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[FAQ
Forum Index » » Developer Feedback » » [Suggestion] Layout-change for command-dreads
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 Author [Suggestion] Layout-change for command-dreads
NoBoDx
Grand Admiral

Joined: October 14, 2003
Posts: 784
From: Germany / NRW
Posted: 2010-09-07 03:27   
i dont expect it too soon, since dreads get reworked anyway in near future, but:

command-dreads (and brood) are already some kind of "jack-of-all-trades", so why not add 1 repair-drone-bay on it ? **

this way they can do everything, but still nothing realy good.

- they can build with their build-drone, but rather slow, since it is only one
- they can mine, but rather slow with only 1 beam
- they can bomb, but their limited speed and few sensor-slots make cloud-bombing / ecm-bombing - difficult (or even impossible)
- their fighters provide some long-range firepower
- their other weapons provide some self-defense firepower
- because they're dreads, they shine at their jobs (literally... they arent any close to the "normal" support ships sig)
- and their abillity to dodge enemy fire is nearly non-existent

with support-drones (maybe only support-ship size) they have a reason to be within fleet-actions, because they could rearm the other ships (but with one supp-drone-bay they're nearly useless as repairer)
and they CAN act as smaller command-stations

** alternatives
- add a new gadget, which only rearm ships and give the comand-dreads multiple bays so they can refill ammo of multiple ships (but can not repair)
- add a new gadget, which rearms all ships within x gu (e.g. 0 - 500 ?) as an aoe-effect
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Forger of Destiny
Chief Marshal
We Kick Arse


Joined: October 10, 2009
Posts: 826
Posted: 2010-09-07 04:00   
Adding a repair drone is a good idea. But it shouldn't have much capacity, perhaps 1000?
And speaking of layouts, there is an ethically wrong layout misplacement. The Command Carrier of the ICC faction has 6 fighters, which should be the forte of the UGTO superdread. The Ganglia of the K'luth has more fighters than the Brood, a much surprising observation.

If possible, make the new command dreads follow their faction philosophy even further, and ensure that command dreads have more fighters than their counterparts, unless they are dedicated fighter bases. Same should be followed for the battle dreads as they are meant to focus on damaging over launching fighters.
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-09-07 04:05   

Can someone pls define "Command Dreadnought"?





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NoBoDx
Grand Admiral

Joined: October 14, 2003
Posts: 784
From: Germany / NRW
Posted: 2010-09-07 04:33   
right now, the command-dreads are some kind of
- big enginers (size, not build-speed)(all factions)
- carrier-dread (icc only)
- bomber-dread (luth + ugto)

imho the command-dreads are for fleet-actions, that dont justify the deployment of command-stations
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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.

Forger of Destiny
Chief Marshal
We Kick Arse


Joined: October 10, 2009
Posts: 826
Posted: 2010-09-07 04:35   
Quote:

On 2010-09-07 04:05, Kenny_Naboo wrote:
Can someone pls define "Command Dreadnought"?


A Command vessel is a supervessel grade machine which is looked upon as the cornerstone of a versatile and competent army, be it space (command dread), water (command vessel), air (command ship) or land (mobile command center).
In DarkSpace, the armies use the space version of the command vessels, namely, the Command Superdreadnoughts. These ships emphasize multipurposeness over specialisation. Their primary duties are to be the centre of a fleet, acting as the support and commandeering it.

We want rep dronez cuz cmd dreds nid it.
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Gejaheline
Fleet Admiral
Galactic Navy


Joined: March 19, 2005
Posts: 1127
From: UGTO MUNIN HQ, Mars
Posted: 2010-09-07 04:44   
Long ago, command dreads did have reload drones. Alas, they no longer have them, and probably won't ever have them again, which I think is a bit of a shame but that's how it is.

I believe that command dreads will at some point get some kind of "command gadget" that lets them grant bonuses to allied ships in the area.
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NoBoDx
Grand Admiral

Joined: October 14, 2003
Posts: 784
From: Germany / NRW
Posted: 2010-09-07 04:50   
Quote:

On 2010-09-07 03:27, NoBoDx wrote:
{...}

** alternatives
- add a new gadget, which only rearm ships and give the comand-dreads multiple bays so they can refill ammo of multiple ships (but can not repair)
- add a new gadget, which rearms all ships within x gu (e.g. 0 - 500 ?) as an aoe-effect



2 sugestions for new gadgets
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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.

Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-09-07 04:53   
Quote:

On 2010-09-07 04:35, Dr. Michael Paradox wrote:
Quote:

On 2010-09-07 04:05, Kenny_Naboo wrote:
Can someone pls define "Command Dreadnought"?


A Command vessel is a supervessel grade machine which is looked upon as the cornerstone of a versatile and competent army, be it space (command dread), water (command vessel), air (command ship) or land (mobile command center).
In DarkSpace, the armies use the space version of the command vessels, namely, the Command Superdreadnoughts. These ships emphasize multipurposeness over specialisation. Their primary duties are to be the centre of a fleet, acting as the support and commandeering it.

We want rep dronez cuz cmd dreds nid it.





LOL. OK Thanks.
That was a rhetorical question BTW.


IMO, the Cmd Drds now look pretty useless to me, other than... as Bardiche put it.... to build in style. One build drone, one mining beam, one tractor beam..... doesn't really seem useful.

Likewise, I see no use of the Carrier Dread, which don't carry enough fighters (which are already pretty weak themselves) to actually be effective.


If the Devs are gonna look into redoing the layout of the ships, may I suggest that the Command and Carrier dread be integrated. Right now, the CVN is the Command center of a fleet.

Perhaps what the Command Dread needs to be relevant is a heckuva lot of fighters (and the fighters themselves, also being reworked to be more lethal).... along with a single core weap and the usual complement of beams and cannons (though less than the standard dread)...

Basically mashing the carrier and command dread into one... and taking out some of the less useful things.

I dunno if they need mining beams, or tractors, or build drones. Cos that's the fleet supp, engineer, and/or extractor's job.



But yes, as Geja put it. They need to have some sort of "command" function.




[ This Message was edited by: Kenny_Naboo on 2010-09-07 04:56 ]
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DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2010-09-07 16:42   
Is there any reason to use the command dread when you can get command station?
Comparison:
dread / station
Fighters: 2-3 8
Core wep: none 2-3
Bombs: 2 0
Repair: none 2
Mining: 1 1
Build: 1 1
Speed: 15 6
Jump: HMA/WH HMA/WH

So the only advantage of command dread is the higher chance of escaping.
It's worse at other tasks.

I really don't know what it aims at. Since from I can get it to now, I only use it to avoid intentionally FF destroyed while building.

Maybe I'm a fool. Can someone give me a hint in what circumstance this ship is effective?
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NoBoDx
Grand Admiral

Joined: October 14, 2003
Posts: 784
From: Germany / NRW
Posted: 2010-09-07 18:50   
you have access to the dread earlier than to the station
and the dread-version of the WH is weaker then the station one (luth dreads havent one at all ... still dont know why...)
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Borgie
Chief Marshal
Pitch Black


Joined: August 15, 2005
Posts: 2256
From: close by
Posted: 2010-09-07 20:05   
you don't need repair drones on command dreds. you can always build a repair plat and tow it along side of you with the ships tractor beam.( i reckon that solves the repairing needs). also since resources stack up to 5k perslot you don't need to lose much cargo space for troops if you are planing on bombing a planet.
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  Email Borgie
Enterprise
Chief Marshal

Joined: May 19, 2002
Posts: 2576
From: Hawthorne, Nevada
Posted: 2010-09-07 23:39   
Quote:

On 2010-09-07 04:44, Gejaheline wrote:
Long ago, command dreads did have reload drones. Alas, they no longer have them, and probably won't ever have them again, which I think is a bit of a shame but that's how it is.

I believe that command dreads will at some point get some kind of "command gadget" that lets them grant bonuses to allied ships in the area.




They need to lose the bombs too. But yeah, having multiple area effect gadgets that provide bonuses would be awesome.





-Ent
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Red October
Fleet Admiral

Joined: May 30, 2010
Posts: 165
From: Stillwater, Oklahoma
Posted: 2010-09-08 03:14   
Here is a idea for the command gadgets. If the command gadget is activated within a group, it spreads only to that group that has the command dreadnought in it. This will encourage more command dreadnoughts and groups within the battle field. Gives a added bonus for starting up a group instead of being loner.

Command Gadgets

Name: Rapid Assault
Type: Command Gadget
Energy Drainage: 5
Cooldown Rate: 10
Group Module: Yes
Description: The user that activates this gadget in a group, it reduces 6%% seconds off group's weapon and beam cooldown rate.

Name: Bypass
Type: Command Gadget
Energy Drainage: 5
Cooldown Rate: 10
Group Module: Yes
Description: The user that activates this gadget in a group, it reduces 6% of the group's energy drainage and add's 6% energy regeneration.

Name: Overdrive
Type: Command Gadget
Energy Drainage: 5
Cooldown Rate: 10
Group Module: Yes
Description: The user that activates this gadget in a group, it add 6% to group's top speed, accleration, and turning rate.

Name: Hardening
Type: Command Gadget
Energy Drainage: 5
Cooldown Rate: 10
Group Module: Yes
Description: The user that activates this gadget in a group, it add 6% to group's defense and gives 6% less damage.

Name: Booster
Type: Command Gadget
Energy Drainage: 5
Cooldown Rate: 10
Group Module: Yes
Description: The user that activates this gadget in a group, it adds 6% to the group's weapon and beam range.

Name: Strike
Type: Command Gadget
Energy Drainage: 5
Cooldown Rate: 10
Group Module: Yes
Description: The user that activates this gadget in a group, it add 6% to group's weapon and beam damage.

[ This Message was edited by: Red October on 2010-09-08 03:16 ]
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  Email Red October
Enterprise
Chief Marshal

Joined: May 19, 2002
Posts: 2576
From: Hawthorne, Nevada
Posted: 2010-09-08 04:32   
Quote:

On 2010-09-08 03:14, Red October wrote:
Here is a idea for the command gadgets. If the command gadget is activated within a group, it spreads only to that group that has the command dreadnought in it. This will encourage more command dreadnoughts and groups within the battle field. Gives a added bonus for starting up a group instead of being loner.

Command Gadgets

Name: Rapid Assault
Type: Command Gadget
Energy Drainage: 5
Cooldown Rate: 10
Group Module: Yes
Description: The user that activates this gadget in a group, it reduces 6%% seconds off group's weapon and beam cooldown rate.

Name: Bypass
Type: Command Gadget
Energy Drainage: 5
Cooldown Rate: 10
Group Module: Yes
Description: The user that activates this gadget in a group, it reduces 6% of the group's energy drainage and add's 6% energy regeneration.

Name: Overdrive
Type: Command Gadget
Energy Drainage: 5
Cooldown Rate: 10
Group Module: Yes
Description: The user that activates this gadget in a group, it add 6% to group's top speed, accleration, and turning rate.

Name: Hardening
Type: Command Gadget
Energy Drainage: 5
Cooldown Rate: 10
Group Module: Yes
Description: The user that activates this gadget in a group, it add 6% to group's defense and gives 6% less damage.

Name: Booster
Type: Command Gadget
Energy Drainage: 5
Cooldown Rate: 10
Group Module: Yes
Description: The user that activates this gadget in a group, it adds 6% to the group's weapon and beam range.

Name: Strike
Type: Command Gadget
Energy Drainage: 5
Cooldown Rate: 10
Group Module: Yes
Description: The user that activates this gadget in a group, it add 6% to group's weapon and beam damage.

[ This Message was edited by: Red October on 2010-09-08 03:16 ]




This is a good example. A command dreadnaught would have up to three slots but only have the energy to sustain one at a time. You could activate additional ones, but then you'd soon run out of energy.

I also think that these effects only apply if you are in a group that you are the leader of. Thus preventing abuse by stacking effects via multiple command dreads.




-Ent
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-09-08 06:04   
Quote:

On 2010-09-08 03:14, Red October wrote:
Here is a idea for the command gadgets. If the command gadget is activated within a group, it spreads only to that group that has the command dreadnought in it. This will encourage more command dreadnoughts and groups within the battle field. Gives a added bonus for starting up a group instead of being loner.

Command Gadgets

Name: Rapid Assault
Type: Command Gadget
Energy Drainage: 5
Cooldown Rate: 10
Group Module: Yes
Description: The user that activates this gadget in a group, it reduces 6%% seconds off group's weapon and beam cooldown rate.

Name: Bypass
Type: Command Gadget
Energy Drainage: 5
Cooldown Rate: 10
Group Module: Yes
Description: The user that activates this gadget in a group, it reduces 6% of the group's energy drainage and add's 6% energy regeneration.

Name: Overdrive
Type: Command Gadget
Energy Drainage: 5
Cooldown Rate: 10
Group Module: Yes
Description: The user that activates this gadget in a group, it add 6% to group's top speed, accleration, and turning rate.

Name: Hardening
Type: Command Gadget
Energy Drainage: 5
Cooldown Rate: 10
Group Module: Yes
Description: The user that activates this gadget in a group, it add 6% to group's defense and gives 6% less damage.

Name: Booster
Type: Command Gadget
Energy Drainage: 5
Cooldown Rate: 10
Group Module: Yes
Description: The user that activates this gadget in a group, it adds 6% to the group's weapon and beam range.

Name: Strike
Type: Command Gadget
Energy Drainage: 5
Cooldown Rate: 10
Group Module: Yes
Description: The user that activates this gadget in a group, it add 6% to group's weapon and beam damage.

[ This Message was edited by: Red October on 2010-09-08 03:16 ]





These all look like RPG stuff to me.... the +5% HP, +10% SPD kinda things....
Stats stuff you find in a roll based game.


I rather see some more tangible or realistic abilities or effects. Like the ability to set waypoints for your group, or controlling a planet's defences to fire at someone, etc etc.
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