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 Author omg I've got it!
$yTHe {C?}
Grand Admiral
Sundered Weimeriners


Joined: September 29, 2002
Posts: 1292
From: Arlington, VA
Posted: 2005-11-16 19:58   
I have found the solution to both of the main problems that Darkspace now faces. Do I have a fix for bugs and glitches? No, sorry, I don't code. But I do have a solution for the two things that seem to be all over the forums.


Escort/Picket dessies
The solution to this is so simple its brilliant. Tweak CL damage! The destroyer class ship is not meant to be all around better at combat than a Dreadnaught. In fact, a Dreadnaught is designed (as Gideon, the main force behind the version as we know it, describes) to be a behemoth, a ship that changes the tide of battle. So, all we have to to do restore them to order is to make their CLs be able to deal out serious hurt to any kind of destroyer that comes too close. This will allow dessies to still be slightly effective, but not be able to just fly a 100gus away from a Dread and blast it away, while the dread can't even track it.


Now, some might say that such an update would favor the K'luth. You're damned right it does. The K'luth, by definition, are supposed to be able to 'hit and run'. Awesome amounts of offensive damage, should somewhat equalize their faulty cloaks and laughable defensive systems.

Also, the massive power drain from CLs would stop a small K'luth ship from being as dominant as the ED and PD are now; shooting and running with all those beams would drain its energy in a heart beat.



Nuking/Neutron-ing/MiRVing/PlanetPwnage
All I ever hear about is someone crying about a whole system getting nuked to hell by some enemy invasion force. Well, here's a novel idea, Ricky Retardo. How about defending your planets! Yeaah! Here's how it works.
First, put a lot of sensor bases on your planets. This way you'll detect most any bomber. And if they have enough ECM to fool your planet, good for them! They're using strategy, something you wouldn't know about if it came up and bit you in the bum.
Second, if you see a planet get owned, get to that system. Defend your bloody planets! A bomber and a supply can easily be killed by one combat ship, and it only takes one ship to stop a bomb run. Wanna know how to do it without a pulse sheild? RAM ITS BOMBS!. And if they kill you with superior firepower, once again, good for them. They are again using a fleet and organization to defeat you.

The above methods solve whole system rapage, and bring a little combat back into the game. Yay for $ythe.
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After burn
Cadet

Joined: August 20, 2005
Posts: 29
Posted: 2005-11-16 20:20   
um.....................kay............................?
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shine
Cadet

Joined: September 21, 2001
Posts: 153
Posted: 2005-11-16 20:38   
I do agree CL's and AD's need to gain their full power back...but the faulty kluth cloak needs fixing=) If planet defense is increased, it will force larger groups to bomb which would be good but might cause more yelling as a side effect.
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Rattle$nAkeGold
Fleet Admiral

Joined: March 26, 2004
Posts: 60
From: USA
Posted: 2005-11-16 22:50   
Well said $yTHe.
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Bash
Fleet Admiral

Joined: February 04, 2005
Posts: 365
Posted: 2005-11-17 01:39   
That sounds good.

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Headshot | Mr. Supervisor
Vice Admiral

Joined: August 20, 2005
Posts: 32
From: Agency, Iowa
Posted: 2005-11-17 02:27   
Quote:

On 2005-11-16 19:58, $yTHe {Ret.} wrote:

Nuking/Neutron-ing/MiRVing/PlanetPwnage
All I ever hear about is someone crying about a whole system getting nuked to hell by some enemy invasion force. Well, here's a novel idea, Ricky Retardo. How about defending your planets! Yeaah! Here's how it works.
First, put a lot of sensor bases on your planets. This way you'll detect most any bomber. And if they have enough ECM to fool your planet, good for them! They're using strategy, something you wouldn't know about if it came up and bit you in the bum.
Second, if you see a planet get owned, get to that system. Defend your bloody planets! A bomber and a supply can easily be killed by one combat ship, and it only takes one ship to stop a bomb run. Wanna know how to do it without a pulse sheild? RAM ITS BOMBS!. And if they kill you with superior firepower, once again, good for them. They are again using a fleet and organization to defeat you.

The above methods solve whole system rapage, and bring a little combat back into the game. Yay for $ythe.



Thats my favorite part

I would love to tell them how I feel after I bomb and they complain about it but I dont want to break the RoC

All I will say is, quit calling me a pres whore, If you cant defend your own planets, Let all but 1 be captured, then thats all you need to worry about.

[ This Message was edited by: Fatal Headshot on 2005-11-17 02:28 ]
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Fatal Command (CO)
Marshal
Fatal Squadron


Joined: November 27, 2002
Posts: 1158
From: over here in New York noticing some ppl are like canoes.....they need to be paddled.
Posted: 2005-11-17 03:00   
ummmmmm..thats all well and good....and quite true........but....it only takes 1 bomb to hit to trash a planet...just like this version bombed the game....

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Borgie
Chief Marshal
Pitch Black


Joined: August 15, 2005
Posts: 2256
From: close by
Posted: 2005-11-17 03:58   
lol well said.
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Obiwan Kenobi
Grand Admiral

Joined: January 14, 2005
Posts: 99
From: Mooresboro , North Carolina United States
Posted: 2005-11-17 06:43   
well if anything i would like to see the bombs tweaked a little. i mean its pretty obvious when a lone bomber, be it dessie or whatever, can single handedly take a planet out. The bomber dread i can understand being capable but surely nothing smaller than that. At least not by itself.

As far as the PD and ED are concerned, if the slots were fixed back like they used to be in 1.482 then i believe that would solve a lot of the overpower issues.

Course thats just my humble opinion.
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Nim *
Chief Marshal
Courageous Elite Commandos


Joined: September 05, 2004
Posts: 295
Posted: 2005-11-17 06:58   
Quote:

On 2005-11-16 19:58, $yTHe {Ret.} wrote:
I have found the solution to both of the main problems that Darkspace now faces. Do I have a fix for bugs and glitches? No, sorry, I don't code. But I do have a solution for the two things that seem to be all over the forums.

Nuking/Neutron-ing/MiRVing/PlanetPwnage
All I ever hear about is someone crying about a whole system getting nuked to hell by some enemy invasion force. Well, here's a novel idea, Ricky Retardo. How about defending your planets! Yeaah! Here's how it works.
First, put a lot of sensor bases on your planets. This way you'll detect most any bomber. And if they have enough ECM to fool your planet, good for them! They're using strategy, something you wouldn't know about if it came up and bit you in the bum.
Second, if you see a planet get owned, get to that system. Defend your bloody planets! A bomber and a supply can easily be killed by one combat ship, and it only takes one ship to stop a bomb run. Wanna know how to do it without a pulse sheild? RAM ITS BOMBS!. And if they kill you with superior firepower, once again, good for them. They are again using a fleet and organization to defeat you.

The above methods solve whole system rapage, and bring a little combat back into the game. Yay for $ythe.



Clearly you havent tried stoping a kluth bomber (esp the clav)

How can you kill someone when they can release bombs outside the planet sensor range with ecm's and then cloak? If you can answer that i'd be greatful

imo they should change the cloak on bombers to last version's.



[ This Message was edited by: Nim {C?} on 2005-11-17 06:59 ]
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Ham&Swiss
Grand Admiral

Joined: October 12, 2004
Posts: 418
From: 10$ to whoever finds me
Posted: 2005-11-17 13:31   
Fix the cloak, i sure hope not, the bugs run away enought as it is...fix their armour, make it a bit stronger...i shouldn't be able to, in my ubber scout, take out a clavate or a scale by myself. Of coarse they can barely hit me, but still. All though i hate it when they pop out rite on top of me and all i see is a boom and then he's gone.
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Enterprise
Chief Marshal

Joined: May 19, 2002
Posts: 2576
From: Hawthorne, Nevada
Posted: 2005-11-17 14:31   
Quote:

On 2005-11-16 19:58, $yTHe {Ret.} wrote:

Escort/Picket dessies
The solution to this is so simple its brilliant. Tweak CL damage! The destroyer class ship is not meant to be all around better at combat than a Dreadnaught. In fact, a Dreadnaught is designed (as Gideon, the main force behind the version as we know it, describes) to be a behemoth, a ship that changes the tide of battle. So, all we have to to do restore them to order is to make their CLs be able to deal out serious hurt to any kind of destroyer that comes too close. This will allow dessies to still be slightly effective, but not be able to just fly a 100gus away from a Dread and blast it away, while the dread can't even track it.




Increase damage output of CLs / fix arc bug / fix the slots [will explain later] / reduce the defensive capabilitys so that shields on smaller ships are less effective than on larger ones.

[quote]
Nuking/Neutron-ing/MiRVing/PlanetPwnage
All I ever hear about is someone crying about a whole system getting nuked to hell by some enemy invasion force. Well, here's a novel idea, Ricky Retardo. How about defending your planets! Yeaah! Here's how it works.
First, put a lot of sensor bases on your planets. This way you'll detect most any bomber. And if they have enough ECM to fool your planet, good for them! They're using strategy, something you wouldn't know about if it came up and bit you in the bum.
Second, if you see a planet get owned, get to that system. Defend your bloody planets! A bomber and a supply can easily be killed by one combat ship, and it only takes one ship to stop a bomb run. Wanna know how to do it without a pulse sheild? RAM ITS BOMBS!. And if they kill you with superior firepower, once again, good for them. They are again using a fleet and organization to defeat you.

The above methods solve whole system rapage, and bring a little combat back into the game. Yay for $ythe.
[/quote

This might actually work - if well, it wasn't so easy to bomb.

See, right now, it only takes one person to bomb a planet. One. Bombs need to be scaled back to the point that one man capping sessions no longer exist, so that it takes fleets of ships again to take systems, then it would be okay.

As for Kluth and stealth bombing, its cunning tactic that, if bombs are fixed, there will be no need to nerf them.

Now I stated above 'fixing' slots. Well its simple.

The concept is simple enough. Every type of weapon (Beams, Cannons, Missiles, Fighters, etc.) have their own slots. This means that beams can only be exchanged for other types of beams - cannons only for other types of cannons.

Also, weapons need to be tweaked to that their power is adjusted based on the specific ship. For example, an Assault Cruiser's torpedos and cannons would be noticibly more powerful than that of a Heavy Cruiser. This alone, puts stress that ships that require more rank and badges do better in their field of work.

This of course would take alot of coding, and massive changes to the setup of ships, but it can be done, and would solve most of the problems.

This would mean that ships would be more balenced because ships in the class would stay to their role, but still allow modding. But this may mean variety of weapons. (like for instance, Disruptors that do less damage but have a longer range and takes less energy)

This also effectively removes imbalence easily, especially in the case of Pickets and EDs. This is due to that, they were made for point defence therefore, they would have all beams. This doubles as both an effective supporting ship against fighters and against scouts and other Frigates.

Though...Im not sure how many people would like the idea of being more limited in modding for balence - because as it stands, if this free range of modding is allowed to continue, next patch we may see worse and worse imbalences to arrise.



-Ent
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kenetiks
Admiral
Galactic Navy


Joined: November 21, 2001
Posts: 1130
From: Bandcamp
Posted: 2005-11-17 15:03   
IMHO, DS should be rolled back, hands down.

The last time I saw people having fun was the version before the new MV and WH's were introduced.

I also saw a decline in the player base as soon as all the tech branches were introduced.

The old versions gave easy to learn gameplay that was fun. But while being easy to learn, it still had depth enough for the more experienced player to use good old fashoined tactics and ingenuity to his advantage, giving the gameplay both depth and fun factor for the beginner and advanced players alike.

This has been lost to the versions after that, too much tech this or that, a fragmented and barely playable universe.

Wildly unbalancing technology like wormholes.

And I wont even go into the "mining for profit" thing.

I've said several times things like "give this version a chance" or something like that. It seems I'm a hipocrit who can't take his own advice.

Truth is and many of you know, I've attempted to play a few times since the version with the wh/new mv/tech trees was introduced. But, truth is, the game I loved is gone and it isn't coming back.

Well I'll toast to what was the greatest mmo on the net, may she rest in peace...
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Bobamelius
Grand Admiral
Galactic Navy


Joined: October 08, 2002
Posts: 2074
From: Ohio
Posted: 2005-11-17 16:54   
Too bad it's not even possible to roll back any further than 1.481 (which was the beginning of DS's true degredation).
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Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2005-11-17 17:16   
Quote:

On 2005-11-17 16:54, Bobamelius wrote:
Too bad it's not even possible to roll back any further than 1.481 (which was the beginning of DS's true degredation).




we can at least start at 1.481 and fix what was wrong with that. -.-
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