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Forum Index » » Developer Feedback » » New Infantry Units/Squads
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 Author New Infantry Units/Squads
[-clamup1995-]
Marshal

Joined: March 24, 2009
Posts: 125
From: Colony Hub, Sag Hothha
Posted: 2013-11-15 10:43   
I was looking at the history tab and noticed different types of troops each faction have. Why not make it possible to have different units available for use on barracks so you can have an edge? I.E. Defensive units, Bunker units, Attack units, Beserker units, Tank Units, etc... Make it more than just a barracks, have motor pools and all that stuff. It would make capturing planets a little more interesting than spamming 32 heavy or beserkers and watch them.

Squad leaders give a damage or defensive bonus and have an HP of 50.

Tank squads have a bonus to regular infantry, but heavy infantry are the counter to tanks.

Infantry have a bonus against heavy troops and so on...

Make the combat web so you have a counter for every troop type.

Making a troops may require certain resources on the planet, dark matter, heavy metals, etc...

Just something I thought up and would make capturing and building planets a little more interesting.
[ This Message was edited by: [-clamup1995-]*XO3-RO* on 2013-11-15 10:47 ]
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Boerenkool
Marshal

Joined: December 18, 2007
Posts: 218
Posted: 2013-11-15 18:25   
yes! and also, the new infantry should be pink and be able to self destruct. drop inf on enemy ship, then make them self d, legend inf kills any ship (100% damage) and rookie inf deals 10% damage. oh and and, they should have an inventory of various drugs, and something where ppl writing autoclick bots have the upperhand...hmmm lets say: the one who clicks some stuff in screen the most per second, wins!

and also female infantry, with a random chance a male infantry wont fight but instead flirt with female inf, and enemy female inf can charm my male inf. once charmed they change allegiance permanently.

also inf should have various guns interchangable at starport, and produces by the planet's factories. of course there should be one OP gun type that can only be used if you are subscribed, i mean appearently every player want to be OP and a good excuse for that is saying "hey, i pay for this game". so there, hah! now you have to make me OP. muahahahahaha!
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Ravendark
Marshal
Sanity Assassins


Joined: July 01, 2010
Posts: 443
Posted: 2013-11-15 18:55   
"joke/sarcasm" comment failed...

idea is fine, with perhaps bit less complexity. need for specific resources is bit... to complex. perhaps if rest of the systems adapts. but here's the deal: LOTS OF CODING. if it may happen, it wont anytime soon.
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2013-11-15 19:42   

Having more varied planetary units would be a valid idea, though I would think that playing their strengths and weaknesses VS each other in a rock, paper, scissors style would be a more valid implementation.


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Iwancoppa
Fleet Admiral

Joined: November 15, 2008
Posts: 709
Posted: 2013-11-15 19:48   
Agree with kenny.



Having scissor/paper/rock combinations would be good, as there is currently no counter to heavy infantry.


System could go...


Rifles > Bazookas > tanks > rifles


With flavor names for each.



Additionally, Extremely slow moving but long ranged artillery-style units could be added, as well as razing specialists and boarding parties with specialist equipment for damaging ships.
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Azreal
Chief Marshal

Joined: March 14, 2004
Posts: 2816
From: United State of Texas, Houston
Posted: 2013-11-15 20:13   
Just a few ideas:

Military Units

Infantry -The basic military unit. Cheap and fast to build.
Mech/Armor - Strongest Planetary Defense Unit.
Assault Troopers - Used for planetary invasion. Fast traveling, cheap.
Shock Troopers - Strongest invasion troops. Slower moving, expensive, with mech support.
Space Troopers - Used to invade and capture ships and space facilities.
Special Forces - Used to sabotage structures on enemy planets.
Rebel Forces - Appear when a planet is experiencing a rebelion. These are AI controlled, and draw their numbers from the population. As Rebel Forces increase, population will decrease.

Special Units

Diplomat - Used to influence any planet's moral
Spy - Used for intelligence and counter intelligence.
Smuggler - Appears when a planet is experiencing major criminal activity. AI controlled. Smugglers attack the economy of a planet, by siphoning off resources.
Propagandist - Used to create dissent (start rebellions) on an enemy planet or help put down rebellions on a friendly planet. (could also be a spy's duty instead)

planetary tech would of course effect what could be built.
Special units could be cued and built, and held (in limited numbers) at barracks until they are used by a player, sort of like parts used to store in the star port.

Just throwing it out there to chew on.

[ This Message was edited by: Azreal on 2013-11-15 20:17 ]
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2013-11-15 22:42   

Az has some good ideas.

Mine are simple in comparison. I'm simply taking a leaf from that RTS game, World In Conflict.

4 units
- Infantry
- Armor
- Support (anti air)
- Air


Air > Armor > Support > air

Inf would be a bit special. You'll need Inf to occupy and cap a planet.
Plus Inf are the only units able to board ships.

Armor > Inf > Support
Air and Inf can't affect each other since Inf doesnt have AA and Air cant see or target inf


That's the equation I was thinking abt. We can have Light and Heavy variants of Inf, Armor, and perhaps even Supp and Air, which may have varying resistances or bonus vs each other. But that's about it for now.


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Danek Ma`arna C`arns
Fleet Admiral

Joined: March 26, 2004
Posts: 102
From: Atlanta
Posted: 2013-11-16 09:54   
How do you determine who fights who? If the planet has only one type of troops, sure... but if they have a mixture, you could burn all your mech killers fighting their three rifle infantry, then get completely shotout by their mechs. Basically, coinflips decide the battle.

Why does the enemey care what troops you have... is he not going to merely bomb them off the face of the planet first?

Who is going to watch over the infantry production ques and make sure the planet has the right mix?


I do like the idea... but I think offensive and garrison infantry need to be seperated. Let the barracks build one type of Infantry, Garrison Infantry, automatically and keep the 32 of them on hand. Give them some sort of protection from Bombs.... bomb shelters or something... as their special.

Set the barracks up as a store to buy offensive infantry as the starport buys resources...

First, you have Marines, which are able to perform ship capturing, and defend ships from capture.

Then Heavy Infantry, which is what you need to capture planets. Are these even needed? Could this be folded into the Marines?


It also lets you access those special infantry mentioned above... esspecially the spy... which i assume would function like a scanner in range of the planet? I am assuming they have a sort of cloak check to determine if they are detected and killed by the planet's Garrison? The Spy would probably have a better chance of staying cloaked than more active units like sabetours? What would determine the availability of special troops? Alliegence?
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DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2013-11-16 11:10   
I think of two kinds:
  1. Combat infantry: attack & defend against red troops. No structure ability.
  2. Engineer infantry: repair & raze structures. No combat ability.

It would make the game more strategical when AI engineer is disabled.
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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2013-11-16 11:34   
Probably best to just wait for the planet update and see what changes come with it before doing anything with Inf.
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Orkan [OO-XII]
Grand Admiral
The Myrmidon Legion


Joined: April 22, 2010
Posts: 201
From: A Point Perfectly Computed Yet Never Repeating
Posted: 2013-11-17 17:12   
Quote:
On 2013-11-15 20:13, Azreal wrote:


Military Units

Infantry -The basic military unit. Cheap and fast to build.
Mech/Armor - Strongest Planetary Defense Unit.
Assault Troopers - Used for planetary invasion. Fast traveling, cheap.
Shock Troopers - Strongest invasion troops. Slower moving, expensive, with mech support.
Space Troopers - Used to invade and capture ships and space facilities.
Special Forces - Used to sabotage structures on enemy planets.
Rebel Forces - Appear when a planet is experiencing a rebelion. These are AI controlled, and draw their numbers from the population. As Rebel Forces increase, population will decrease.

Special Units

Diplomat - Used to influence any planet's moral
Spy - Used for intelligence and counter intelligence.
Smuggler - Appears when a planet is experiencing major criminal activity. AI controlled. Smugglers attack the economy of a planet, by siphoning off resources.
Propagandist - Used to create dissent (start rebellions) on an enemy planet or help put down rebellions on a friendly planet. (could also be a spy's duty instead)

planetary tech would of course effect what could be built.
Special units could be cued and built, and held (in limited numbers) at barracks until they are used by a player, sort of like parts used to store in the star port.





I really like the above ideas, especially those for special unit types, it would be so much nicer and meaningful to be able to have planetary events actually triggered by player initiative, civ style, rather than randomly generated rebellions and other events. Perhaps it could be spy's also that trigger certain events such as plagues as they poison the planet's water supply or some such. That one should be a mission with a scarce chance of success however. That would also mean planets that existed to produce these units would also have a greater meaning, eg different types of barracks and academys etc would in a simple manner bring a greater diversity and player influenced chain of events to things. Balancing issues would of course need to be addressed.

New combat units should not really be too complex as everything should still be vulnerable to our orbital bombardment, unless some form of bunker troops had a greater resistance to orbital bombing...
Variety is the spice of life after all.
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Chewy Squirrel
Chief Marshal

Joined: January 27, 2003
Posts: 304
From: NYC
Posted: 2013-11-17 21:45   
This sounds like complicating things just for the sake of complicating things
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2013-11-18 08:06   

Adding more inf unit types, if it is to be implemented, will go hand in hand with a new planetary system. It only makes sense to revamp everything at once.

Not pouring cold water on you guys, but it might very well be another year before we see 1.8.

In the meantime, keep those ideas and thoughts coming!


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Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2013-11-18 08:07   
Quote:
On 2013-11-17 21:45, Chewy Squirrel wrote:
This sounds like complicating things just for the sake of complicating things



I have to agree. How many people would actually pick up a composite ground force and attempt to micro manage ground troops for some kind of best effort instead of just HEAVY INF BEST INF and ignore them to, er, you know, actually play the spaceship shooting game?

Not to mention infantry combat isn't really the focus of the game. you know. spaceships. and shooting.

If anything i'd be cool with the idea of ship-to-ship specialized infantry (like how the pirates have right now)
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Eledore Massis [R33]
Grand Admiral
Templar Knights


Joined: May 26, 2002
Posts: 2694
From: tsohlacoLocalhost
Posted: 2013-11-18 10:16   
Specific types of infantry oooo that is a so old one i might just undust my 'post' button.

In the past i would have loved to see more infantry types.
See : [http://www.darkspace.net/index.htm?module=forums.php&page=/viewtopic.php?topic=46762&forum=1&14]new twist on infantry[/url] and The Chapter Infantry
But at the moment all i can say is, We already have a few different types of infantry.
Playable factions have regular & heavy. Each should have there own icons and description.
Pirates: have there own infantry witch are excel in ship raiding.
Mi: Automatons with are excellent for kicking any planetary defense force of the planet.


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