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DarkSpace
DarkSpace - Beta
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Forum Index » » English (General) » » Many ways Vore thinks Dark Space COULD improve
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 Author Many ways Vore thinks Dark Space COULD improve
Type Zero
Admiral

Joined: October 14, 2003
Posts: 49
From: Under Your Bed
Posted: 2005-02-07 21:53   
Ever since I (Vore) started officially playing Dark Space I have been bumped and bruised by many existing players denouncing many of my great improvements that I just happen to think would actually mark the game interesting again. I will list just a few of my idea I really don't care if I offend anyone because I’m entitled to my own opinion.

1. Create some kind weapon modifiers for smaller ships so the Veteran players don’t just pick them off with one shot
A. a way to do this is to allow smaller ships i.e. scouts frigates and utility ships the advantage of targeting subsystems on the larger ships to slow down there assaults

2. Redesign the prestige system to make it more stream line or based on the player’s ability i.e. if a player is very good at transport missions then the player should be rewarded with more bonus points for each time they capture a planet

3. Planets should be networked if a faction has just captured a series of planets then the planet should share all aspects needed to maintain the planet even military like troops automatically transporting to the defense of a distressed planet

4. Planetary defense systems should be platforms in space so they wouldn’t take up too many slots needed for vital structures like shields

5. Planetary shields should be able to stop all bombs and cruise missiles. And planets shields should only be able to be penetrated by a massive fleet bombardment using conventional weaponry.

6. Dreadnoughts are supposed or be the muscle of any fleet action but in Dark Space there just bullies who can pick on anyone I think they need to given weak spots to allow smaller ships to be able to out number and out fly a dread as I said before if smaller ships were given a new weapon that lets them disable a weapon or system on a ship to would at least attempt to balance out the game

7. All attack vessels should have a forward and aft torpedo system as well as a multi targeting array as to allow the player to divide there weapons into a continuous stream of firepower

8. I use a system of constant waves of fire power but to no avail ships are able to charge there shields and armor to quickly for my technique to be affective I think either make the weapons stronger or give them a modifier that lets damage hang on the ship forcing a commander to rethink there alpha strike tactics also weapons like cannons should have a charge mode which lets them build up energy at the cost of ship reserves to unleash a stronger attack on an enemy ship.

9. Frigates are the worker bees of the game they are the most numerous and most useful I think they need a great overhaul I think giving then a cl1000 as a great cannon forward facing to make any larger ship think twice before doing a hit and run
Frigates should also generate more prestige for a player since it is like a trainer ship
10. Dark Space needs more npcs like pirates and traders as well as concept ships to help bring spice back to the game pirates cold be used in the Metaverse to force factions to remember all planetary system they occupy and just to have a thorn in there sides

In conclusion I just want to see a good game become great I have high hopes for Dark Space but as dreams turn to ashes so does the days of fun playing Dark Space

i made this post just to get people thinking on the many way to inhance darkspace and to force players to think when there flying arround doing nothing but waiting on an enemy to show up and every one chase it down to no avail but thats all for now i hope i get a good rating on my ideas

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Feralwulf
Grand Admiral

Joined: January 24, 2004
Posts: 1729
From: sitting somewhere drinking beer
Posted: 2005-02-07 22:36   
Let the flaming begin!!


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Don't mess with old dudes...age and treachery will always overcome youth and skill!

Doran
Chief Marshal
Galactic Navy


Joined: March 29, 2003
Posts: 4032
From: The Gideon Unit
Posted: 2005-02-07 23:07   
Quote:

On 2005-02-07 21:53, Vore wrote:
A. a way to do this is to allow smaller ships i.e. scouts frigates and utility ships the advantage of targeting subsystems on the larger ships to slow down there assaults

partially implemented. try the < and > keys

4. Planetary defense systems should be platforms in space so they wouldn’t take up too many slots needed for vital structures like shields

thats the trade off. have to find a balence between planetart offence and defence, how much defences, how many barracks, how many mines, farms, gens, etc.

5. Planetary shields should be able to stop all bombs and cruise missiles. And planets shields should only be able to be penetrated by a massive fleet bombardment using conventional weaponry.

given that it pretty much takes stack-pcming to get pcms past any def bases and through and shields..... pcms are regular weapons in beta tho. try bombing a 3-4 shield planet with just mirvs sometime. tell me that dont take a "massive fleet bombardment" (or just some skilled bomber pilots and supply escorts). and thats without and enemies defending the planet..

6. Dreadnoughts are supposed or be the muscle of any fleet action but in Dark Space there just bullies who can pick on anyone I think they need to given weak spots to allow smaller ships to be able to out number and out fly a dread as I said before if smaller ships were given a new weapon that lets them disable a weapon or system on a ship to would at least attempt to balance out the game

see beta

7. All attack vessels should have a forward and aft torpedo system as well as a multi targeting array as to allow the player to divide there weapons into a continuous stream of firepower

see beta. see also weapon grouping

8. I use a system of constant waves of fire power but to no avail ships are able to charge there shields and armor to quickly for my technique to be affective I think either make the weapons stronger or give them a modifier that lets damage hang on the ship forcing a commander to rethink there alpha strike tactics also weapons like cannons should have a charge mode which lets them build up energy at the cost of ship reserves to unleash a stronger attack on an enemy ship.

see beta. see also "ganging up on your enemy for a beat down"

9. Frigates are the worker bees of the game they are the most numerous depends on MV or newbie and if you subbed or not now dont it? and most useful I think they need a great overhaul I think giving then a cl1000 as a great cannon forward facing to make any larger ship think twice before doing a hit and run ...no...kluth frigates have firepower on par with human dessies as its. ugto interceptor can dish out a bit as well, and icc's got a ecm/eccm boat thats good for pd. and then theres beta.
Frigates should also generate more prestige for a player since it is like a trainer ship i agree. every dread that kills a frigate needs to get 4,000 pres, and then the frig pilot learns not to get that close to dreads without someone else to take the fire

10. Dark Space needs more npcs like pirates and traders as well as concept ships to help bring spice back to the game pirates cold be used in the Metaverse to force factions to remember all planetary system they occupy and just to have a thorn in there sides

see gaifen, energy entities, crystaline entities, nimby, neutral planets


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Sc0tTn
Cadet

Joined: February 26, 2004
Posts: 206
From: Mackay Queensland
Posted: 2005-02-08 02:01   
I see you have umm..... "refined" the number of ideas you had since i last was in the lobby
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$wiss
Admiral

Joined: November 08, 2002
Posts: 640
From: Prancing in the meadows with Jesus
Posted: 2005-02-08 05:01   
You need to play beta
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Hellza - master
Cadet

Joined: February 24, 2004
Posts: 556
Posted: 2005-02-08 05:10   
^ what he said
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SevSaint
Lieutenant Commander

Joined: January 31, 2005
Posts: 7
Posted: 2005-02-08 08:22   
There are a few things i think they game should have.

1. We server list that could be accessible during game play, and while joining a game. It doesn't have to list the ships each player uses, but what team each player is on as well as a total team count.

2. Probes, that act as intelligance gathers. Upgraded probes to cloaked probes.

3. I don't like the idea of having larger ships manuver less. Larger ships are effected by gravitiy more, but things in space are weight less making them easier to move.

4. UGTO flux cannone should be standard issue for most offensive ships.

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Coleseus
Cadet

Joined: February 24, 2004
Posts: 39
Posted: 2005-02-08 09:40   
Quote:

On 2005-02-08 08:22, SevSaint wrote:
1. We server list that could be accessible during game play

2. Probes, that act as intelligance gathers.

3. Larger ships are effected by gravitiy more, but things in space are weight less making them easier to move.

4. UGTO flux cannone should be standard issue for most offensive ships.





Yes i do agree that a server list would be helpful at times. But, there's always an "alt-tab" button to come to http://darkspace.net to check the number of players on. Regarding the probes, don't we have scouts? Long range scouts/anti sensor scouts are used for intelligence gathering. Furthermore, if dreads could turn as fast as battle cruisers. Wouldn't it be impossible for smaller ships to take her down?

AND YES.. UGTO flux can be modded on on ships. You just need a Beam slot II. Furthermore.. Flux should be limited to the uggies once again =P
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Doran
Chief Marshal
Galactic Navy


Joined: March 29, 2003
Posts: 4032
From: The Gideon Unit
Posted: 2005-02-08 10:34   
Quote:

On 2005-02-08 08:22, SevSaint wrote:
2. Probes, that act as intelligance gathers. Upgraded probes to cloaked probes.


ecm scouts

3. I don't like the idea of having larger ships manuver less. Larger ships are effected by gravitiy more, but things in space are weight less making them easier to move.


//was gonna post something about #3, but im not about to start another physics discussion. but leave gravity out of it. do take note that a a battleship is less manuverable than a frigate or destroyer class boat, or should a super star destoryer be able to turn on a dime like a tie fighter just because there's no gravity?
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AdmBito
Grand Admiral
Sundered Weimeriners


Joined: October 04, 2002
Posts: 1249
From: Its hard out here for a pimp
Posted: 2005-02-08 10:55   
M
A
S
S
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Puppies gotta die, too.

Drafell
Grand Admiral
Mythica

Joined: May 30, 2003
Posts: 2449
From: United Kingdom
Posted: 2005-02-08 11:48   
My
Auntie
Saw
Santa

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It's gone now, no longer here...Yet still I see, and still I fear.rnrn
rnrn
DarkSpace Developer - Retired

  Goto the website of Drafell
Russian Roulette with Muskets
Grand Admiral

Joined: September 04, 2002
Posts: 393
Posted: 2005-02-08 12:23   
Quote:

On 2005-02-07 21:53, Vore wrote:

6. Dreadnoughts are supposed or be the muscle of any fleet action but in Dark Space there just bullies who can pick on anyone I think they need to given weak spots to allow smaller ships to be able to out number and out fly a dread as I said before if smaller ships were given a new weapon that lets them disable a weapon or system on a ship to would at least attempt to balance out the game




You actualy used a Dread once?

Fly Dreads vs Torpedo/Assault Cruisers or 2 Drainers and come Back, yelling about bullies taking on everyone.


pff....

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- In firepower we trust. - I'm not buying this! -we ran out of firepower.

Tael
2nd Rear Admiral
Palestar


Joined: July 03, 2002
Posts: 3697
From: San Francisco Bay Area
Posted: 2005-02-08 12:36   
Pretty much everyone else has summed it up, there are features of the interface you may not be aware of or using, and beta and release vary greatly... Beta actually invalidates much of your post.

Probes, I have been pushing for probes for sometime now, basicly you fire it and can see on the nav map what it detects as it flys along, though at about jump speed. Its been tabled as something to review later as ship layout changes and fixing lag take precidence.

CL 1k on frigate... hehehe oh wait you were serious... Nope, in fact the cl1k is gone. its been replaced with the Level 0 Heavy CL.

Ship load outs are being updated with an overall design look. Some ships provide defense for the fleet, others supply, and others are the main attackers.

You can fly any ship you like and are able, but any fleet that doesnt use teamwork and balances out the load of their fleet is going to be in a world of hurt really quickly. Its all about the teamwork.
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Coeus {NCX-Charger}
Admiral, I can't read,
Sundered Weimeriners


Joined: February 16, 2004
Posts: 3635
From: South Philly
Posted: 2005-02-08 12:56   
*whip crack* No posting! Back to work!
*runs quickly* Uhhh... Bito did it!

I've only got one idea for now until Beta goes live... 2 reactor ACs!
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Darkspace: Twilight

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Bobamelius
Grand Admiral
Galactic Navy


Joined: October 08, 2002
Posts: 2074
From: Ohio
Posted: 2005-02-08 15:31   
*Groan*

I'd love to say something meaningful here, but I just.... can't.

My brain is frozen. Augh.
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