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Forum Index » » Developer Feedback » » is 484's new modding system really nessessary?
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 Author is 484's new modding system really nessessary?
GothThug {C?}
Fleet Admiral

Joined: June 29, 2005
Posts: 2932
Posted: 2006-10-23 22:43   
i'd rather the current modding system stay minus the upgrading, i mean using each others factions tech is what makes this game unique and if you take that uniqueness away then its just another ordinary game -.- keep modding like it is please and do NOT restrict the modding
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Supertrooper
Marshal
Pitch Black


Joined: March 18, 2004
Posts: 1895
From: Maryland, U.S.A
Posted: 2006-10-23 22:54   
I want less item slots on ships, armor and hull made to fit that.. I'm just a cook.
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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2006-10-24 16:04   
You all seem to think we're taking away modding...

We're not - you're still going to be able to swap out beams for other beams, and cannons for other cannons. It never made sense ot be able to swap beams with cannons, or IT missiles with torpedo's (they use a completly different launch system).

Removing that type of modding allows us to control the ship layouts easier, and allow us to ballance the game with much more ease. It also allows us to lock the ship types in their rolls. What's the bloody point in a Torp Cruiser if a Missile Cruiser can equip more torps, has more energy, more slots, and the same armor - but different arcs? With this modding system, we can get rid of that nonsense, and lock that kind of thing out (ED/PD's with cannons, MDread with torps, Mandable with all cannons...).

We're not removing modding, we're just restricting it down to faction only, and getting rid of the multiple slot usage. We'll then revise ship layouts - give them a use straight from the word go (without need for modding).
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GothThug {C?}
Fleet Admiral

Joined: June 29, 2005
Posts: 2932
Posted: 2006-11-04 08:08   
if your gonna restrict modding, make DAMN sure you beef up kluth defenses on ships and make SOME not all SOME weapons on the kluth ships full slots, there is no use in someone getting behind you and alphaing you to 60% hull and lower, also beef up the siphon with 8 more Aux Gens, that way you wont run out of power when the SI is used, and give it some cannons that way you have both long and short range weaponry, the mandy needs the same too, Ganglia needs the same, EAD, BD, and Aggie needs the same, The AD, Combat Dread, and the missle dread need more Arcs, just firing Forwards is a bit annoyhing and depressing when the enemy gets behind you and its FRUSTRATING too get a line of site firing position, whatever, just beef up all defenses and this game will be very fun
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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2006-11-04 12:01   
Quote:

On 2006-11-04 08:08, GothThug {C?} wrote:
if your gonna restrict modding, make DAMN sure you beef up kluth defenses on ships and make SOME not all SOME weapons on the kluth ships full slots, there is no use in someone getting behind you and alphaing you to 60% hull and lower, also beef up the siphon with 8 more Aux Gens, that way you wont run out of power when the SI is used, and give it some cannons that way you have both long and short range weaponry, the mandy needs the same too, Ganglia needs the same, EAD, BD, and Aggie needs the same, The AD, Combat Dread, and the missle dread need more Arcs, just firing Forwards is a bit annoyhing and depressing when the enemy gets behind you and its FRUSTRATING too get a line of site firing position, whatever, just beef up all defenses and this game will be very fun



No.
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Leonide
Grand Admiral
Templar Knights


Joined: October 01, 2005
Posts: 1553
From: Newport News, Virginia
Posted: 2006-11-04 12:06   
goth, the SI is being removed from the Siphon, as is the QST from the EAD, and the IC from the AD.
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captain of the ICC Assault Cruiser C.S.S. Sledgehammer

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Ospolos
Grand Admiral

Joined: January 31, 2004
Posts: 567
From: ON, CANADA
Posted: 2006-11-04 18:50   
Dreads need small escorty ships for that reason, period.
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Sixkiller
Marshal
Courageous Elite Commandos


Joined: May 11, 2005
Posts: 1786
From: Netherlands
Posted: 2006-11-07 11:44   
goth, we are keeping skill in the game, thank you very much for your interest tough
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Drafell
Grand Admiral
Mythica

Joined: May 30, 2003
Posts: 2449
From: United Kingdom
Posted: 2006-11-13 05:35   
K'Luth ships may be getting another type of "Carapace" armor which is stronger vs. particle weapons and has no self regeneration (similar to UGTO ablative), although it is just an idea at this moment in time.
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It's gone now, no longer here...Yet still I see, and still I fear.rnrn
rnrn
DarkSpace Developer - Retired

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Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2006-11-14 16:16   
I just realized something. If the k'luth cannot switch beams for weapons, and, say, a UGTO ship KNOWS they are going into K'luth space, fighting a race that heavily uses beam weapons.....what going to stop them from putting on reflective armor and creating an "Imbalance" from this? I mean, then the k'luth are screwed, because they can't switch out their beams to torps, and now have to put up with a fleet that is 100% engingeered to beat them.
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Sixkiller
Marshal
Courageous Elite Commandos


Joined: May 11, 2005
Posts: 1786
From: Netherlands
Posted: 2006-11-15 03:04   
i think you mean they cant switch out their beams for cannons, and not beams for torps.
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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2006-11-15 10:50   
Quote:

On 2006-11-14 16:16, &Fattierob (x2 Memory Allocation) wrote:
I just realized something. If the k'luth cannot switch beams for weapons, and, say, a UGTO ship KNOWS they are going into K'luth space, fighting a race that heavily uses beam weapons.....what going to stop them from putting on reflective armor and creating an "Imbalance" from this? I mean, then the k'luth are screwed, because they can't switch out their beams to torps, and now have to put up with a fleet that is 100% engingeered to beat them.




Kluth have more torps than any other race. Remember, whilst you're taking 25% less damage from the beams, you're taking 25% more from the torps.
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Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2006-11-15 14:57   
Quote:

On 2006-11-15 10:50, BackSlash *Jack* wrote:
Quote:

On 2006-11-14 16:16, &Fattierob (x2 Memory Allocation) wrote:
I just realized something. If the k'luth cannot switch beams for weapons, and, say, a UGTO ship KNOWS they are going into K'luth space, fighting a race that heavily uses beam weapons.....what going to stop them from putting on reflective armor and creating an "Imbalance" from this? I mean, then the k'luth are screwed, because they can't switch out their beams to torps, and now have to put up with a fleet that is 100% engingeered to beat them.




Kluth have more torps than any other race. Remember, whilst you're taking 25% less damage from the beams, you're taking 25% more from the torps.





they do? I seem to remember ships (cruisers) being disruptor heavy. Maybe i'm thinking too far back (.480)

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GothThug {C?}
Fleet Admiral

Joined: June 29, 2005
Posts: 2932
Posted: 2006-11-21 05:05   
the Scale is disrupter heavy, and has 3 Torps and 4 Shredder missles currently, if anything it needs more cannon slots less beams -.- and more torp slots -.-
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A Troll =SSC=
Cadet

Joined: August 15, 2002
Posts: 302
From: New Orleans,Louisiana
Posted: 2007-01-06 19:37   
How about this.Give each side its specialty.And i mean more than just play style.Change the weapons that are faction only to show a sorta combat philosiphy that is shown in their weapons.Planetside's 3 empires weapons and vehicles have this down pat.TR philosiphy is More lead the better which translates into high rate of fire for their weapons in exchange for power NC going for as much power as possible which translates to slower but the heaviest hitting weapons and the VS go for versatility with exotic weapons etc.
Just a example.And maybe implementing a system like that with weapons design would be a good thing for this game *even though im kinda like ripping the idea from another game i played*
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