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[Sugestion] new space hazard (Dictor-Cloud) |
NoBoDx Grand Admiral
Joined: October 14, 2003 Posts: 784 From: Germany / NRW
| Posted: 2010-07-10 16:59  
i'll keep it short:
what about a natural dictor field as a space-hazard
it could be something like a big cloud (choos ay color, but i'd prefer red) where you can't jump
i can see quite some uses for it on some maps (e.g. preventing early trany-rushes in scen)
_________________ The only good 'ooman is a dead 'ooman. An' da only fing better than a dead 'ooman'z a dyin' 'ooman who tell you where ter find 'is mates.
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Eledore Massis [R33] Grand Admiral Templar Knights
Joined: May 26, 2002 Posts: 2694 From: tsohlacoLocalhost
| Posted: 2010-07-10 19:07  
The idea of a dictor nebula isn't new. But extra types of hazards are.
There has been some work of Damage fields so i think this idea should be looked at again..
P.s. Suggestions belong in the beta forum. http://beta.darkspace.net Yes the page might not be popular but we (the dev team) does check it.
Move to beta plz.
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NoBoDx Grand Admiral
Joined: October 14, 2003 Posts: 784 From: Germany / NRW
| Posted: 2010-07-11 08:14  
some sugestions of space-hazards:
dictor-clouds:
- prevents jumping
- planets within are easier to defend (no need for a planet-dictor-base) ("flag"-planets in scenario)
- blocking direct routes (e.g. jumpgate <-> planet)
- in event-maps: preventing jumping at all (or just some special areas)
- in scenario: reducing early trany-rushes
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asteroid-fields (big):
-- an asteroid-field with big asteroids
-- smaller ships can dodge em
- damage-field
- reducing sig of targets within
- "the bigger the ship, the more damage it take within"
- scouts, frig, dessies can fly within without taking any damage
- cruiser, dread, station take damage within (optional more dmg while moving)
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asteroid-fields (medium):
-- an asteroid-field with medium asteroids
-- smaller ships can dodge em
- damage-field
- reducing sig of targets within
- "the bigger the ship, the more damage it take within"
- scouts, frig can fly within without taking any damage
- dessies, cruiser, dread, station take damage within (optional more dmg while moving)
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asteroid-fields (small):
-- an asteroid-field with micro-asteroids
-- smaller ships can dodge em
- damage-field
- reducing sig of targets within
- "the bigger the ship, the more damage it take within"
- every ship take constant damage within
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EMP-Cloud:
- reducing sensor-ability for ships within
- ships outside laser/ruptor-range can't be targeted
- but reduced laser/ruptor
- lowering sig by a big amount
- constant draining energy
- missles are worthless, because they can't lock on
- minor, but constant system-damages (optional if one armor-arc is damaged)
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high-gravity-field (sorry couldn't bring up a better name =P):
-- a high gravity field, created by an object within the field
-- maybe a big dark-mater asteroid ?
- reducing maxspeed for ships within (maybe slowed by 10%) (stackable !)
- maybe multiple fields overlaping: the closer you get, the more flieds afect you, and the more you get slowed down
- reducing range of projectile weapons (optional bullet-speed if possible)
- ships jumping through the field should be droped out of jumpdrive when they enter the field
- ships within the field can easily jump out, if their JD had recharged
- ships jumping into another "layer" of the field, would be pulled out of JD again
-- reason behind this: the jumpdrive have to make new calculations to acount the new ship-mass
alternative: these fields increase the JD-fuel need by 10% (stackable!)
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high-energy cloud (sorry couldn't bring up a better name =P):
-- a cloud with heavy ionic discharges
- increasing sig by a great amount
- draining shields (i know icc will hate me for this )
- refreshing energy
- because of the high energy present, systems take constant damage
- constant damage to armor (icc armor only take damage, when the shields are completly drained)
- beam-damage increased (optional faster recharge-rate for energy based weapons)
- smaler ships take more damage, because their hull isnt thick enough to absorb the amounts of energy
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strategic ideas behind these hazards:
-asteroid-fields:
-- easier to fight for smaler ships within
-- bigger ships are handicapped
-- if ships only take damage while they move within, it could be used by stations to set up a hidden "resup"-outpost (starwars like )
-EMP-field:
-- something similar to star trek
-- basically all ships within are (near) invisible until they nearly touch each other
-- "close combat field" but with bullets
-- lasers/ruptors are ineffective
- gravity-field
-- disadvanced place to fight at all
-- stations would just crawl within this field (-0,6gu with each field-layer)
-- mining the object in the center of this field should be increased
-energy-cloud:
-- easier to fight in big ships, since smaler take more "electrical" damage
-- better for long-range(missle) combat, because target are easy to target
-- better for short-range(laser) combat, because lasers gain a damage-boost
-- constat energy-refill grant nearly unlimited energy (def-mode for icc-ships )
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thats till now, maybe some other "space effects" will come to my mind later
_________________ The only good 'ooman is a dead 'ooman. An' da only fing better than a dead 'ooman'z a dyin' 'ooman who tell you where ter find 'is mates.
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Antra Admiral Agents
Joined: February 16, 2002 Posts: 657 From: Grand Rapids, Michigan
| Posted: 2010-07-11 13:45  
Wait, damage fields? Could we use those for another way to do minefields?
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NoBoDx Grand Admiral
Joined: October 14, 2003 Posts: 784 From: Germany / NRW
| Posted: 2010-07-11 14:04  
im curently thinking about stationary, preset "fields"
a minefield would require something that is placed, and "used" when the mines explode
_________________ The only good 'ooman is a dead 'ooman. An' da only fing better than a dead 'ooman'z a dyin' 'ooman who tell you where ter find 'is mates.
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Eledore Massis [R33] Grand Admiral Templar Knights
Joined: May 26, 2002 Posts: 2694 From: tsohlacoLocalhost
| Posted: 2010-07-11 16:19  
We have tough about putting a minefield in. something that will constantly do EOA damage.
But your suggestions are nice additions to this.
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NoBoDx Grand Admiral
Joined: October 14, 2003 Posts: 784 From: Germany / NRW
| Posted: 2010-07-14 13:14  
the most important one ist the dictor-cloud, because i'd need it in a scen-map against the mi (dont remember, who sugested the scen-idea though)
[ This Message was edited by: NoBoDx on 2010-07-14 13:15 ]
_________________ The only good 'ooman is a dead 'ooman. An' da only fing better than a dead 'ooman'z a dyin' 'ooman who tell you where ter find 'is mates.
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-Shadowalker-™ Admiral Galactic Navy
Joined: September 23, 2007 Posts: 709 From: Shadows
| Posted: 2010-07-16 22:20  
What about a just visually dense field, difficult to see, must rely on electronics to see. Maby put some astereoids in it?
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SpaceAdmiral Grand Admiral
Joined: May 05, 2010 Posts: 1005
| Posted: 2010-07-16 23:00  
Quote:
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On 2010-07-16 22:20, -Shadowalker-™ wrote:
What about a just visually dense field, difficult to see, must rely on electronics to see. Maby put some astereoids in it?
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sounds like a good place to hide some plats as an assault position
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NoBoDx Grand Admiral
Joined: October 14, 2003 Posts: 784 From: Germany / NRW
| Posted: 2010-07-17 08:03  
... or retreat-position
_________________ The only good 'ooman is a dead 'ooman. An' da only fing better than a dead 'ooman'z a dyin' 'ooman who tell you where ter find 'is mates.
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NoBoDx Grand Admiral
Joined: October 14, 2003 Posts: 784 From: Germany / NRW
| Posted: 2010-08-09 12:03  
Quote:
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On 2010-07-11 08:14, NoBoDx wrote:
- gravity-field
-- disadvanced place to fight at all
-- stations would just crawl within this field (-0,6gu with each field-layer)
-- mining the object in the center of this field should be increased
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aw, forget something:
- the gravity field is created by a massive, heavy object in the center
- the closer you get to the object, the more energy is needed to keep the ship in position (-> lowering the speed of the ship)
- because of the object in the center is extreme compact, mining-beam output should be doubled (or even trippled)
- if the slow-down-effect isnt bad enough to justify the mining-increase, add a small damage-field around that object (300gu ? bigger than mining-range)
_________________ The only good 'ooman is a dead 'ooman. An' da only fing better than a dead 'ooman'z a dyin' 'ooman who tell you where ter find 'is mates.
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Sopwith Camel Grand Admiral Galactic Navy
Joined: March 07, 2002 Posts: 651 From: Toronto
| Posted: 2010-08-09 13:17  
Big purple toxic cloud that turns your ship inside-out.
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Rebellion Marshal Faster than Light
Joined: June 20, 2009 Posts: 730 From: sol
| Posted: 2010-08-09 15:00  
Quote:
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On 2010-08-09 13:17, Sopwith Camel wrote:
Big purple toxic cloud that turns your ship inside-out.
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A big Pink cloud that appears when a mod gets mad.
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Marius Falix Grand Admiral
Joined: July 05, 2010 Posts: 268 From: Luyten
| Posted: 2010-08-09 19:43  
idea is from freelancer but hey.
Gas clouds:
like a nebula but filled with random pockets of built up gas.
these will ignite due to weapons fire or high speed's as they would give off more heat/discharge the faster it goes (trail for ex)
this would be good for running too.
if you are in a station or dread. as smaller ships would be more likely to follow you, weapons fire may set off the pockets, would dramaticly slow opponents down.
i know this isnt as good as previously mentioned ideas but hell...
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Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2010-08-10 05:26  
I believe I've suggested something about nebulas before. It's somewhere around here or the main forums.... I dunno.
When you're in a certain type of nebula, it totally rezzes out your sensors and comms.
You lose the stability your ship-to-ship link, and F2 tactical.
Your scanners also goes fritzy. U could pick up a contact, and lose it the next.
And K'luth cloak gets disrupted and drops out often too, and they could produce some kind of shimmering or smoky effect when the ships move.
Also, projectile weapons are fine to fire, but any beam weapons would ionize the gas near the firing ship and result in small explosions, damaging the firing vessel, and damaging the beam weapon subsystem.
This should make nebulas interesting. Both as a place to set up an ambush, and as a place to hide or run to when you're damaged or fleeing.
Think Star Trek 2, the Wrath of Khan.
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