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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!!
_________________ rnrn
Don't mess with old dudes...age and treachery will always overcome youth and skill!
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Doran Chief Marshal Galactic Navy
Joined: March 29, 2003 Posts: 4032 From: The Gideon Unit
| Posted: 2005-02-07 23:07  
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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  
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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.
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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  
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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.
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//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.
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Drafell Grand Admiral Mythica
Joined: May 30, 2003 Posts: 2449 From: United Kingdom
| Posted: 2005-02-08 11:48  
My
Auntie
Saw
Santa
_________________ It's gone now, no longer here...Yet still I see, and still I fear.rnrn
rnrn
DarkSpace Developer - Retired
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Russian Roulette with Muskets Grand Admiral
Joined: September 04, 2002 Posts: 393
| Posted: 2005-02-08 12:23  
Quote:
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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
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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....
_________________ - In firepower we trust.
- I'm not buying this!
-we ran out of firepower.
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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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