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Forum Index » » English (General) » » The issue of Dreadspace
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 Author The issue of Dreadspace
Jar Jar Binks
Grand Admiral

Joined: December 25, 2001
Posts: 556
Posted: 2009-02-25 11:58   
Quote:

On 2009-02-24 13:56, Carns wrote:
We had this same conversation at the end of 1.481.

The problem is that everyone says they want only a couple of dreads per side, and a field of smaller ships. However, every one of them want to be the dread driver, and the other people be in the smaller ships.

If the goal is to make Dreads a fleet ship, not a solo pwnship, and to make fleets of dreads less than optimal, then the aswer is the same now as it was then-

Reduce Dread turning dramatically. Speed them up in the straight line, increase acceleration, whatever. But a destroyer at 600gu should be able to remain behind a lone dread forever...

Next, revisit weapon arcs. Because of their large size, dread weapons are mostly single arc coverage, with a few having two arcs (side front, side back). The perponderance of dread weaponry should be forward facing. As the ships get smaller, they should get better arc coverage.

Add a randomizer in jump destination. The smaller ships are more accurate, the largest end up somewhere inside a 1000gu radius circle.

These three changes set the stage. The largest vessels become viable only with fleet coverage, with a focus on long range heavy firepower... as close battles can too easily move out of dread arc coverage. Close jumping cannot be relied upon to boom and zoom. However, this provides no reason to be in a smaller ship.

The reason that Frigate and Destroyer guns are so much less powerful is that they are dual purpose. Their guns should have a pulse shield effect when fired at/near missiles and fighters. Dreads, having reduced arc coverage, the general inability to out manuver or swing an arc into line, will require vessels to provide PD for them.

Make Point Defense a pres gathering activity. It doesn't have to give much per kill, but it does give the smaller vessels something to do, and in an intense battle, the sheer volume will add up as swiftly as repair. The dreads need them to be near to keep other small vessels from camping their exhaust, and to provide missile deffense. The small vessels can remain under the protective guns of the larger vessels, and not simply race in and hope for the best as they must now. Finally, the dreads remain their lethality and ability to ignore smaller vessels, at least in the short term of the battle.



oooh, lots and lots of good suggestions there.

i wouldn't mind having any of that ingame.

[ This Message was edited by: Shigernafy on 2009-02-25 21:38 ]
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DarkCloudd
Grand Admiral

Joined: June 20, 2005
Posts: 85
From: Iowa
Posted: 2009-02-25 13:15   
The problem with nerfing or changing the roll of dreads is that when people stop playing for a while and the metaverse is basically empty you have now lost you primary line of defense and offense. Yea sure you arent suppose to own a system with one dread but you also have to be able to defend it by your self if you must and if a dread is only a long range bombard ship then what happens to the close range combat? Does that move to cruisers? Then we will have a new thread in the forums talking about "Cruiserspace" and wanting the old dreads back. You cant have it both ways. In theory there is a long range siege Dread the Missile Dread, though how effective the is I dont know (never flown one).

I like the idea of smaller ships having a roll like the Picket/Defense class that are equiped for primarily for missile/fighter defense. If you want them to be used more then you need to expand the range of Pulse/Chem lasers so you can actually defend a larger sphere of space the the 100gu (at most) around you, but they should only have their range expanded if they are being used for point defense. If thats too hard then add a new weapon that is a much larger range laser that is specifically used for point defense. I also like the idea of using guns like the Rail/Guass/Particle for point defense. Give them an option to be set for point defense so you can have the option to be on defense and guard your big ships or use them to attack other ships like the Chem lasers are currently. I would fly a smaller ship if I knew I would get prestige for playing defense and shooting down missiles/fighters in a combat situation but only if I get prestige for it, if not i'm going to stay in a supply/cruiser and try to be helpful.

This is venturing a little off topic but I think its a valid reason for leaving dreads the way they are and maybe changing the roll of stations. I dont think you can nerf dreads and leave stations as they are. The issue about stations I think is just a balance issue. I dont think a Support/Hive station should be able to lay waste to a planet. It should only have aton of Chem/Pulse lasers for defense and no long range weaponry other than maybe a few Rail/Gauss/Particle for minimal offense mainly to take down scout/frigate/destroyer class ships. It should have extra defenses like extra arcs of armor or extra sets of shields and it should have alot of supply drones, being a supply station it should be thought of as a mobile repair depot, but if it only has like 3 or 4 drone bays then you are better off having 5 or 6 supply ships flying around and letting some others get the prestige. The Line/Battle/Nest stations should be the equivelent of a supped up dread, or dread on steriods however you want to put it. They should be able to jump into a combat zone and dish out death and destruction at the same time soaking up vast amounts of damage, agin never flown one so I'm not entirely sure what they are capable of. The Command/Colony should be the ultimate planet capping/bombing machine out there. Outfit it with a small amount of PD lasers and plenty of armor/shields and alot of bombs/planetary siege missiles and if its at all possible some bomber only bays of fighters. It should have extra inventory slots for transporting infantry too.

I just cant see how you can justify nerfing dreads and not changing stations, how are you going to take out a station with no ships that can soak up damage like a dread can? I have not flown any station so if I'm out of line and dont know what I'm taking about then proceed to flame me all you want its not going to hurt my feelings. I do think their should be a server limit to the number of stations though something like 1 of each per faction per fleet. So you could have two different fleets on and they could both have their own people flying a station not having to rely on someone else, or just 1 per type per faction, you shouldnt be able to have station vs station battles they take too long.
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Danek Ma`arna C`arns
Fleet Admiral

Joined: March 26, 2004
Posts: 102
From: Atlanta
Posted: 2009-02-25 15:17   
While I stand by my previous assertions on how to "fix" the problem, there is a bandaid that simply limits the number of dreads artificially, instead of making the smaller vessels more appealing or required.


Tie ship selection to fleets.

People not in fleets can pilot up to destroyers, Rank and Badges permitting.
Fleets with 1 to 4 active subscriptions remain the same.
Fleets with 5 active subscriptions allow the highest prestige account to fly a cruiser, Rank and Badges permitting.
Fleets with 8 active subscriptions gain an additional cruiser, Rank and Badges permitting.
Fleets with 10 active subscriptions allow the highest prestige account to fly a dread or station, Rank and Badges permitting.
Repeat for larger fleets.

Thus, a fleet with 28 subscribed members of Grand Admiral rank...
The two with the highest prestige total would could fly dreads or stations.
The people with the third through the eighth Highest pres count (6 total) could fly Cruisers.
The rest of the twenty subscribed players would be restricted to Destroyers and Support vessels.

If they gained two more players, then the third highest would gain the ability to fly dreads. The Cruisers would shift down, allowing the ninth highest a Cruiser, and the total number of Destroyers and Support vessels would be 21.






It's not elegant. It does allow someone to pay for 10 subscriptions and fly a Dread. However, that might not be a bad thing. However, it is important that only active subscriptions be counted. It has the added bonus of giving the players who have been here the longest, with presumably the highest Prestige totals, a vested interest in new player recruitment and retention.
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  Email Danek Ma`arna C`arns
MrSparkle
Marshal

Joined: August 13, 2001
Posts: 1912
From: mrsparkle
Posted: 2009-02-25 15:34   
Quote:

On 2009-02-25 15:17, Carns wrote:
While I stand by my previous assertions on how to "fix" the problem, there is a bandaid that simply limits the number of dreads artificially, instead of making the smaller vessels more appealing or required.


Tie ship selection to fleets.

People not in fleets can pilot up to destroyers, Rank and Badges permitting.
Fleets with 1 to 4 active subscriptions remain the same.
Fleets with 5 active subscriptions allow the highest prestige account to fly a cruiser, Rank and Badges permitting.
Fleets with 8 active subscriptions gain an additional cruiser, Rank and Badges permitting.
Fleets with 10 active subscriptions allow the highest prestige account to fly a dread or station, Rank and Badges permitting.
Repeat for larger fleets.

Thus, a fleet with 28 subscribed members of Grand Admiral rank...
The two with the highest prestige total would could fly dreads or stations.
The people with the third through the eighth Highest pres count (6 total) could fly Cruisers.
The rest of the twenty subscribed players would be restricted to Destroyers and Support vessels.

If they gained two more players, then the third highest would gain the ability to fly dreads. The Cruisers would shift down, allowing the ninth highest a Cruiser, and the total number of Destroyers and Support vessels would be 21.



It's not elegant. It does allow someone to pay for 10 subscriptions and fly a Dread. However, that might not be a bad thing. However, it is important that only active subscriptions be counted. It has the added bonus of giving the players who have been here the longest, with presumably the highest Prestige totals, a vested interest in new player recruitment and retention.




Lol. That's all I can say.

[ This Message was edited by: Shigernafy on 2009-02-25 21:38 ]
_________________


Sens [R33]
Admiral

Joined: September 27, 2008
Posts: 1020
From: Edge of th...
Posted: 2009-02-25 17:55   
inherently there is no need to limit cruisers as 2 destroyers can easily kill one cruiser. the problem with dreads being that they have absurd HP values and can hit small ships consistently with a high volume of fire.
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Proud member of the Order of the Gaifen
Founder and former Club chair of the Shigernafy Fan Club
Co-founder of the Doran Judication Comittee


  Email Sens [R33]
killer2472 *Nightrain*
Grand Admiral
*Renegade Space Marines*


Joined: February 07, 2006
Posts: 21
From: killer2472
Posted: 2009-02-25 18:16   
Dessies, along with cruisers and frigates, are deadly when used properly
Smaller ships are meant to be able to use their numbers and speed to take on dreads, thus combating the "dreadspace" problem. I was a part of one such group tonight, 4-5 of us, all flying missle picket or gunboat dessies, that, along with an EAD, took down a hive even when said hive had a mandible for cover. That right there is an example of how the game is intended to be played, by using tactics and planning as opposed to sheer brute force, to negate the opposing ships' strengths and exploit their weaknesses. You just have to learn to use different tactics than you would for a one on one evenly-matched duel. Dessies just can't take the pounding that an EAD can.

Anyways, I'll stop talking before I get too far off topic.
Just my two cents, make of it what you will.
_________________


The Fridge
Chief Marshal
Templar Knights


Joined: December 13, 2008
Posts: 559
From: In Your Fridge, Eating your Foods.
Posted: 2009-02-25 18:39   
Quote:

On 2009-02-25 18:16, killer2472 wrote:
Dessies, along with cruisers and frigates, are deadly when used properly
Smaller ships are meant to be able to use their numbers and speed to take on dreads, thus combating the "dreadspace" problem. I was a part of one such group tonight, 4-5 of us, all flying missle picket or gunboat dessies, that, along with an EAD, took down a hive even when said hive had a mandible for cover. That right there is an example of how the game is intended to be played, by using tactics and planning as opposed to sheer brute force, to negate the opposing ships' strengths and exploit their weaknesses. You just have to learn to use different tactics than you would for a one on one evenly-matched duel. Dessies just can't take the pounding that an EAD can.

Anyways, I'll stop talking before I get too far off topic.
Just my two cents, make of it what you will.



Lol i heard those Luth Players complaining like hell. But then again you still had like 6 other EAD dreads following us ICC round/
_________________



MrSparkle
Marshal

Joined: August 13, 2001
Posts: 1912
From: mrsparkle
Posted: 2009-02-25 18:45   
Quote:

On 2009-02-25 18:16, killer2472 wrote:
Dessies, along with cruisers and frigates, are deadly when used properly
Smaller ships are meant to be able to use their numbers and speed to take on dreads, thus combating the "dreadspace" problem. I was a part of one such group tonight, 4-5 of us, all flying missle picket or gunboat dessies, that, along with an EAD, took down a hive even when said hive had a mandible for cover. That right there is an example of how the game is intended to be played, by using tactics and planning as opposed to sheer brute force, to negate the opposing ships' strengths and exploit their weaknesses. You just have to learn to use different tactics than you would for a one on one evenly-matched duel. Dessies just can't take the pounding that an EAD can.

Anyways, I'll stop talking before I get too far off topic.
Just my two cents, make of it what you will.



Try that same scenario vs a UGTO or ICC station. You won't get the same results. Kluth stations are very easy to damage.
_________________


killer2472 *Nightrain*
Grand Admiral
*Renegade Space Marines*


Joined: February 07, 2006
Posts: 21
From: killer2472
Posted: 2009-02-25 18:50   
So be it, but kluth stations' alphas are more than capable of tearing a dessy up pretty badly. Point being, multiple smaller ships are harder to hit for effect than one huge dread or station.
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Gejaheline
Fleet Admiral
Galactic Navy


Joined: March 19, 2005
Posts: 1127
From: UGTO MUNIN HQ, Mars
Posted: 2009-02-25 19:27   
Quote:

On 2009-02-25 17:55, Sensitivity{Sensitivity} wrote:
The problem with dreads being that they have absurd HP values and can hit small ships consistently with a high volume of fire.



That, there. Particularly for beam-heavy ships than can jump right on top of any given target and deliver all of its damage regardless of size or target aspect.

It's a fact of the DS fire control system that if you move at a constant velocity you will be hit by 100% of the fire aimed at you. If you move closer to the enemy, you will need to perform ever-more-extreme changes in velocity to avoid the ever-more-accurate weapons from an enemy target.

It's true that smaller ships can easily evade weapons fire from a ship at a distance, but it's equally true that smaller ships have shorter-ranged weapons. Which means they have to get close, which means standing in the full force of weapons designed to kill dreadnaughts.

In reality, of course, massive battleship-killing weapons generally lack the nimbleness to hit small, fast things at close range, which is why I am of the opinion that dreadnaughts should be armed with huge, high-velocity, high-damage, slow-reload, large minimum range weapons, which would relegate them to a fire support role, requiring other assets to spot targets for them.

Oh, and take off their electronic warfare devices. Or give their primary armament a greater minimum range than their sensor radius.

The upshot of this would be that dread-on-dread fights would still be possible, but would have to be held at great distances and would absolutely require a spotter craft to reveal the enemy dreadnaught's position, and would require escorts to fight off the enemy spotters. Flying dreadnaught solo would be possible, but you'd have to rely on your inferior secondary armament to fight, rather than your everything-slaying main guns.
(And before you say it, no, I did not intentionally rip off EVE's concept of dreadnaughts, with their siege guns.)
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