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 Author Shipyard functionality
Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2011-07-04 10:10   
Yes I know, I mentioned something like this in another thread, but I can't seem to find it and had some more thoughts on the matter.

With the balancing of depots why not increase the repair rate of docked ships, and set it so newly destroyed ships can't be used until they're repaired? That way it's out of action and you have to use another one while it's being fixed, it'd also give incentive for people to use (and learn how to use) other ships instead of just a garage full of Dreadnoughts since they'd be ready to go again far sooner.

My suggestion would be:

30 minutes to fully repair a Station
20 minutes to fully repair a Dreadnought
10 minutes to fully repair a Cruiser
5 minutes to fully repair a Destroyer
The rest are instantly repaired to full, they cost no resources to spawn so it would be just as fast to relaunch the same ship as it would be to delete it and spawn a new one.

It would also eliminate camping of SY planets to repeatedly kill people who spawn there at 5% hull, which only one faction can really do, and many do it for the sole purpose of being a pain in the ass.
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ADmiraLMaXimus (Bringer of Doom)
Chief Marshal
Praetorian Wolves


Joined: March 09, 2002
Posts: 363
From: Earth
Posted: 2011-07-04 10:14   
how about if you dock a ship for repairs a certain amount of credits are used to fix it and it can be fixed faster pehaps instant for a higher price.

otherwise take it to a platform area or depot area to fix and wait.
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Borgie
Chief Marshal
Pitch Black


Joined: August 15, 2005
Posts: 2256
From: close by
Posted: 2011-07-04 10:24   
Quote:

On 2011-07-04 10:10, Talien wrote:

It would also eliminate camping of SY planets to repeatedly kill people who spawn there at 5% hull, which only one faction can really do, and many do it for the sole purpose of being a pain in the ass.



if that player isn't smart enough to spawn a 5% hulled ship somewhere away from combat he/she deserves to die
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Doran
Chief Marshal
Galactic Navy


Joined: March 29, 2003
Posts: 4032
From: The Gideon Unit
Posted: 2011-07-04 10:56   
Quote:

On 2011-07-04 10:10, Talien wrote:

incentive for people to use (and learn how to use) other ships instead of just a garage full of Dreadnoughts since they'd be ready to go again far sooner.

20 minutes to fully repair a Dreadnought



assuming you had a 8 dreads in your garage, as long as any of them lasts longer than 2.5 minutes, you could always have at least one dread fully repaired and ready to spawn.
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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2011-07-04 10:57   
Quote:

On 2011-07-04 10:56, Doran wrote:
Quote:

On 2011-07-04 10:10, Talien wrote:

incentive for people to use (and learn how to use) other ships instead of just a garage full of Dreadnoughts since they'd be ready to go again far sooner.

20 minutes to fully repair a Dreadnought



assuming you had a 8 dreads in your garage, as long as any of them lasts longer than 2.5 minutes, you could always have at least one dread fully repaired and ready to spawn.




This is true, but that would mean someone is either

A. Not being able to use their fully enhanced Dreadnought the majority of the time, or

B. Has a garage full of enhanced Dreadnoughts that are being rotated through instead of just one that can be repeatedly used.

I suspect B would be more likely, and isn't that a good thing since it probably means someone is spending money on credits?


Quote:

On 2011-07-04 10:24, Borgie wrote:
if that player isn't smart enough to spawn a 5% hulled ship somewhere away from combat he/she deserves to die



You know, I really didn't intend this to be a debate on the merits of SY camping, but since someone just had to bring it up in the typical "don't interfere with my ability to grief people" manner.....

Ordinarily I'd agree with people getting instakilled by spawning in a combat zone, but when a battle is on the other side of the system and someone spawns from a planet that's nowhere near the actual combat area only to have a Siphon suddenly appear next to them, often killing them before they even finish loading (this is the biggest complaint I see about SY camping by far) something is wrong. And by other side of the system I mean spawning at Farstay when the battle is at Fargo, or spawning at Mycopia when the battle is at Zeeladia. Somewhere nobody would have any reason to be aside from the sole purpose of camping people who spawn at 5% hull.

Let's see, what purpose does SY camping serve? Does it take an enemy out of action? No, If they're spawning at 5% hull they were already taken out of action.

Does it prevent people from using that SY? Overall, no, if they spawn on the opposite side of the planet then chances are they'll be able to jump somewhere else before you reach them, same goes for if they jump to the opposite side of the planet to dock. That and if someone is jumping to a SY planet they're doing it to dock and take themselves out of action anyway.

Does it in any way impede a faction's ability to produce AI? No, they spawn from gates.

Does it prevent a faction's players from spawning new ships in that system? No, if you're cloaked you're not lowering the control rating of that planet so you're obviously not there to cap it, and if you're cloaked you're obviously not bombing it.

Are you blockading that planet? No, and even if the former "blockade simply by being in detection range" system was still in place, cloaked ships did not count toward blockading anyway.

So, really, what does SY camping do for you aside from give you a cheap laugh at someone else's expense? I've seen people mention a few times that it reduces enhancement dura and weakens the opponent, but it seems that would be easier to do in an actual battle where there are more people that you can focus fire on one at a time, taking them out of action in the process rather than waiting for someone to spawn which you may or may not even be able to target before they jump somewhere else to repair.

So yes, what purpose does SY camping serve other than griefing?
[ This Message was edited by: Talien on 2011-07-04 11:04 ]
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Tommas [ USF HunnyBunny ]
Chief Marshal
Pitch Black


Joined: February 04, 2006
Posts: 581
From: Norway
Posted: 2011-07-04 12:15   
Quote:

On 2011-07-04 10:14, ADmiraLMaXimus (Bringer of Doom) wrote:
how about if you dock a ship for repairs a certain amount of credits are used to fix it and it can be fixed faster pehaps instant for a higher price.

otherwise take it to a platform area or depot area to fix and wait.




Well its a nice feature in my eyes, we get rid of the 5% spawn ship and on the same process, DS can make money if some ppl want to use the instant repair or similar for an fixed prise of creds per ship class.

Id also point out that if someone have 8 dreads or similar in Ds then it would be up to them, but i think its highly unlikely that someone will, and also with the new ships that's coming id supposed ppl got many ships in their inventory. And with this implemented then you got alot more rotating in ships that's being used.

Win win in my eyes
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Azreal
Chief Marshal

Joined: March 14, 2004
Posts: 2816
From: United State of Texas, Houston
Posted: 2011-07-04 14:38   
There's no reason to remove the supply ship from the process of repairing. I like the idea of using sy planets to repair hull and armor, but I don't like the idea of it being only in the sy.

I like the idea of supplies being able to get pres without having to run in the combat zone.
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Admiral Kamikaze Bacon
Fleet Admiral
*Renegade Space Marines*


Joined: July 01, 2010
Posts: 35
From: Admiral Kamikaze Bacon
Posted: 2011-07-04 14:57   
I don't necessarily agree with the concept, but as far as spawn-killing goes, there have been several times where I try to spawn, wait for the lag to catch up, and instead of seeing my ship, I am returned with a "Your ship has been destroyed!" message. From the garage screen, there's no way to tell whether or not it's safe to launch. I think that freshly spawned ships should have a grace period- say 20-30 seconds where they can neither be damaged, nor distribute damage. This period of time may not be enough to fully charge your jump drive to escape, but it would give the server enough time to load everything and, once you can actually see, let the player decide the best course of action- situation normal, fight, flee, or re-dock.
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Enterprise
Chief Marshal

Joined: May 19, 2002
Posts: 2576
From: Hawthorne, Nevada
Posted: 2011-07-04 15:14   
Sorry, I think its better we keep the repair rate the same.

That way supply ships gets some love and people have a good reason to find them.

That way if you jump into battle - in particular with a larger ship, its not with the thought "lol it doesn't matter how bad I get hurt".

That way if you die, that death actually mattered. Thats one ship thats actually out of the battle. I have hated for the longest time how trivial an enemy death has been. Now it won't. Severely damaging and killing ships will matter in battles.

I don't want an alternative quick repair. And I don't want to give people more ways to abuse it.

Supply ships are in the game for a reason. Use. Them.

Maybe the game will suck a little less with a little less easy mode.





-Ent
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Tommas [ USF HunnyBunny ]
Chief Marshal
Pitch Black


Joined: February 04, 2006
Posts: 581
From: Norway
Posted: 2011-07-04 17:51   
Quote:

On 2011-07-04 15:14, Enterprise wrote:
Sorry, I think its better we keep the repair rate the same.

That way supply ships gets some love and people have a good reason to find them.

That way if you jump into battle - in particular with a larger ship, its not with the thought "lol it doesn't matter how bad I get hurt".

That way if you die, that dath actually mattered. Thats one ship thats actually out of the battle. I have hated for the longest time how trivial an enemy death has been. Now it won't. Severely damaging and killing ships will matter in battles.

I don't want an alternative quick repair. And I don't want to give people more ways to abuse it.

Supply ships are in the game for a reason. Use. Them.

Maybe the game will suck a little less with a little less easy mode.





-Ent




Em..it will still take like 30-1hour or something for the ship to be fixed in sy, and if you are to get it instant you would need to pay for it. Make the cost abit tad so that it wont be abused and it wont be a problem.

It would make rotating ships alot more then it is now. And aint gone give any easy mode as you fear.
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Enterprise
Chief Marshal

Joined: May 19, 2002
Posts: 2576
From: Hawthorne, Nevada
Posted: 2011-07-04 18:00   
1 hour isn't alot of time at all.

Neither is 30 minutes.

Rotating ships just means that I can just keep pulling out various enhanced ships regardless of how much I die. And if I don't die, I don't have to worry about all the ships I lost before. Because when that big fight comes I can just pull them all out, brand new.

Sorry, but there is too much room for abuse, and it greatly diminishes the singificance of actually repairing. Why bother to sit around waiting for your ship to repair when you can just dock it, pick another ship, and let it do the work for you? And if you have eight ships - even if four of them are combat, and you are even half decent at not dying repeatedly, you don't need to worry.

How long do you go without dying? Its probably more than 30 minutes on a daily basis.

I cannot in any single, solitary way, say this is a good thing. This is an easy button for people to keep playing even after they die, further removing the consequences. If you die, you take the time to repair, or you spend the tons of resources required for a brand new ship.

I'd rather not have a more broken game, thank you.




-Ent
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2011-07-04 22:06   

Change the way you play then.

Time to play the game more carefully. No more throwing ships and stations with reckless abandon. What's the point of the game if you play it like that?

Pres loss from dying has been raised. Easy pres gain has been diminished. Now depots have been nerfed. All this to make the game less dumbed down.


I won't miss the ppl who quit just 'cos they don't have the patience to wait for reps, or who wants a brainless pew-pew arcade game. Good frakking riddance to bad garbage.





[ This Message was edited by: Kenny_Naboo[+R] on 2011-07-04 22:06 ]
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Blackjack [DBL]
Grand Admiral
Faster than Light


Joined: February 25, 2011
Posts: 344
From: The land of venomous reptiles.
Posted: 2011-07-04 22:39   
Because ships are becoming so specialised, anyone with 8 eads (just an example) would end up only capable of doing one thing, and fall down as soon as someone gets a ship designed to counter that tactic.
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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2011-07-05 09:28   
Why the hostility? Might as well remove AHR completely and just have Kluth with chit if that's really how people feel about repair rates. 30 minutes is about how long it takes to repair a Station's hull with a depot and it's own drones if it's a supply station. AHR fully repairs a ship's hull in 10 minutes and armor in 5 (armor counts as a gadget if I heard the explanation right).

On a personal level I don't really give a crap about repair rates since I fly Cruisers and Scouts, so if there's nobody able or willing to do supply duty it's not much of an issue for me. This was simply a balance suggestion so we don't end up with luth killing everyone off then camping the planets because they're bored that there's nobody left to fight. Do I really need to explain things in such a negative manner? I mean seriously, am I really the only person who can see this coming?
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Radiance
Grand Admiral
*Renegade Space Marines*


Joined: July 27, 2010
Posts: 106
Posted: 2011-07-05 10:51   
What if you multiply the repair times by 2 or 3? I don't think people can abuse the system then.
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