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 Author Command Ships
Pakhos[+R]
Chief Marshal
Pitch Black


Joined: May 31, 2002
Posts: 1352
From: Clean room lab
Posted: 2009-11-22 22:48   
Quote:

On 2009-11-22 20:34, Azreal wrote:
Is somebody pushing the Brood as some type of command ship? Really?
I assumed after they beat the ganglia to death with a nerf bat, K'Luth just don't get one anymore.

What about the Brood makes it a command ship? Is it the build mod? Pfft. Get real.
Is it the couple of fighter bays? Don't make me go there.
Oh, maybe it's the bombs.
Except no half ass intelligent K'Luth is going to use a DREAD to bomb a planet with, when it takes so long to cloak it and it is so hard to cover in ecm, and it steers like a shoebox.

No, there is no command ship for K'Luth atm, and hasn't been since the Ganglia was made into a pathetic version of a Human missle dread. And I hear even that is getting whacked again with the nerf bat.

I can live with not having a command ship. However, I refuse to be told the Brood is one. Lie to somebody more gullible.




They all should take extra build drones from engineers and give to command ships class. Engineers only should have one drone to build. Command ships also must have more eccm/ecm slots and more bomb slots.Take their all weapons away and leave em just with light beams.Nurf their patetic fighters bays and give more reactors/drive. Expand their cargo bay to 10.(even jbud can do that?)

Yeah, that would be a command dread..
_________________
* Josef hands [PB]Quantium the Golden GothThug award for best melodrama in a miniseries...
[-GTN-]BackSlash: "Azreal is a master of showing me what is horribly broken in the game."

Iwancoppa
Fleet Admiral

Joined: November 15, 2008
Posts: 709
Posted: 2009-11-22 23:39   
Quote:

On 2009-11-22 20:34, Azreal wrote:
Is somebody pushing the Brood as some type of command ship? Really?
I assumed after they beat the ganglia to death with a nerf bat, K'Luth just don't get one anymore.

What about the Brood makes it a command ship? Is it the build mod? Pfft. Get real.
Is it the couple of fighter bays? Don't make me go there.
Oh, maybe it's the bombs.
Except no half ass intelligent K'Luth is going to use a DREAD to bomb a planet with, when it takes so long to cloak it and it is so hard to cover in ecm, and it steers like a shoebox.

No, there is no command ship for K'Luth atm, and hasn't been since the Ganglia was made into a pathetic version of a Human missle dread. And I hear even that is getting whacked again with the nerf bat.

I can live with not having a command ship. However, I refuse to be told the Brood is one. Lie to somebody more gullible.





i completely agree from watching, and attacking broods. a Heavy cruiser can beat one!
_________________


Viskel the Muffin Muncher
Grand Admiral

Joined: November 13, 2009
Posts: 38
From: Your Fridge
Posted: 2009-11-23 07:55   
I'm not quite sure where the idea of building comes into play with Command ships.. Command ships are just that; Commanders. Not bigger engineers with less construction ability. I don't think more build drones is really the answer here.

Nor are Command Ships carriers, so they shouldn't be carrying a plethora of fighters and bombers.

Command ships should have abilities designed to work well with a fleet of other ships. Two normal dreadnoughts should be able to kill a lone command dread, though a command dread should be able to beat a lone dread on its own. The Command ship's strength would lie in working with other players. Toward that, make the Command Dread have repair abilities a bit above a heavy supply ship, and the SCB have equal repair abilities to a Supply Station.

On top of that, the idea of giving it the ability to command AI ships is a good one. Allow the SCB to issue commands to AI ships.

One last idea I'd like to cover is possibly adding a gadget or two that will boost the abilities of other ships nearby. Perhaps a power charger, or a shield recharger for the ICC one.

Then remove the build drones, they have nothing to do with commanding a fleet.
_________________


Pakhos[+R]
Chief Marshal
Pitch Black


Joined: May 31, 2002
Posts: 1352
From: Clean room lab
Posted: 2009-11-23 11:05   
Viskel, i see you have no idea what CD,ganglia used to be.
_________________
* Josef hands [PB]Quantium the Golden GothThug award for best melodrama in a miniseries...
[-GTN-]BackSlash: "Azreal is a master of showing me what is horribly broken in the game."

Azreal
Chief Marshal

Joined: March 14, 2004
Posts: 2816
From: United State of Texas, Houston
Posted: 2009-11-23 14:36   
The old days, you could swap the reloads for build mods, so the command dreads were multi functional in that way.
I always looked at the build mods as being the exception. The Ganglia spawned with reloads, not build mods.

I always used the Ganglia as a follow up ship, if brought into battle. Let the main fleet do the hitting, then follow up to help finish off.

What exactly is the purpose of the ship meant to be tho? A sorta mother ship, or central flagship? It would have good long range capabilities, fewer short range capabilities, and the ability to assist the ships that surround it.

Looking at the Ganglia right now, I would add 5 - 6 fighter bays, drop all the cannons. Leave the missles, leave the beams. Add a reload. It's battery level should be kept at mid range, to ensure it doesnt get involved in too much close combat (beams would drain it fast). I could see it with a bit slower top speed as well. Take that whole thing, and drop it into the Brood's skin, making the Krill and the Ganglia the top two ships, one a combat dread the other a command dread. Build mod could go or stay, doesn't really matter much. Then make the Ganglia a Marshal ranked ship.

This ship would then be used as a command ship should be. It would be escorted by combat ships, because of it's weak close up fighting abilities. It would be able to offer some close in assistance to nearby ships with point defense and some repairing abilities. It could sit on the fringe of a skirmish and use it's missles and fighters to assist it's fleet, but needs escort to keep from being point jumped.

This would be a command dread, similar to the old Ganglia, but updated to fit what K'Luth have now evolved into as a faction with each version.

Oh. And the Brood? Give it back to the ICC. We dont want it.


As far as the other factions, ya'll could say better, but I would see a variation on the same theme of a support/long range powerful/short range weaker ship.

My 2 cents.
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Sens [R33]
Admiral

Joined: September 27, 2008
Posts: 1020
From: Edge of th...
Posted: 2009-11-23 17:33   
Quote:

On 2009-11-23 14:36, Azreal wrote:
The old days, you could swap the reloads for build mods, so the command dreads were multi functional in that way.
I always looked at the build mods as being the exception. The Ganglia spawned with reloads, not build mods.

I always used the Ganglia as a follow up ship, if brought into battle. Let the main fleet do the hitting, then follow up to help finish off.

What exactly is the purpose of the ship meant to be tho? A sorta mother ship, or central flagship? It would have good long range capabilities, fewer short range capabilities, and the ability to assist the ships that surround it.

Looking at the Ganglia right now, I would add 5 - 6 fighter bays, drop all the cannons. Leave the missles, leave the beams. Add a reload. It's battery level should be kept at mid range, to ensure it doesnt get involved in too much close combat (beams would drain it fast). I could see it with a bit slower top speed as well. Take that whole thing, and drop it into the Brood's skin, making the Krill and the Ganglia the top two ships, one a combat dread the other a command dread. Build mod could go or stay, doesn't really matter much. Then make the Ganglia a Marshal ranked ship.

This ship would then be used as a command ship should be. It would be escorted by combat ships, because of it's weak close up fighting abilities. It would be able to offer some close in assistance to nearby ships with point defense and some repairing abilities. It could sit on the fringe of a skirmish and use it's missles and fighters to assist it's fleet, but needs escort to keep from being point jumped.

This would be a command dread, similar to the old Ganglia, but updated to fit what K'Luth have now evolved into as a faction with each version.

Oh. And the Brood? Give it back to the ICC. We dont want it.


As far as the other factions, ya'll could say better, but I would see a variation on the same theme of a support/long range powerful/short range weaker ship.

My 2 cents.




sure, but we will name it the brood and give the ganglia to the ICC.
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Founder and former Club chair of the Shigernafy Fan Club
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  Email Sens [R33]
MrSparkle
Marshal

Joined: August 13, 2001
Posts: 1912
From: mrsparkle
Posted: 2009-11-23 18:55   
The thing is, if DS had modding (which it better have in the future! The new space MMOs coming out feature modding which is what people want. Modding is the future) nobody would choose the command ships' layouts. They make no sense. The command stations are arguably useful, but the command dreads are a total waste.

I bet if people were able to choose their own layouts (within limits, like 1 special gadget per ship, limited regular gadgets like supply and build etc.), none would even come close to a command dread.
_________________


Mr Black
Grand Admiral
Palestar


Joined: September 20, 2003
Posts: 486
From: Gaifenland
Posted: 2009-11-23 19:29   
The Command ships are only placeholders for what we want to do with these vessels. One stage is a special command interface that would allow generation of missions for other players. Another part is the giving of AoE style 'buffs'. These could be in the form of increased resistance to certain damage types, improved damage output, faster repair speed, improved energy generation and many others. Essentially they could provide area of effect enhancements that affect all friendly ships in range, although these would not stack with similar types of AoE effect. As a player gains influence or command, they could unlock other abilities.

Good, bad, or ugly?
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MrSparkle
Marshal

Joined: August 13, 2001
Posts: 1912
From: mrsparkle
Posted: 2009-11-23 19:33   
Good good! I also want to see command ships able to issue orders to AI, in addition to generating missions. That's the very definition of "command" IMO.

But very good to hear
_________________


Sens [R33]
Admiral

Joined: September 27, 2008
Posts: 1020
From: Edge of th...
Posted: 2009-11-23 20:29   
Hopefully we will have culled AI entirely by the time this is implemented. Visible orders to fleetmates will be available like before however in addition to a few other nifty features...
_________________
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]
MrSparkle
Marshal

Joined: August 13, 2001
Posts: 1912
From: mrsparkle
Posted: 2009-11-23 21:06   
Ahh no AI and commands given to players. Nice but lol it sounds like how it used to be, as in why was it changed in the first place?
_________________


Sens [R33]
Admiral

Joined: September 27, 2008
Posts: 1020
From: Edge of th...
Posted: 2009-11-24 09:36   
lack of players
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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]
The Fridge
Chief Marshal
Templar Knights


Joined: December 13, 2008
Posts: 559
From: In Your Fridge, Eating your Foods.
Posted: 2009-11-24 10:32   
AoE Buffs are a good idea, i was thinking of a Area effect within 300-500 gu and some Light power-up, Like 10% resistance to Missiles or something.
_________________



Jar Jar Binks
Grand Admiral

Joined: December 25, 2001
Posts: 556
Posted: 2009-11-24 10:39   
Quote:

On 2009-11-23 19:29, Mr Black wrote:
The Command ships are only placeholders for what we want to do with these vessels. One stage is a special command interface that would allow generation of missions for other players. Another part is the giving of AoE style 'buffs'. These could be in the form of increased resistance to certain damage types, improved damage output, faster repair speed, improved energy generation and many others. Essentially they could provide area of effect enhancements that affect all friendly ships in range, although these would not stack with similar types of AoE effect. As a player gains influence or command, they could unlock other abilities.

Good, bad, or ugly?




thats a interesting idea for sure.

tho how much will it lack in firepower because of these buffs?

it needs to be able to hold its own for atleast a while without having to scream like a girl and run away.
_________________


Jar Jar Binks
Grand Admiral

Joined: December 25, 2001
Posts: 556
Posted: 2009-11-24 10:43   
Quote:

On 2009-11-24 10:32, The Fridge wrote:
AoE Buffs are a good idea, i was thinking of a Area effect within 300-500 gu and some Light power-up, Like 10% resistance to Missiles or something.




500 gu isnt gonna be of any help tho. it doesent take that long to travel a few thousand gu without noticing it.

and 500 gu is shorter then some of the bigger planets, so you cant even buff a fleet orbiting one of them.

i'd say give it 1500 - 2000 gu insted. that way the ships dont have to sit ontop of the others.
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