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DarkSpace Development News - Version 1.509E |
Mr Black Grand Admiral Palestar
Joined: September 20, 2003 Posts: 486 From: Gaifenland
| Posted: 2009-02-18 14:02  
With the latest update to DarkSpace, there are a few significant tweaks and changes that have been implemented.
The most significant to users in terms of game play will be the reduction in "Resources Lost" on ship destruction. To explain: whenever a ship a player is piloting is destroyed, the value of that ship is added to their game profile as the "Resources Lost" stat, which in turn is deducted from their prestige calculation as a negative modifier.
Reducing the amount of "Resources Lost" applied to a players profile therefore decreases the prestige penalty whenever you die. Prior to this update, players piloting smaller ships were losing a much higher proportion of their prestige value for each death than was intended, and this was causing a significant barrier for new players in terms of actual prestige gain.
Players piloting Cruiser class ships and above were also losing slightly more prestige per death than we were happy with and in turn this was felt to be discouraging PvP, although we still need to maintain a significant penalty for each death in order to encourage the use of the smaller class vessels for experienced players. So although the same 75% reduction has been applied to these ships, the basic spawn cost of these hull types has also been scaled up as we feel is appropriate. Overall, the death penalty is lower, but only by 10-20% for stations, and scaling to 75% for destroyer class ships and lower.
We have also reworked torpedo damage values, which will bring them back into line with the primary cannon weapons. In terms of average DPS versus static targets, torpedoes now do around 15% more damage compared to primary cannons, although damage per volley is between 2-3x more than primary cannons.
You will also find that weapons on smaller ships should be more efficient than their larger counterparts in terms of real-term damage output, although they still do less damage per individual volley. This makes fleets of smaller ships much more effective than before, as a group of scouts with the equivalent weapon capacity of a dreadnought will actually be able to out damage the dreadnought and avoid most of its weapons fire, although individual ships will not be much of a threat.
As always, we hope these changes help everyone to have more fun.
Enjoy.
- The Development Team
P.S. The full list of changes can be found in the Development Log, as usual. [ This Message was edited by: Mr Black on 2009-02-18 14:40 ]
_________________ \\r\\n DarkSpace Administrator - \\r\\n drafell@palestar.com
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Winters Rapture Fleet Admiral United Nations Space Command
Joined: December 09, 2007 Posts: 355
| Posted: 2009-02-18 14:10  
hmm, i haft to agree, this is a great idea! i have always thought that there was a great player barrier for that, and its good to know it has been fixed. and the idea with making it a better idea to use smaller ships is goos stuff too. i am glad you guys are on the ball for most of this stuff
Great Job
-Spirit Of Fire
_________________ Time for revenge. . .
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Gejaheline Fleet Admiral Galactic Navy
Joined: March 19, 2005 Posts: 1127 From: UGTO MUNIN HQ, Mars
| Posted: 2009-02-18 14:14  
I do believe I approve of this post.
Suggestion: Upon ship death, have the ship be placed in the hangar as now, but necessitate the spending of resources to spawn it, seeing as it's not really the same ship, but a replacement of the destroyed one. Should make logistics somewhat more important.
_________________ [Darkspace Moderator] [Galactic Navy Fleet Officer]
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Bash Fleet Admiral
Joined: February 04, 2005 Posts: 365
| Posted: 2009-02-18 14:52  
We love Drafell ... i mean Doran .... i mean Jack wait who is Mr Black?????
_________________ 01:38:43 Shigernafy: "never trust a brit with your website.."
This message brought to you by the Flying Coffin Foundation"
12:02:07 Doran: "and you never hear AI complaining about how dumb players are"
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Gejaheline Fleet Admiral Galactic Navy
Joined: March 19, 2005 Posts: 1127 From: UGTO MUNIN HQ, Mars
| Posted: 2009-02-18 15:38  
Quote:
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On 2009-02-18 14:52, Bash wrote:
...who is Mr Black?????
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Who is that mysterious masked man?
_________________ [Darkspace Moderator] [Galactic Navy Fleet Officer]
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Pegasus Grand Admiral Pitch Black
Joined: August 02, 2005 Posts: 434 From: Eleventh galaxy on the right!
| Posted: 2009-02-18 15:59  
Quote:
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On 2009-02-18 14:52, Bash wrote:
We love Drafell ... i mean Doran .... i mean Jack wait who is Mr Black?????
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It's Drafell....didnt you know?
_________________ Retired K'luth Combateer
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Tommas [ USF HunnyBunny ] Chief Marshal Pitch Black
Joined: February 04, 2006 Posts: 581 From: Norway
| Posted: 2009-02-18 16:02  
i just have one question, what is :
- Optimized facing detection code
?
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BackSlash Marshal Galactic Navy
Joined: March 23, 2003 Posts: 11183 From: Bristol, England
| Posted: 2009-02-18 16:13  
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On 2009-02-18 16:02, Tommas [ USF HunnyBunny ] wrote:
i just have one question, what is :
- Optimized facing detection code
?
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In attempts for us to remove the arc bug, we optimised the facing code for when a facing of a ship is hit with a weapon.
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MrSparkle Marshal
Joined: August 13, 2001 Posts: 1912 From: mrsparkle
| Posted: 2009-02-18 21:02  
Quote:
| You will also find that weapons on smaller ships should be more efficient than their larger counterparts in terms of real-term damage output |
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I'm still not clear on what real-term damage output is? I've never heard that term before. It's not long-term damage output, it's not DPS (which is the same as long-term damage output even if some people say it's not ). So what exactly is it? What exactly changed about small ships' weapons that they have more efficient "real-term damage output"?
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Ramius Fleet Admiral Agents
Joined: January 12, 2002 Posts: 894 From: Ramius
| Posted: 2009-02-18 22:49  
Will platforms be included in this release?
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Coeus Grand Admiral Sundered Weimeriners
Joined: March 22, 2006 Posts: 2815 From: Philly
| Posted: 2009-02-18 23:24  
Platforms are already in game?
_________________ Do I really look like a guy with a plan?
'I'm gonna go crazy, and I'm taking you with me!'
ICC Security Council Chief Enforcer
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Leonide Grand Admiral Templar Knights
Joined: October 01, 2005 Posts: 1553 From: Newport News, Virginia
| Posted: 2009-02-18 23:56  
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On 2009-02-18 22:49, Ramius wrote:
Will platforms be included in this release?
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they are already in game, Ramius.
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captain of the ICC Assault Cruiser C.S.S. Sledgehammer
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Meko Grand Admiral
Joined: March 03, 2004 Posts: 1956 From: Vancouver
| Posted: 2009-02-19 05:39  
Quote:
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On 2009-02-18 16:13, BackSlash *Jack* wrote:
In attempts for us to remove the arc bug, we optimised the facing code for when a facing of a ship is hit with a weapon.
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Winnn!!!!
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BackSlash Marshal Galactic Navy
Joined: March 23, 2003 Posts: 11183 From: Bristol, England
| Posted: 2009-02-19 06:41  
We released a minor update lastnight which fixed the collision issues on jump (ie: when the game would tell you the planet behind you was in the way). We've also fixed the issue where certain players couldn't fill their 8 garage slots.
[ This Message was edited by: BackSlash *Jack* on 2009-02-19 06:41 ]
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Pegasus Grand Admiral Pitch Black
Joined: August 02, 2005 Posts: 434 From: Eleventh galaxy on the right!
| Posted: 2009-02-19 07:13  
Good work chaps.
_________________ Retired K'luth Combateer
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