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Forum Index » » Developer Feedback » » s02e01-e08
 Author s02e01-e08
Doran
Chief Marshal
Galactic Navy


Joined: March 29, 2003
Posts: 4032
From: The Gideon Unit
Posted: 2014-05-18 18:29   
just to throw some beans out there

music: Schemawound - Computer Take Me Somewhere Else

this is part of what's in the works for Two Weeks™ down the road.

S02 picks up somewhere after S01 ends.
Despite a good efford by UGTO OP DEV BIAS and ICC FACE ROLL and KLUTH SNEAKY BASTAGES >:3, ultimately LAZY GITS caught epic fail and STUPID OTHER TEAM WTFPWNT n00bz, but not without enough losses on both sides to make even steveyk worry about his pres. so everyone took a break, posted some low-grade flamebait in the forums and verbally sniped each other for a while.
much like a college freshman at spring break, there's gonna be some experimentation.

S02E01 - Gliese 581. Project Coral kicks off S02 with ugto and icc trying to rebuild their fleets. both factions have a limited selection of ships to work with

S02E02 - BD+59. General Offensive. Fairly standard land-grab. nothing really adventurous.

S02E03 - Contorius. Disassembly Line finds A entrenched in a large cluster under siege by the forces of B.

S02E04 - Zarathalus. Mayhem has enough room for 3 factions, but will likely only feature 2. maybe. D:

S02E05 to E08 - TBD. These four are part of the "Lightsource Rave" project. LSR is an attempt at a multi-system scenario, and a testbed for some possible MV changes regarding win conditions. LSR is comprised of 6 systems, 2-3 of which will be present in a given map.
they are:

    names and habitalityness subject to change
  • Jurassic - 5 habitable planets
  • Farstar - 7 habitable planets
  • Tempo - 10 habital
  • Cato - 19 habital
  • Candescence - 2 habitable
  • Graveyard - 3 habitable


in terms of completedness, gliese needs a pass done for planet names, and E02-04 need a few name tweaks here and there. E02-04 also need all their flavor text and mission objectives done, but need someone creative to do that. the first four also all need a pass for scenery, backgrounds for sure, maybe a nebula here and there.
the LSR maps exist only on paper, and save for the usual objects and flavor texts, are feature complete and ready to be built.

the rotation for S02 also still needs to be establised (which is why the maps dont have objectives set), but its likely to be MUCH more linear than the current one

following E08 is where stuff's liable to really get weird. if LSR works out on a technical basis, that opens the door for the metaverse to be only 3-4 systems at any time, which compresses the playerbase and makes it that much easier to find people, and winning one block would cycle the map to the next block.
future maps might see setups involving assaults on pirate or MI strongholds, or working WITH (but not as) pirates, or some civil war type with ICC vs ICC. darkspace currently seems to allow up to 7 'teams' per map, with N>1 factions per team, so there's a lot of room to work with there combination-wise.
[ This Message was edited by: Doran on 2014-05-18 18:29 ]
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Rae
Admiral
Raven Warriors

Joined: May 23, 2002
Posts: 284
From: 10 minutes away in a fast boat
Posted: 2014-05-18 22:45   
best news since the new patch. I guess now you'll see if the server likes 64+ clients at the same time! Hope it's the cats ass!
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-so precious lovin the thrill...

Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2014-05-18 22:46   
So this sounds to me almost like trying to combine scen with MV? Should be interesting, I find myself looking forward to it.

Quote:
On 2014-05-18 18:29, Doran wrote:
STUPID OTHER TEAM WTFPWNT n00bz



Damn that stupid other team. It's all their fault.
_________________
Adapt or die.

Forger of Destiny
Chief Marshal
We Kick Arse


Joined: October 10, 2009
Posts: 826
Posted: 2014-05-19 12:00   
Quote:
On 2014-05-18 18:29, Doran wrote:
the rotation for S02 also still needs to be establised (which is why the maps dont have objectives set), but its likely to be MUCH more linear than the current one

following E08 is where stuff's liable to really get weird. if LSR works out on a technical basis, that opens the door for the metaverse to be only 3-4 systems at any time, which compresses the playerbase and makes it that much easier to find people, and winning one block would cycle the map to the next block.



i think map rotation within this future system can easily be made non-linear.

for example, lets say UGTO and ICC are in block A (which is adjacent to blocks B (ICC), C and D (both UGTO).

if UGTO win in A, block B has a 100% chance to make an appearance.

if instead, ICC dominate in A, server can make a dice roll to pick between either C or D. if UGTO also has a block E next to an ICC controlled block, there could be a small chance that the battle proceeds to E instead of C/D.


and as far map flavor text is concerned, might it be possible that the devs (or even a random player of winning team/lobbycamper who is online) make one up for the next map to be played? just an idea ^^

looking forward to Two Weeks™
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Forging legends and lives outside till naught remains inside.


Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2014-05-19 14:36   
oh boy I hope some missions are faction vs pirates <3
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Doran
Chief Marshal
Galactic Navy


Joined: March 29, 2003
Posts: 4032
From: The Gideon Unit
Posted: 2014-05-30 10:55   
The lightsource rave maps are comming together and mostly complete, save for some minor tweaks here and there.

lets talk objectives.
LSR is comprised of 6 individual system maps, placed together not unlike the metaverse.
each system has at least one terran planet, Cato has 4, Epoch has 3 and Tempo has 2. with the exception of cato, the largest (and/or only) terran in the other systems has been upgraded to a Home planet (think Sag/Earth/Exathra) and been nominally selected as a flag planet.

E05 starts out with Cato, Graveyard, Candescence and Farstar (neutral, icc spawn, ugto spawn, kluth spawn), with the objective for each faction to capture Cato's four flag planets. depending on who gets there first, the next map will be that faction starting in Cato, with another faction attacking inwards.



for example. icc wins E05. rotation moves to E07, with icc starting in Cato. ugto is also present, spawning in Candescence, and Epoch makes an appearance as well, as a stepping stone closer to Cato. if ugto can hold Epoch, they'll gain another Home-class planet, and potentially be able to hit Cato from two directions at once.
E06 and E08 are set the same way, with Tempo instead of Epoch and Ugto(cato) vs Kluth and Kluth(cato) vs Ugto. after that, the map will move on to the deadlands as E09

for reference, the flags are:
Cato: Dissonance, Persistance, Goliathan, Malignus
Graveyard: Corpseghoul
Epocryphal: Pliensbach
Candescence: Darkblight
Farstar: Veiltopia
Tempo: Lacrimoso


=============================

Thats the theory anyway. in practice though, the objectives kind of fall apart. essentially there's only two objective types that matter, CONTROL and PROTECT.
Control is straightforward enough, go to this planet, and capture it. that's every scenario map ever. whoever controls all the flag planets, or the most when the time limit is reached, wins.
Protect is a little different, and TBH is difficult to tell if its actually working. the idea with Protect is its a defend-objective, but it doesnt seem to have an early-win condition. with Control you can force a map change by capping all the objectives, but with Protect, it appears you're stuck defending them until the time limit (which by the way is currently set at 4 hours)

if i were to say, give the team defending cato a single capture objective to the attackers' flag planet, they could win early that way, but i dont doubt for a minute players would use Cato's resources and just steamroll the attackers (which they might anyway, given 4 hours and a ton of planets to build up.)

flag planets dont have to be the same for both sides, for example Red Team can be told to capture planets A, B, and C, and Blue Team can be told to capture planets X, Y and Z. i just selected the terrans as flags because they're likely to be the most valuable real estate here (those home planets in particular)


so if anyone's got any bright ideas how to set this up, im listening

[ This Message was edited by: Doran on 2014-05-30 10:56 ]
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Forger of Destiny
Chief Marshal
We Kick Arse


Joined: October 10, 2009
Posts: 826
Posted: 2014-05-31 08:40   
imo, the capture/defend conditions could use some detail. your main game-ruining features is the scenario where a few minutes of effort ends the game. reworking on victory conditions (and adding new ones) is the way to go.


Capture:- change this to "dominate as many flag planets as possible. your score is the number of flag planets you have, which have 30 or more population, 100k credits value and an Okay or higher morale". this way, it pays to have a well-defended flag while you siege enemy flags into plague.

as a mercy rule, let the game end if one team has all the flags at max status for 30 minutes.


Defend:- this should be an objective for 8 hour maps. objective could be to "develop planets A, B, C so that they have atleast 50 population, 150k credit value and Okay morale. also, atleast one planet should reach allegiance level 1 (4 hours of continuous control)."

end the game early if the enemy team has owned all objective planets for 10 minutes or if defenders dont own all the objective planets. stalemate if defenders didnt meet development objectives.



i think there should also be some player-vs-ai LSR maps, one idea given here.

Fortify:- 4 hour, 3 system map. playing as a single faction, develop all planets in two systems to atleast 50 pop, 150k credit value and Okay morale or higher while fending off AI ships from 1-2 systems (could be ai from player factions or MI/pirates).

win if you end map with development criteria met, lose if ai capture a flag planet. stalemate otherwise, and end game if development met plus ai flag planet(s) captured.


Edit: if you have some magic scripts to instantly build up some planets to a certain template at the start of a map, that would add some detail to defend/fortify missions. think flag planets having colony, dome, farm, lab and a reactor as opposed to an empty flag planet that may not even be under the defenders' control
[ This Message was edited by: Forger of Destiny on 2014-05-31 08:48 ]
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Forging legends and lives outside till naught remains inside.


Doran
Chief Marshal
Galactic Navy


Joined: March 29, 2003
Posts: 4032
From: The Gideon Unit
Posted: 2014-05-31 16:33   
[quote]On 2014-05-31 08:40, Forger of Destiny wrote:
imo, the capture/defend conditions could use some detail.
[quote] not a terrible idea, but not possible under the current system

Quote:

i think there should also be some player-vs-ai LSR maps, one idea given here.

possible, but likely a pain in the ass to balance


Quote:
if you have some magic scripts to instantly build up some planets to a certain template at the start of a map

used to, but the scripting functions havent worked/existed since about 483, otherwise yes, prebuilt planets would be all over the place



ill see about getting it up in beta on monday in it's current state, see how it plays
[ This Message was edited by: Doran on 2014-05-31 21:38 ]

_________________


Doran
Chief Marshal
Galactic Navy


Joined: March 29, 2003
Posts: 4032
From: The Gideon Unit
Posted: 2014-06-03 22:20   
lightsource rave's up in beta if anyone wants a gander
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