!!!11!1 OMG WTF








[ This Message was edited by: c0ldfury on 2006-03-02 15:22 ]
_________________


Type Zero
Admiral

Joined: October 14, 2003
Posts: 49
From: Under Your Bed
Posted: 2005-10-09 16:37   
This is a Great highly detailed suggestion that i believe would benifit all of Dark Space. It allow for tactical engagements while forcing factions to think about their respectable econimies. I just wish i had the time to post such a detailed suggestion that actually helps the game in the present. Keep up the Exellent work also can you picture Dark Space having a evolving economic system that uses your Transit network for resource balance and general econimic activities if you can maybe we can work out a plan that could be presented to this community. that would server to broadend they aspects of this game and how it is played without changing the game too much. Again thank you for the Exellent Idea and keep up the Great work.
_________________


  Email Type Zero
vlc
Cadet

Joined: September 23, 2005
Posts: 6
Posted: 2005-10-10 07:02   
Wow now that was a hell of a detailed idea.

Got not enough time to review it again but it sounds really good - I hope DS will change into something like this.

_________________


Shigernafy
Admiral

Joined: May 29, 2001
Posts: 5726
From: The Land of Taxation without Representation
Posted: 2005-10-10 08:41   
Did you modify your plan from what you'd posted on the other (borked) thread? There are certain things that Ent quoted which I do not see in your plan.

I like it.
_________________
* [S.W]AdmBito @55321 Sent \"I dunno; the French had a few missteps. But they're on the right track, one headbutt at a time.\"

  Email Shigernafy
c0ld
Midshipman

Joined: June 24, 2003
Posts: 342
From: UK
Posted: 2005-10-10 12:16   
Quote:

On 2005-10-10 08:41, Shigernafy wrote:
Did you modify your plan from what you'd posted on the other (borked) thread? There are certain things that Ent quoted which I do not see in your plan.

I like it.



YEAH TEH ORIGINAL WAS JUST A DIF3RANT WAY OF DONG SHIPYARDS AND WORMHOLES111!!11 WTF LOL I HADNT TWIGAD TAHT TEH SHIPYARD I WAS PROPOSNG CUD DOUBL3 AS A JUMPGAET SO DA WHOL3 TRANSIT SYST3M PART IS NU AND KIND OF TEIS EVERYTHNG 2G3THAR IMO!!!!1111 LOL
IMM GLAD U AL LIEK IT TBH IMM SURPRIESD ANYONA READ THROUGH DA WHOLE THNG

!1!!! OMG WTF LOL


[ This Message was edited by: c0ldfury on 2006-03-02 15:23 ]
_________________


Diabo|ik
Grand Admiral

Joined: August 16, 2002
Posts: 327
From: Quebec, Canada
Posted: 2005-10-10 19:44   
I think it sounds good. The Jump-gates and Shipyards will need massive amounts of HP tho as they WILL be the prime targets to twart an enemy invasion and to cut it's supply lines. Alternatively, you could make those structures immune to standard waepon fire and only destroyable with bombs ( they could have a crew ( instead of pop ), so you could still use bios and neutrons then you could "cap" the jump gate/shipyard or just destroy it with mirvs, they could use modified code as the planets have now ).

If the jump-gates can be used by both factions as to avoid pilots fleeing in a friendly jumpgate to avoid being destroyed. I think it needs to be discussed and refined, but it's promising. They've been trying to find ways to promote player owenrship. Your idea of jumpgates goes in the same direction as the new modding system I proposed a few weeks ago. I love it.

UPDATE:

I brainstormed a bit and came up with this to further refine the idea.

If all ships are allowed to take the jumpgates as to avoid the aforementioned exploit, there needs to be a way to make it "important" to control a jumpgate. Like an On and Off switch. But this switch can't work instantaneously like any other thing in Darkspace, as this could lend to more exploiting. I propose a timer. Say the UGTO and the ICC fight at the ICC owned gate connecting system X ( ugto controlled ) to system Y ( icc controlled ). The UGTO got the upper hand and ICC are retreating to Y. Before the last ICC ship goes through, he switches off the gate, but the wormhole persist for 60 seconds.

The last ICC ship goes through, a few UGTO ships follow and fight on the other side ( where no gate is to be seen, only a wormhole for 60 seconds until it eventually wears out ). The UGTO can then capture the disabled ICC gate to system Y and take the fight to them. If there is a self-destruct feature, the timer needs to be long enough so the attackers can have the time to capture it before the timer runs out. Furthermore, you shouldn't be able to activate self-destruct then shut down the gate/SY and think the SD will still work, the gate/SY would need to be online for the self-destruct mechanism to work.

This way the choices of the invaders and the invadees are diverse, adding to the gameplay, strategy and fun factor.

Another thing, you shouldn't be able to do multiple node jumps using a gate, only using shipyards should you be able to do that. Also, a timer may be needed on SY multiple node jump usage as to avoid seeing the enemy jump from one front to the other almost instantly.

20-30 minutes between each SY jumps seems reasonable, note that you could actually dock at an SY anytime and switch to another ship, but then the timer would start again and you would have to wait say 5 minutes to use this specific SYs feature, you just couldn't jump your actual ship before the bigger (20-30 m ) timer runs out, it would stay docked there the way it works now. You could always relog to bring the wait down to 2 minutes .

[ This Message was edited by: Diabo|ik on 2005-10-10 21:32 ]
_________________
Mostly Retired.

c0ld
Midshipman

Joined: June 24, 2003
Posts: 342
From: UK
Posted: 2005-10-11 01:02   
Quote:

On 2005-10-10 19:44, Diabo|ik wrote:

If the jump-gates can be used by both factions as to avoid pilots fleeing in a friendly jumpgate to avoid being destroyed.


ALTHOUGH I DIDNT EXPAND ON IT I STAETD TAHT THAY WERE 2 TYPES OF JUMP-GAET!11!!! ONA FORMNG PART OF TEH FACTIONS OWN SYSTEM US3D CLOSER 2 HOMA 2 GIEV TEH FACTION TEH ADVANTAEG OF BNG ABL3 2 RATREAT IN SAEFTY1!111!! OMG WTF LOL TEH OTHER FORMNG PART OF A NEUTRAL PR3-3XITNG JUMP-GAET SYSTEM SITUAETD 2WARDS TEH C3NTRE OF DA MAP TAHT WUD RAMOV3 TAHT ADVANTAEG FOR BOTH FACTIONS!!11!!1! OMG LOL I THINK TEH DIF3RENC3 WUD MAEK IT HARD3R FOR A FACTION 2 3NCROACH ON TEH HOM3-SYSTAMS OF TEH MAH FACTIONS
!1!11 WTF
Quote:

Another thing, you shouldn't be able to do multiple node jumps using a gate, only using shipyards should you be able to do that.


IMO TAHT UNDERMIENS TEH ENTIER TRANSIT SYST3M AND FORCES A HEAVY RELIANCA ON TEH SYS WHICH W3RE SUPOS3D 2 B OPTIONAL AND MERALY OF TACTICAL USE!!11!1!1 LOL FORCNG A PLAEYR 2 AXIT AT 3ACH NOD3 (JUMP-GAET) ONLY 2 HAEV 2 TURN AROUND GO BAK IN AND S3LECT A DISTINATION AGANE WUD B UNESECARILY TIEM CONSUMNG AND IRITATNG FOR TEH PLAEYR
!!1! WTF IT WUD ALSO ALOW CMPNG AND BY TAHT I DONT MAAN TACTICAL CMPNG TAHT RASULTS IN HOLDNG DA FORT JUST PLANE OLD FASHION SITNG AT A GAET IN MAH T3RI2RY WATENG FOR RANDON PLAEYRS 2 FAL OUT OF DA TRANSIT SYST3M THEN SPMMNG THEM WIT ALPHAS TYP3 CMPNG1!!1!1! LOL
Quote:

Also, a timer may be needed on SY multiple node jump usage as to avoid seeing the enemy jump from one front to the other almost instantly.


YEAH SOMEWH3RE IN THEYRE I SADE TAHT TEH TIEM BTWEN NODES CUD B MAED ANY FIGUR3 BUT IT SHUD D3FINAETLY TAEK SOM3 TIEM BUT IMO NOT ANOUGH 2 CAUS3 TEH PLAEYR ANY S3RIOUS ANOYANCE11!1!1! OMG LOL THEYRE IS NO POINT IN TEH SYST3M AT LEAST 2 S2PNG DA PLAEYR GETNG 2 TEH FRONT-LIENS AS QUIKLY AS POSIBLA SINCE THEIR IS NOTHNG 2 EXPLOIT AS FAR AS I SE!1!1 OMG LOL SURE A DMAEGD PLAEYR CUD JUMP OUT OF A BATL3 FLE IN2 DA TRANSIT SYSTEM JUMP MULTIPL3 NODES BAK 2 DA SHIPYARD PUL OUT A NU SHIP JUMP AL TEH WAY BAK 3XIT DA TRANSIT SYST3M AND JUMP IN 2 REJOIN TEH FIGHT.1!!!111!11111! I ON TEH HAND WUD JUST JUMP 2 A DEPOT PLAENT AND SAEV TIEM

OTHAR111! LOL TAHT TAHT THOUGH TEH RAST OF UR SUGESTION SEM PARF3CTLY FIEN11!!1! OMG CAPNG SYS AND JGS SWITCHNG THAM OF SCUTLNG THEM ONLY VULN3RABLE 2 BOMB DMAEG AL SOUNDS GOD!1!!1!1 WTF LOL HIGH HP IMO MIGHT M3AN THAY GAT ABUSAD A LITL3 LIEK DA CURENT SYS ON PLAENTS BUT ITS SOM3THNG TAHT WUD HAEV 2 B PLAY-TASTED!!!1! WTF LOL

[ This Message was edited by: c0ldfury on 2006-03-02 15:24 ]
_________________


Diabo|ik
Grand Admiral

Joined: August 16, 2002
Posts: 327
From: Quebec, Canada
Posted: 2005-10-11 13:43   
Quote:

Although I didn't expand on it, I stated that they were 2 types of Jump-gate. One forming part of the factions own system: used closer to home to give the faction the 'advantage' of being able to retreat in safety. The other forming part of a neutral, pre-exiting jump-gate system situated towards the centre of the map; that would remove that advantage for both factions. I think the difference would make it harder for a faction to encroach on the Home-systems of the enemy factions.



One big disadvantage with your "home field advantage" is that it requires the other team to build it's own jump gate in the enemy system ( as you said, mimicking scenario mechanics ). The problem with this is that it removes highly dynamic movement of the fleets. I remember that most of the time when a player logs out of boredom it's after a big fight where you couldn't pursue dynamically the battle by bringing it to the enemy... I'd prefer to see this waiting time shortened as much as possible and since building a gate takes time and the combat players will sit twiddling their fingers during hours after each system cap, I don't think it's a good idea.

Ownership, ok, can control it's operation, ok , but to interdict a faction opposite ships while still being to travel through the same gate ( even tho it's the gate say from say system X to my home system), BUT if you allow for capturing of the home systems jump gates by the enemy, then it just becomes a non-issue since if they try to flee in a "safezone" you can just cap the gate and move forward in much less time required than to build your own gate on the other side after having manually jumped there with an engineer.

Quote:


IMO that undermines the entire transit system and forces a heavy reliance on the SYs, which were supposed to be optional and merely of tactical use. Forcing a player to exit at each node (jump-gate) only to have to turn around go back in and select a distination again; would be unnessecarily time consuming and irritating for the player.
It would also allow camping; and by that I don't mean tactical camping that results in 'holding the fort', just plain old fashion 'sitting at a gate in enemy territory waiting for randon players to fall out of the transit system then spamming them with alpha's' type camping.




Instantaneous travel is bad bad bad for gameplay. Instantaneous travel from the home systems to the outer systems = OK, instantaneous travel from the outer systems to the home systems = NOT OK and from outer to outer = NOT OK either. Once you left home by clicking on the SY and "shunting" your ship through the gate system to the front, you'd need to get back on your own using the gates all the way back home to use the "shunting" system again. One SY per faction at home ( in other words, change the homegate into a homeshipyard ).

It would actually promote the use of the gate system and since travelling the old fashioned way from gate to gate isn't that much time consuming, players would prefer that as to log out and back in to shunt itself to another part of the MV ( I can see this being abused too btw... ).

That way, if you die, you can get back to battle easily and almost instantaneously, just spawn a new ship and to the front ( or the new proposed modding system with pre-saved modded ship templates ). If you need repairs then you can't exploit the system in any way ( even the new proposed templates system, since such a system would make it possible to spawn fully modded ships AT WILL, we need some control over it, allowing ships in the outer systems to go to the SY in a click would kill the gameplay) you must do with what you have in the system or in a neighbooring system, promoting planet diversity and previsibility of enemy movements which adds to the dynamic of the battles and the overall funfactor.

Say you fired upon a ship, he flee for repairs, you check in the system if there's an enemy supply ship, none, ok, is there an enemy planet with depots in the system, no, so he will go to the gate to neighbooring system X, jump to gate ( maybe too late, maybe on time to have a little skirmish, you get the other guy adrenaline pumping a bit and maybe he escapes through the gate and jump to a depot planet on the other side before yo ucan do something or he may be just too late, too slow and you can catch him... ). That's dynamic, that's fun. Seeing the enemy go thru a gate and you don't know where the heck he went, he could as well be halfway across the MV from you as it is now, is NOT fun. It also removes the need for supply ships in fleet battles. Just tap ctrl-J or whatever the shortcut is for the nearest friendly gate and jump. Get repaired, and get back.

Quote:


Sure; a damaged player could jump out of a battle, flee into the transit system, jump multiple nodes back to the shipyard, pull out a new ship, jump all the way back, exit the transit system and jump in to rejoin the fight... I on the hand, would just jump to a depot planet and save time!




If the proposed AND wanted template system goes through... It would be easier to just switch ships... See the above answer for further reasons...



Other than these issues, it's fine.


[ This Message was edited by: Diabo|ik on 2005-10-11 13:49 ]
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Mostly Retired.

c0ld
Midshipman

Joined: June 24, 2003
Posts: 342
From: UK
Posted: 2005-10-11 14:11   
Quote:

Instantaneous travel is bad bad bad for gameplay. Instantaneous travel from the home systems to the outer systems = OK, instantaneous travel from the outer systems to the home systems = NOT OK and from outer to outer = NOT OK either.


I THINK ITS IMPORTANT 2 POINT OUT TAHT THIS SYSTAM CAN B MAED 2 ENFORCE A VERY STRICT FRONT LIEN!1111 OMG LOL SO INSTANTAENOUS TRAEVL FROM TEH OUT3R SYST3MS 2 TEH HOM3 SYSTAMS NED NOT B POSIBLE!1!11!1 OMG WTF R3M3MBR AN INVADNG FLET CANOT GAT BAK 2 THEYRE OWN SYST3M UNTIL THEY HAEV A JUMP-GAET!1111!1 OMG WTF AVEN TH3N THEY CANOT US3 IT UNTIL THEY HAEV S3CURAD SEV3RAL PLAENTS!!!11! WTF LOL TH3N AS I SADE IT CAN B MAED STRICTER BY NOT ALOWNG LARGA SHIPS 2 USA TEH TRANSIT SYSTEM AND 3VAN TH3N DA 2L SYST3M CUD B AXTAND3D 2 CHARGE MORA FOR LARGER SHIPS FORCNG TEH FACTION IN2 BUILDNG UP A SERIOUSLY GOD ECONOMY1!11111 OMG WTF LOL AL THIS CUD B RAQUIERD OF AN INVADNG FLET!11!!1 OMG WTF INSTANTIOUS TRAEVL ANYWH3R3 WUD B EXTRAMELY DIFICULT 2 ACHEIV3 AND MANETANE!1!11 OMG WTF BUT AT LEAST IN THIS SYST3M IT IS POSIBLA
!!11111 WTF

Quote:

Say you fired upon a ship, he flee for repairs, you check in the system if there's an enemy supply ship, none, ok, is there an enemy planet with depots in the system, no, so he will go to the gate to neighbooring system X, jump to gate ( maybe too late, maybe on time to have a little skirmish, you get the other guy adrenaline pumping a bit and maybe he escapes through the gate and jump to a depot planet on the other side before yo ucan do something or he may be just too late, too slow and you can catch him... ). That's dynamic, that's fun. Seeing the enemy go thru a gate and you don't know where the heck he went, he could as well be halfway across the MV from you as it is now, is NOT fun.


IF U DID SE TAHT PLAEYR GO IN2 TEH GAET AND TAHT GAET WAS FACTION OWN3D TAHT PLAEYR JUST RUIEND HIS FACTIONS CHANCAS OF WINNG IN TAHT SYSTEM SINCE U CUD AASILY JUST DESTROY DA GAET1!!!1 OMG WTF AFTER TAHT HE WUDNT B COMNG BAK IN A HURY1!!1 WTF LOL U WUD TH3N HAEV UR FUN TRAKNG DOWN DA REST OF HIS FLET (AND TH3Y WUD NOT HAEV SUCH AN 3ASY TIEM 3SCAPNG)
1!1!1


[ This Message was edited by: c0ldfury on 2006-03-02 15:26 ]
_________________


Diabo|ik
Grand Admiral

Joined: August 16, 2002
Posts: 327
From: Quebec, Canada
Posted: 2005-10-11 14:36   
Quote:

On 2005-10-11 14:11, c0ldfury wrote:
Quote:

Say you fired upon a ship, he flee for repairs, you check in the system if there's an enemy supply ship, none, ok, is there an enemy planet with depots in the system, no, so he will go to the gate to neighbooring system X, jump to gate ( maybe too late, maybe on time to have a little skirmish, you get the other guy adrenaline pumping a bit and maybe he escapes through the gate and jump to a depot planet on the other side before yo ucan do something or he may be just too late, too slow and you can catch him... ). That's dynamic, that's fun. Seeing the enemy go thru a gate and you don't know where the heck he went, he could as well be halfway across the MV from you as it is now, is NOT fun.


I haven't time for a full reply atm, but I'll answer this. If you did see that player go into the gate and that gate was faction owned: That player just ruined his factions chances of winning in that system, since you could easily just destroy the gate. After that, he wouldn't be coming back in a hurry. You would then have your fun, tracking down the rest of his fleet (and they would not have such an easy time escaping).


[ This Message was edited by: c0ldfury on 2005-10-11 14:15 ]



Yes, it's true that it would then be easy to destroy the gate, but the fact remains that dynamic battles are better than hit&run strikes at one end of the MV then the other and so on... The more we focus the people and the action in one place for a longer time, the more fun we'll have and the more the great battles of scenario and the MV will occur again.

BTW, my fun is not to hunt down stragglers, but to see my side capture a system after hours of dynamic battles, sweat, adrenaline, ups and downs or to finally see my faction conquer the whole MV after weeks of hard, but fair battles. The fact that I do hunt down stragglers is that it benefits my faction as a whole most of the time .

We're going in the right direction, let's keep the ideas flowing.
_________________
Mostly Retired.

c0ld
Midshipman

Joined: June 24, 2003
Posts: 342
From: UK
Posted: 2005-10-11 14:43   
SORY I SHUD SAY REVIESD ORIGINAL POST 2 INCLUD3 A BTER HOW IT WORKS SECTION PROBABLY TEH FIRST OF MANY R3VISIONS
AND1!!!!!1! OMG ALSO THANX DIABO|IK FOR UR INPUT IT IS ACTUALY VERY HARD 2 FORM A WORKNG IEDA WITHOUT SOMEONE 2 PLAY DEVILS ADVOCAET1!1!!!! OMG WTF LOL

[ This Message was edited by: c0ldfury on 2006-03-02 15:28 ]
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Dwarden
Admiral
CHIMERA

Joined: June 07, 2001
Posts: 1072
From: Czech Republic
Posted: 2005-10-11 17:06   
very very neat ! well done on that explaining and documentation ...
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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2005-10-11 17:13   
One problem I have with the SY's...

If it orbits the star, it will be easy in some systems to capture one single planet and wait for the SY to come back around. I think that it should orbit the planet it was built on, so it's basicly just a model that sits in space and orbits the planet (if the structure is on the planet). Orbiting the star, I'd have to say a no to that (appart from the homegate one, but that shouldn't orbit, just stay static).

Wormholes, I like the idea you suggested, but, engineers with wormholes? I don't like the sound of that (if you are suggesting that). Engineers can long jump between systems, and JG's should have to be built 15000 gu away from a friendly planet, or a larger/smaller amount.


Appart from that, good post, I enjoyed reading it.


[ This Message was edited by: BackSlash *Jack* on 2005-10-11 17:16 ]
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Dom243
Fleet Admiral

Joined: December 11, 2002
Posts: 104
Posted: 2005-10-11 18:04   
i dont undersatnd one damn word of that, but according to other players its a good idea so i give it a thumbs up!
_________________


Dwarden
Admiral
CHIMERA

Joined: June 07, 2001
Posts: 1072
From: Czech Republic
Posted: 2005-10-11 19:05   
i still keep myself with meaning player made wormholes should be maximally used for within star system travel not beoynd ...


[ This Message was edited by: Dwarden on 2005-10-11 19:05 ]
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