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Forum Index » » English (General) » » Darkspace: Suggestions
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 Author Darkspace: Suggestions
Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-07-04 22:43   
Quote:

On 2010-07-03 21:28, Lord Xanatos wrote:



Going back to ideas. I would also like to propose the idea of a "full on" ice nebula.

Ice Nebula: I've been through nebulas before. You go into them and you can still see your ship and everything around you. Other than not being able to fire your weapons in some of them, they don't really do anything. I propose a map (or at least a very large portion in space) be made into a ice-like nebula that acts like a real fog (a step up from the ice nebula in sag...or at least I think it was sag...). The player can barely see their ship or the opponents ship, but can fire weapons. In addition, throw in a significant number of space creatures. Perhaps even throw in floating ice shards. It was a thought I had been toying with for a long time of making a nebula that is actually both scary and mysterious....one where the player fears the unknown and unexpected and doesn't know what lies inside.






I like this.

Nebulas should do something funky to your sensors and stuff, besides just lowering the sig of your ships.


How about....

- Randomly breaking your target lock and causing loss of contact
- Randomly causing missiles to lose lock and blow up
- Randomly causing K'luths to decloak
- Randomly causing shields to drop
- Randomly causing energy drain/fluctuations
- Randomly causing beam weapons to ionize, causing damage back to the firer, along with the target
- Rezzing your display intermittently
- Causing loss of communications/datalink with your factionmates both in and out of the nebula. (ie, those faction mates outside the nebula will also lose contact of you, and your targets)
- Disabling ECM, ECCM, Scanners, Beacons (and if you turn them on, you might even get systems damage)


Yep. This should make nebula combat both interesting and dangerous. It could work for you or against you, depending on your situation.




[ This Message was edited by: Kenny_Naboo on 2010-07-04 22:46 ]
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SpaceAdmiral
Grand Admiral

Joined: May 05, 2010
Posts: 1005
Posted: 2010-07-04 22:56   
Quote:

On 2010-07-04 22:43, Kenny_Naboo wrote:
Nebulas should do some things....


I like most ideas except:

A nebula already lowers sig, making ew useless in nebula will basically allow luth to escape/never be pinged/have small cloak times.
Maybe making the uncloaking frequency higher?

But then again it would make sense to have a stealth faction having an advantage in a place designed for stealth, but for game play reasons we might have to compromise.
[ This Message was edited by: Shigernafy on 2010-07-05 02:12 ]
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-07-04 23:28   
Quote:

On 2010-07-04 22:56, SpaceAdmiral wrote:
I like most ideas except:

A nebula already lowers sig, making ew useless in nebula will basically allow luth to escape/never be pinged/have small cloak times.
Maybe making the uncloaking frequency higher?

But then again it would make sense to have a stealth faction having an advantage in a place designed for stealth, but for game play reasons we might have to compromise.




Yeah, I can live with that. Having the nebula causing cloak drops more often.

What we hope from this is to make nebulas a haven for some, and nightmare for others.


In addition to this, how about dropping contact and visual range to under 500 gus? Includes both friends and foes.

Let us feel our way in the dark. Blindfold knife fight!





[ This Message was edited by: Kenny_Naboo on 2010-07-04 23:30 ]

[ This Message was edited by: Shigernafy on 2010-07-05 02:13 ]
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Pakhos[+R]
Chief Marshal
Pitch Black


Joined: May 31, 2002
Posts: 1352
From: Clean room lab
Posted: 2010-07-04 23:56   
Nebulas dont lower the sig anymore since 1.5 came out. Mind you!
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-07-05 01:22   

meh... U mean they're useless props?

Just like pink 'My Little Pony' triangles on yr battered ships?


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DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2010-07-05 02:08   
I'm willing to pay for pirates and MI :">
Node is the strongest offense station with 3 rep and 2 AHR and 9 reflective. But it's not invicible. It has no fighters so with a planet to cover, you can spam and win, with the hop 7.8 node speed won't catch ya soon.

Nautilus is a very touch SS with albative and shield. Although I don't like 5 plasma of Luth, and the 90 degree of 8 missiles on it.

If pirate and MI are not allowed to play in MV, at least let we have them in scen
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Shigernafy
Admiral

Joined: May 29, 2001
Posts: 5726
From: The Land of Taxation without Representation
Posted: 2010-07-05 02:15   
Quote:

On 2010-07-04 23:56, Pakhos wrote:
Nebulas dont lower the sig anymore since 1.5 came out.



If true, I think that's a bug..
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PhiliChez
Admiral

Joined: April 12, 2010
Posts: 28
Posted: 2010-07-05 11:53   
I believe the hull only pres should only be apliable to FF because it will other wise be a huge effort to gain much pres. i like the MI and pirate idea but the MI need to be downgraded. then that would be awesome. i think the buying ranks idea should be traded out for buying badges. then its not such a massive effort to get silver and gold things. there should be a limit but it would make life easier with the exp already on hand. other wise those are great ideas. they should put most into the next beta.
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SpaceAdmiral
Grand Admiral

Joined: May 05, 2010
Posts: 1005
Posted: 2010-07-05 12:27   
I bet ICC will suffer nost from nebulas......500 gu sight range will be nightmare for them

But it also makes sense for a long range faction to have a disadvatage in low visibility conditions
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Xanatos Omega
1st Lieutenant

Joined: January 19, 2010
Posts: 10
Posted: 2010-07-05 13:36   
I am not sure that ICC would suffer most from the nebulas. Mainly, it would depend upon the randimization against any unit who enters. ICC is the faction with the most defensive capabilities of all three factions, so even with the random shield drop from the nebula, they still have their armor to back them up on top of the intervals when their shields do go back up. However, they would have to adapt to fighting at closer ranges. As far as UGTO goes, I am not all too certain how they would fair nebula-wise. K'luth..I suppose that all depends as well. They have always been a stealthy faction with the highest firepower of the three core factions, but their lowest armor of the three core factions also gives them a significant weakness combined with the random cloak drop.
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SpaceAdmiral
Grand Admiral

Joined: May 05, 2010
Posts: 1005
Posted: 2010-07-05 13:41   
Quote:

On 2010-07-05 13:36, Lord Xanatos wrote:
I am not sure that ICC would suffer most from the nebulas. Mainly, it would depend upon the randimization against any unit who enters. ICC is the faction with the most defensive capabilities of all three factions, so even with the random shield drop from the nebula, they still have their armor to back them up on top of the intervals when their shields do go back up. However, they would have to adapt to fighting at closer ranges. As far as UGTO goes, I am not all too certain how they would fair nebula-wise. K'luth..I suppose that all depends as well. They have always been a stealthy faction with the highest firepower of the three core factions, but their lowest armor of the three core factions also gives them a significant weakness combined with the random cloak drop.




ICC rarley goes into close combat willingly unless they are in an AD or AC.
Rails have advantage over 400 gu and missles have advantage when the enemy cant shoot back.
So they 500 gu sight will nullify ICC range advantage.
UGTO will fair well, pcannons have falloff so UGTO likes close combat, all out slugging close combat
Kluth will fair well because it is the stealthy close range faction in a stealthy environment
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Xanatos Omega
1st Lieutenant

Joined: January 19, 2010
Posts: 10
Posted: 2010-07-05 14:01   
On 2010-07-05 13:41, SpaceAdmiral wrote:
Quote:



ICC rarley goes into close combat willingly unless they are in an AD or AC.
Rails have advantage over 400 gu and missles have advantage when the enemy cant shoot back.
So they 500 gu sight will nullify ICC range advantage.



When the time calls for it, however, I've seen several ICC resort to close combat before, firing rails and chems with their shields and armor to back them up. Especially in the Escort Destroyer which can be swapped out for a full load of 8 chemical beams at the cost of fast energy drain when fired at close range. But yeah, I think it will mainly be the adapting for close range at all times while in the nebula that would make it difficult for the ICC...and the random shield drop.

-------------------------------------------------------------------------------

The Rogue: I have been toying with this idea as well of having the option for players to play as a rogue in the game. By this, if a person so wished, they could choose a faction (ICC, UGTO, or K'luth) and have the option to fight for that faction, or start out with a starting ship from that faction (choosing ICC and hitting 'rogue' would give you an ICC assault corvette or frigate. Same with choosing UGTO or K'luth) however, all ships (including those of the faction you chose) will be your enemies being not aligned to any faction. Only those added into your fleet will be identified as allies. In addition, I was thinking that those ships captured by those who choose to play as rogue could be flown. Thus, the rouge could fly ICC, UGTO and K'luth ships (the upside), but they would have to be captured first, you start out with a beginner ship (like any faction with the corvettes), and you will be the enemy of every faction (the downsides).
[ This Message was edited by: Lord Xanatos on 2010-07-05 14:14 ]
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Wild Cat
Fleet Admiral

Joined: August 28, 2004
Posts: 109
From: The Netherlands
Posted: 2010-07-05 14:10   
To throw in another Suggestion for DS.


The one thing I find lacking in this game team/faction guidance elements.

Not every one follows chat closely, nor does the chat history get reread to see if any orders/instructions where given. Not every one is experienced enough to know what to do, sadly those high up in rank, who you expect to be leading you, don't always bother with shouting orders and providing guidance. But then again, leading, shouting orders and seeing no one execute those orders isn't really motivating either.

So how about some Elements to aid in this department.


Introduce a set of markers that can be placed on the Navigation Map (F2) and only be seen there. For example take the ship class map Icons (F2), blow them up by 200% or 300% in size and give them a different color and make them always visible no matter what the zoom level, even when spawning and selecting a new ship.

-Allow them to be placed on the map, with a limited duration of several minutes (optional; duration + rank level to increase duration) before the disappear.
-Have them fade out in to the background to give a clear indication of how old or new they are.
-The placer of the marker can delete his own markers.


To prevent spamming, 3 groups

Group one, "Free for all marker"
-Usable by every body, no rank limitation
-Duration 30 seconds live spawn before disappearing.
-Each player, can place only one.
-60 seconds need to pass before a new one can be placed
-Orange in color Blinking

-- The Basic Marker
Its use, to mark a place of interest, like indicating where you last spotted hostiles or where you are going to an so on.



Group two, "Basic guidance markers"
-Limited in use to rank Lieutenant Commander up to Vice Admiral
-No more then two markers of the same type may exist on the map
-No more then six markers of any type can be placed on the map
-When limit in marker has reached no more can placed, until and older one expires
-Duration 3 minutes live spawn before disappearing
-60 seconds need to pass before a new one can be placed

-Blue in color

--Engineering Marker**
--Mining Marker**
--Protect Area Marker


Group three, "Advanced guidance markers"
-Limited in use to rank Admiral up to Chief Marshal
-No more then two markers of the same type may exist on the map.
-No more then eight markers of any type can be placed on the map.
-When limit in markers has reached no more can placed, until and older one expires.
-Duration 6 minutes live spawn before disappearing
-60 seconds need to pass before a new one can be placed

--Battlefield Marker
--Bomb Planet Marker
--Engineering Marker**
--Mining Marker**
--Protect Area Marker
--Rally Point Marker
--Building Markers* & **


* Building Markers, like shipyard, depot, shield, barrack etc
** Optional, if the desired object/ship appears in the area the marker could disappear for the goal has been archived. For instance, if an Engineering marker is placed on a planet, and an engineer orbits the planet (AI exluded) the marked could be removed, for the goal has been archived.



For both the scenario and metaverse it will has it use, but I believe it will have its greatest use in the scenario server where the game play is a lot more fasted pasted and if a team is build up with unskilled layers, these markers will quickly provide guidance to them with out the excessive need to shout orders.


Ones players are know with what marker stand for what, Its only a matter of dropping them down on the map and people who don't know what to do can see based on the markers what is needed. Its not fool proof, but its a lot more guidance then the game currently has to offer in game.

For the fun of it, create a badge for it, that tracks how many times you successful followed orders. Not the kind that give prestige, just a badge to show. player missions

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Wild Cat
Dutch Time



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