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Forum Index » » English (General) » » Suggestions for future stations generation
 Author Suggestions for future stations generation
DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2010-07-02 08:56   
Convention:
- All abbreviation terms can be found at Database and Manual.
- All weapon range is 360 degree.
- This is default system.
- There are future things that are not available yet.

Here is my suggestions for the new stations:

  • Engines
    - ICC: SS - IE; LS - PFE; SCB - AFE
    - UGTO: SS - IE; BS - PFE; CS - AFE
    - K’Luth: Hive - PSI; Nest - PSI; Colony - AME
    - Pirate: Nautilus - IE
    - MI: Node - SE
    - Taros: Joker - SE
  • Specials
    - ICC: Pulse Wave (all stations); SS - HMA; LS - HMA; SCB - WHDII
    - UGTO: Flux Wave (all stations); SS - HMA; BS - HMA; CS - WHDII
    - K’Luth: Cloak Device (all stations); Hive - HMA; Nest - HMA; Colony - WHDII
    - Pirate: Nautilus - HMA
    - MI: Node - SJD
    - Taros: Joker - SJD
  • Standard Cannons
    - ICC: SS - 4 HR; LS - 1 HG; SCB - 0
    - UGTO: SS - 4 HPC; BS - 3 HEMP; CS - 1 HPC + 1 HEMP
    - K’Luth: Hive - 4 HPSI; Nest - 2 HPlasma; Colony - 1 HPSI
    - Pirate: Nautilus - 2 HPC, 2 HG
    - MI: Node - 0
    - Taros: Joker - 1 HG + 1 HR + 1 HPC + 1 HEMP + 1 HPSI + 1 HPlasma
  • Beams
    - ICC: 8 SCL + 4 HCL (all stations)
    - UGTO: 8 CBL + 4 HCL (all stations)
    - K’Luth: 8 Discruptor + 4 AD (all stations)
    - Pirate: Nautilus - 4 SCL + 4 CBL + 4 HCL
    - MI: Node - 18 FEPO
    - Taros: Joker - 2 DA + 2 ELF + 2 FC + 2 FEPO + 2 HCL + 2 PB
  • Core Weapons
    - ICC: SS - 2 IC; LS - 5 IC; SCB - 3 IC
    - UGTO: SS - 3 QST; BS - 6 QST; CS - 4 QST
    - K’Luth: Hive - 4 SI; Nest - 7 SI; Colony - 5 SI
    - Pirate: Nautilus - 2 IC + 2 QST
    - MI: Node - 0
    - Taros: Joker - 1 IC + 1 QST + 1 SI
  • Torpedos
    - ICC: SS - 0; LS - 2 Fusion; SCB - 0
    - UGTO: SS - 0; BS - 2 Proton; CS - 1 Proton
    - K’Luth: Hive - 1 AM; Nest - 2 AM; Colony - 0
    - Pirate: Nautilus - 0
    - MI: Node - 8 Energy
    - Taros: Joker - 1 Energy
  • Missiles
    - ICC: SS - 7 HM; LS - 6 LDM; SCB - 2 PCM
    - UGTO: SS - 6 HM; BS - 3 LDM; CS - 1 PCM
    - K’Luth: Hive - 5 PSI II; Nest - 1 Shredder II; Colony - 0
    - Pirate: Nautilus - 3 HM + 3 LDM
    - MI: Node - 0
    - Taros: Joker - 1 HM, 1 LDM, 1 PCM, 1 PSI II, 1 Shock, 1 Shredder II
  • Fighters
    - ICC: SS - 2 FI-8; LS - 4 F-29; SCB - 8 XB-11
    - UGTO: SS - 4 I-19; BS - 6 A-34; CS - 8 B-27
    - K’Luth: Hive - 3 Tarus; Nest - 5 Larvae; Colony - 8 Wasp
    - Pirate: Nautilus - 4 Squid
    - MI: Node - 0
    - Taros: Joker - 1 F-29 + 1 A-34 + 1 Larvae + 1 Squid
  • Defensive Systems
    - ICC: 1 Armor AFLR + 4*1 Shield A-F-L-R + 4*1 Shield Aux A-F-L-R
    (all stations)
    - UGTO: SS - 2 Albative ALRF + 4*1 Standard A-L-R-F; BS - 2 Reflective ALRF + 4*1 Standard A-L-R-F; CS - 1 Albative ALRF + 1 Reflective ALRF + 4*1 Standard A-L-R-F
    - K’Luth: 2 Chitin ALRF + 2 AHR + 4*1 Organic A-L-R-F (all stations)
    - Pirate: Nautilus - 2 Shield aux AFLR + 1 Composite AFLR + 4*1 Albative A-F-L-R
    - MI: Node - 2 AHR + 4*1 Albative A-F-L-R + 4*1 Reflective A-F-L-R
    - Taros: Joker - 1 AHR + 1 Chitin + 1 Reflective AFLR + 4*1 Shield A-F-L-R
  • Power System
    - ICC: 3 AFR (all stations)
    - UGTO: SS - 3 FR; LS - 4 FR; CS - 3 FR
    - K’Luth: Hive - 3 LFR; Nest - 4 LFR; Colony - 3 LFR
    - Pirate: Nautilus - 3 FR
    - MI: Node - 4 AFR
    - Taros: Joker - 1 AFR, 1 FR, 1 LFR
  • Drones
    - ICC: SS - 3 HSD; LS - 2 HSD; SCB - 2 HSD + 2 Build
    - UGTO: SS - 3 HSD; BS - 2 HSD; CS - 2 HSD + 2 Build
    - K’Luth: Hive - 3 HSD; Nest - 2 HSD; Colony - 2 HSD + 2 Build
    - Pirate: Nautilus - 3 HSD + 1 Build
    - MI: Node - 3 HSD + 1 Build
    - Taros: Joker - 3 HSD + 1 Build
  • Electronic Warfare
    - ICC: SS - 1 Scanner + 3 ECCM; LS - 2 ECCM; SCB - 1 Scanner + 3 ECCM
    - UGTO: SS - 1 Scanner + 3 ECCM; BS - 2 ECCM; SC - 1 Scanner + 3 ECM
    - K’Luth: Hive - 3 ECM; Nest - 3 ECM, Colony - 1 Scanner + 3 ECM
    - Pirate: Nautilus - 3 ECM
    - MI: Node - 3 ECCM
    - Taros: Joker - 1 Scanner + 1 ECM + 1 ECCM
  • Utility
    - ICC: SS - 1 Mining, LS - 1 Tractor, SCB - 1 Mining + 1 Tractor
    - UGTO: SS - 2 Mining, BS - 1 Tractor, CS - 1 Mining + 1 Tractor
    - K’Luth: SS - 1 Mining, LS - 1 Tractor, SCB - 1 Mining + 1 Tractor
    - Pirate: Nautilus - 1 Mining + 1 Tractor
    - MI: Node - 1 Mining + 1 Tractor
    - Taros: Joker - 1 Mining + 1 Tractor
  • Requirements
    - SCB, CS, Colony: FA, Gold Star, Bronze Privateer.
    - ICC SS, UGTO SS, Hive: GA, Platinum Star, Silver Privateer.
    - LS, BS, Nest: Marshal, Platinum Star, Gold Privateer.
  • Prestige loss for death
    - SCB, CS, Colony: - 500
    - ICC SS, UGTO SS, Hive: - 750
    - LS, BS, Nest: - 1000

Total: 50 gadgets for all stations.

Notice:
- Depends on how new weapon work, the number of slots can be adjusted.
- No idea about how Taros is oriented.
[ This Message was edited by: chlorophyll on 2010-08-23 21:13 ]
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Kaoschan
Fleet Admiral
Interstellar Cultural Confederation United


Joined: October 11, 2008
Posts: 133
From: Germany
Posted: 2010-07-02 09:36   
Quote:

[*]Fighters
- ICC: SS - 2 FI-8; LS - 4 F-29; SCB - 7 XB-11

+

- Bomber fighter of all factions should have 1 ECM on it, recharge time is 40 seconds.



somehow overpowered or? 7 bomber covering themself with 7 ecm, quite strong that cover


EDIT: BTW a "guard" command for fighters (like for example the pulse beam ones) would be nice. so that these fighters fly in circles around the target with a distance of about lets say 100-200 gu?
[ This Message was edited by: Kaoschan on 2010-07-02 09:43 ]
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Bardiche
Chief Marshal

Joined: November 16, 2006
Posts: 1247
Posted: 2010-07-02 10:04   
I don't think you quite understand the point system and how the proposed models aren't quite balanced properly.

The focus is on Destroyers, then Cruisers, then Dreadnoughts, anyway - I don't think Stations are up for a long while to come and your setups aren't ideal either way. The current DarkSpace design philosophy is to give ships a useful load-out from the get-go, rather than a load-out that needs to be adjusted to be useful.

No, FI-8 and its equivalent are not useful.
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DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2010-07-02 10:08   
Quote:

On 2010-07-02 09:36, Kaoschan wrote:
somehow overpowered or? 7 bomber covering themself with 7 ecm, quite strong that cover


Make it worth having 7 bomber fighters as default on a station, I think.
[ This Message was edited by: Diep Luc on 2010-07-02 10:12 ]
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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2010-07-02 10:21   
Having that many missiles will be silly, and is something we want to move away from on stations (looking at your ICC numbers mostly - 10 is far too many). Plus fighters on the K'luth ships - they're definately not known for being 'the fighter' faction - seeing more on them doesn't fit in with their design.
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Forger of Destiny
Chief Marshal
We Kick Arse


Joined: October 10, 2009
Posts: 826
Posted: 2010-07-02 12:23   
Quote:



  • Beams
    - ICC: 8 HCL (all stations)
    - UGTO: 9 HCL (all stations)
    - K’Luth: 10 AD (all stations)

  • Missiles
    - ICC: SS - 10 HM; LS - 8 LDM; SCB - 6 PCM
    - UGTO: SS - 8 HM; BS - 4 LDM; CS - 6 PCM
    - K’Luth: Hive - 6 (equivalent HM); Nest - 2 (equivalent LDM); Colony - 4 (quivalent PCM)

  • Fighters
    - ICC: SS - 2 FI-8; LS - 4 F-29; SCB - 7 XB-11
    - UGTO: SS - 3 I-19; BS - 5 A-34; CS - 8 B-27
    - K’Luth: Hive - 4 Tarus; Nest - 6 Larvae; Colony - 8 Wasp
    (all stations)

  • Drones
    - ICC: SS - 3 HSD; LS - 2 HSD; SCB - 2 HSD + 2 Build
    - UGTO: SS - 3 HSD; BS - 2 HSD; CS - 2 HSD + 2 Build
    - K’Luth: Hive - 3 HSD; Nest - 2 HSD; Colony - 2 HSD + 2 Build

  • Electronic Warfare
    - ICC: SS - 1 scanner + 3 ECCM; LS - 2 ECCM; SCB - 1 scanner + 2 ECCM
    - UGTO: SS - 1 scanner + 3 ECCM; BS - 3 ECCM; SC - 1 scanner + 2 ECM
    - K’Luth: Hive - 3 ECM; Nest - 3 ECM, Colony - 1 scanner + 2 ECM

  • Requirements
    - SCB, CS, Colony: FA, Platinum Star, Bronze Privateer.
    - ICC SS, UGTO SS, Hive: GA, Platinum Star, Silver Privateer.
    - LS, BS, Nest: Marshal, Platinum Star, Gold Privateer.




Short words, you don't want to be forced to mod your station. And whats with 8+ heavy beams on all stations?! And the SS having more sensor suites than the CS is deeply disheartening...

You might want to reduce your suggested number of beams and the ranks needed. Putting the battle grade stations on marshall rank is a good thing, but I'd recommend waiting for Drafell to complete the layouts of stations. Bet they're going to be rather convincing.
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Drafell
Grand Admiral
Mythica

Joined: May 30, 2003
Posts: 2449
From: United Kingdom
Posted: 2010-07-02 13:10   
The layouts won't be down to me. I will certianly have veto power on anything I don't think is suitable, but Jim is doing most of the layout work atm, and we are planning the larger ships will be more of a group effort.

There will not be any stations with 4 reloads. If anything, I would like to find a way to reduce the drone counts on these.
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DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2010-07-03 02:04   
My first idea is all stations have the same slots number, only different what it has to be subsidiary to purpose. The number can change, e.g. 50 slots turn to 48 or less so that less weps, but all stations must have the same slots. When I come up with the idea, I set the same ammount for the same class. E.g. Defense type (Hive, SS) will have A missiles + B fighters = 12. Simply change the total slots can make fair adjustment.

Second, I don't like the idea of limit degree of armor on stations, since they're already cylinder shape. Having 6 but can only fire 5 seems logical on vector shape.

Third, when decide what a station should have, I think of faction definition. Kluth is the mightiest in power, UGTO has good balance and ICC is unbeated at defence. So ICC has one more shield aux (as I want everything should be useful in station), and Kluth has most fighters as the fighter still fire even when Luth cloak.

The number of each section is not important. I want to emphasize how we want them to be. Discussion should give more details, the more specific the better.

@Paradox. Yes i don't want to mod station, cause they're too slow to move to other planets and too expensive to mod. But I agree about the requirement and other stuffs. Although I want the fighters to change a bit, especially bomber fighters. Maybe 1 ECM on fighter = 0,5 ECM on main ship? There is ECM fighter for KLuth, which is still "unavailable" in database.

So after listening from the precious feedback, I have modify a bit on my suggestions. Of course everyone has own idea so a list of what you want would be warmly welcome.
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DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2010-07-03 04:49   
Made some adjustments... more likely to the old ones.

@ Kenny: Don't hate the station, you'll use it when necessary. The matter is the requirement to get station is not so hard that you see stations spam. With the new requirements, you'll see less.

With the new ships that buffed, the station needs buffed too. What I wish is DS will buff the badges. Except privateer and transport badge, all other gold badges should have the value of the current platinum badges, and the platinums are double as higher as gold badges are. E.g: gold combat at 5000, and platinum at 10000.
[ This Message was edited by: Diep Luc on 2010-07-03 11:52 ]
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-07-03 05:47   

I wouldn't wanna buff stations, that's for sure. And definitely not up their repair ability.

Station spam is already an irritant. Less of them would be better.
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Novacat
Grand Admiral

Joined: October 30, 2001
Posts: 2337
From: Starleague Cache
Posted: 2010-07-04 07:16   
Quote:

On 2010-07-03 04:49, Diep Luc wrote:
With the new ships that buffed, the station needs buffed too.
[ This Message was edited by: Diep Luc on 2010-07-03 11:52 ]



No.

Quote:

What I wish is DS will buff the badges. Except privateer and transport badge, all other gold badges should have the value of the current platinum badges, and the platinums are double as higher as gold badges are. E.g: gold combat at 5000, and platinum at 10000.



Actually, I think only the Combat and Supply badges really need any kind of increase in requirements. The rest of the badges are fine and should not be messed with.
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