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[FAQ
Forum Index » » Developer Feedback » » Vote regarding cross-faction tech
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 Author Vote regarding cross-faction tech
WhiteWolf
Cadet

Joined: July 18, 2001
Posts: 338
Posted: 2003-08-02 10:29   
Well, I think cross-faction tech trading is neat.

But it really seems to piss a lot of people off.

So why not take it out until the diplomacy/trade system comes out---

With the diplomacy/trade system, the dev team can work out some sort of system where by players can purchase enemy technology from enemy players trading depots.

Until then, lets make the tech faction specific.
Note:This would not affect standard configurations. Kluth dreads still would come with heavy armor.
All faction tech:
IE drives
ECM, ECCM, Scanner
Fusion Reactors, Light Armor
Beacons.
Human Only:
CL300, CL500, CL1000, CL2000, IT missile, AR missile, Tachyon Jump Drive
Mirv, EMP cannon, AFE drive
ICC Only:
Railgun, Gauss gun, F-torp, Pulse wave, Pulse Beam, Sabot, M17 Fighter, Reactive Shield, Active Shields
UGTO Only:
P cannon, P-torp, Flux cannon, Flux wave, PFE drive, B12 (or whatever it is) Fighter, Heavy Armor
Kluth Only:
PSI cannon, PSI missile, Disruptor, Heavy Disruptor, Cloak, Autohull repair, AM torp, AM drive, AM jump drive


In all honesty, I think that the stock ships in the game are close to balanced. Restricting cross faction tech will make the game close to balanced, and solve the reason EVERYONE gets mad at each other. This can probably be done fairly simply----I don't imagine it would take Faustus more than a day to implement this change----Maybe try implementing it on beta first.


After this change has been implemented, though, we should have the goal of moving back towards interfaction tech trading, just not the way that it has worked out. The worst excesses of the balance problem have come from faction tech trading----The other faction's ships are just not designed with the various systems in mind.

The other benefit is that without faction tech trading, we'll see more distinctive ships in the mv. Kluth ships will always make the disruptor firing sound, and the am torp sound. ICC ships will have shields that flare, and UGTO will fire the shinny p-torp. From a balance perspective, this will be an improvement.

Probably will hurt gameplay---after all, everyone loves to fly uber ships. But in the short term, I think this is a good idea, until the balance patch.


So---In your replies to ths thread---

Post a
"TRADE" if you want to allow cross-faction tech trading
or a
"NO TRADE" if you want to disallow cross-faction tech trading

Please post nothing else---If you want to debate the issue, you can take it to the Antimatter-Tech thread.

Obviously, I can't make this binding. I'm not even sure that the dev team bothers to read my posts any more. But I think it might give a more concrete feeling to the communities impressions regarding balance.
_________________


WhiteWolf
Cadet

Joined: July 18, 2001
Posts: 338
Posted: 2003-08-02 10:30   
NO TRADE
_________________


-=Arch=-
Cadet

Joined: July 10, 2002
Posts: 214
From: *CLASSIFIED*
Posted: 2003-08-02 10:42   
NO TRADE


_________________


  Goto the website of -=Arch=-
g0ds s0ldier
Grand Admiral
Pitch Black


Joined: October 24, 2002
Posts: 954
Posted: 2003-08-02 10:43   
NO TRADE
_________________
Pitch Black

SabelTooth
Cadet

Joined: March 16, 2002
Posts: 340
From: The Netherlands
Posted: 2003-08-02 10:45   
im blue
_________________






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Antdizzle


Joined: February 07, 2003
Posts: 860
Posted: 2003-08-02 10:48   
NO TRADE...
_________________


Drafell
Grand Admiral
Mythica

Joined: May 30, 2003
Posts: 2449
From: United Kingdom
Posted: 2003-08-02 10:55   
I posted this in the AM thread but it is more applicable here:-

Each faction should only be able to build its own buildings. Even if you pick up an enemy build module it should just work as your own factions, although any race specific buildings that are left on a planet should still work as normal unless destroyed. The hub should automatically switch to a tech level relevant to the planet stuctures built, but with the tech of the controlling faction. Any addition items such as advanced weapons would need to be researched before being produced.
This in itself would cause restricting of tech to specific factions, unless of course you can salvage these items and retrofit them to your vessels or you can sell them to a planet which will keep them in stock until someone else buys them. Maybe a building such as a trading post would be necessary for this to be possible. You can only use trading depots at your factions planets and the only items available are ones sold to it by other members of your faction.

This also answers my vote on the subject...

**I need a spell checker**

[ This Message was edited by: Drafell (Recruiting) on 2003-08-02 10:56 ]
_________________
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
Mr tinkles anti wibblinator
Cadet

Joined: October 13, 2002
Posts: 435
Posted: 2003-08-02 11:06   
trade trade trade
_________________
Just say no to intel!!!!

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DOM700 [-IMO-]
Fleet Admiral

Joined: July 26, 2001
Posts: 3175
From: Eckental, Germany, Sol-System
Posted: 2003-08-02 11:07   
This will make modding near to useless and the game itself less interresting...trade
_________________
If the buildings on your planets disappear, guess who was there....

Never forget what you fight for
I have earned my betatester badge for being part of the open beta

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Topbum (England)
Marshal
ExtraTerrestrial Space Bums

Joined: December 06, 2001
Posts: 109
From: poole,dorset,england
Posted: 2003-08-02 12:00   
no trade
_________________


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DaMadCow
Fleet Admiral

Joined: July 20, 2001
Posts: 407
From: A Farm
Posted: 2003-08-02 12:16   
No Trade
_________________


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Axianda The Royal
Fleet Admiral
Terra Squadron

Joined: November 20, 2001
Posts: 4273
From: Axianda
Posted: 2003-08-02 12:41   
Ok how about this.

Ppl can use ALL tech BUT if the ICC build a UGTO hub it will NOT produce UGTO tech.


you can only use tech that you get from destroyed ships. * salvage crews *

and if that cant work NO TRADE!!
_________________

- Axi

Sandals
Fleet Admiral
Agents

Joined: January 21, 2002
Posts: 2001
From: Redmond,WA,USA
Posted: 2003-08-02 12:49   
No Trade. Only a handful of people trade, but it ruins the the rarity of other faction tech.
_________________


Koda
Marshal
Fatal Squadron


Joined: August 29, 2002
Posts: 1384
Posted: 2003-08-02 12:50   
For a NO TRADE to work PROPERLY, every Factions tech needs to be Irond out more.

IE: Kluth can mount Hvy Armor but Where is it in there Build?

Kluth have AM mines but Where is it in there build?
a). Will adding these two points to the kluth inventory make them more unballanced?
b). and Do they Really need to Build Auto Repair and Cloaks for there ships???

ICC, What is the point to the Gause Gun?
a). cmon id prefer some kind of Machine Gun on the Deck than have this thing arround.
b). AA guns, why not

Ugto, if you cant mount shields but ICC can mount Hvy armor will you still Cry Foul if there is A NO TRADE system in Effect>?

So by saying you want the DEV/Admin & Faustus to make people Gate Mod so there can be a NO TRADE system in Effect now, your not takken all aspects of the Entire position at hand. This wont Happen for a long time. The point is Mute. you would be Better off Desiging new dooms day devices or painting by numbers.


_________________






Sandals
Fleet Admiral
Agents

Joined: January 21, 2002
Posts: 2001
From: Redmond,WA,USA
Posted: 2003-08-02 13:23   
@ CHarz: There is a revamped armor system coming up at some point. UGTO will get more advanced, UGTO-specific armors, like Ablative.

At least that's the skinny, so to speak.
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