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DarkSpace - Beta
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[FAQ
Forum Index » » Developer Feedback » » The SY needs to go!!!!
 Author The SY needs to go!!!!
Beast
Cadet
Sundered Weimeriners


Joined: May 27, 2002
Posts: 345
From: Wouldnt you like to know
Posted: 2004-12-16 17:15   
No good has come from the Shipyard at all. It has killed alot of the stratigy in the MV. No more traveling to the front lines,no more intercepting fleets as they push into your territory. It has become Scenerio on wheels in the MV.

Secondly the Current map doesnt help much either there is no clear high traffic routes with not all systems being connected to each other. With main routes being used by fleets and factions it gave a sense of actually moving through space traveling to your destination with the potential of Danger lurking through every gate and system.


The old system also let you to be able to have patrols along the bordering systems between you and your opposing factions. Gather intel on where the enemy might be heading.

My point being with the combination of the current MV map and SY Stratigy has almost completly left the game. While some stratigy can still be managed for the most part it,s no where it use tobe.

Now it,s just pick the sy where the combat is and your magically on the battle front.
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Demorian
Fleet Admiral
Galactic Navy


Joined: October 06, 2001
Posts: 3406
From: Charlotte, North Carolina
Posted: 2004-12-16 17:22   
It's not that the shipyards need to go, its just that when they were put in, they weren't tested nearly enough. Neither were wormholes, for that matter. Shipyards just don't WORK right... that's the problem.

-Dem
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Strom"DaBum"Moon
Cadet
ExtraTerrestrial Space Bums

Joined: September 29, 2002
Posts: 419
From: 29.740456 X -095.500764
Posted: 2004-12-16 19:13   
Perhaps a limit on the number of shipyards per system or faction or both. Make them worth more by limitation or make a new type. Changing the current to a full production, space dock ,orbital manufacture point and add in a new type that only work's like a dock, no stock ship's just what you store in it. Set it to one or the other per system. Smaller yards become front line suport bases, and the old become the massive well protected production centers. Kept only in the home systems where they should be.

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Be ever vigilent in the dark of the void for we dance death in the path's without light

Meko
Grand Admiral

Joined: March 03, 2004
Posts: 1956
From: Vancouver
Posted: 2004-12-16 23:37   
my thoughts on the SY status have always been

get closer to star wars!!!

now what does this mean?


  • Shipyards are no on a planet
  • Ships need to be assembled
  • Take a massive ammount of time to build
  • Are so important, that its a "save at all cost" item.


now let me explain.

Ship Yards not on a planet

Well, theyd be orbiting. since they are orbiting, youd want to build them in a cluster for better defence.

Ship Yards need to be assembled

Assembled yes like now. Exept take more than one engineer. and a Long time to build. Imagin this.

Shipyard requirements.

  • an exruciating ammount of resources. so many that extractors will Definitly be needed.
  • No less than 4 engineers.
  • No less than 2 hours (strait) to build
  • No less than 6 time the hull of a station.


Now why so big an undertaking? well theyd be important. and also theyd be So hard to make, than loosing one could turn the tide of an invasion.
Also, u wont have one in every system now will you? each faction will probly have 2 or three shipyards + home gate

Pro + Conn

Pro

  • Stored ships close to frontline.
  • Adds more statagy to game
  • makes the SY system "valuable"
  • chance for new graphics
  • a "new toy" for the palyerbase

Conn

  • Can be destroyed by a massive assault.
  • Can be captured like a planet.
  • unmovable.
  • "discustingly huge" (not really a conn )
  • Minimal weapons.



this would be Such a great idea IMHO... Oh ya in addition.
building a shipyard would take so long, and require 4 or more ppl to build... why not give ppl incentive to do something like this... like maybe, 700 or 800 buildpoints.


any crits for this idea? any expansions?? have i sniffed too much glue?
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  Email Meko
Antdizzle


Joined: February 07, 2003
Posts: 860
Posted: 2004-12-17 05:44   
Quote:



get closer to star wars!!!





I stopped reading when you said that. If anything this game needs to be closer to Star Trek.
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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2004-12-17 14:35   
erm, Im not going to play this game if my ship takes 6 hours + to build...Im not going to play it if it even takes an hour...thats WAY to long to wait to play.

Shipyards orbiting planets yes + no, easily destroyed :/, but adds a sense of realism, maybe if their is just like a dry dock on the planet half poking out.

One SY per system sounds good.
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Dem
Cadet

Joined: November 10, 2001
Posts: 107
Posted: 2004-12-17 14:39   
Faustus wouldn't add a "build wait" unless it was very very short, because he doesn't like breaks in the fun being added to the game. A "wait time" just isn't fun.

-Dem
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Beast
Cadet
Sundered Weimeriners


Joined: May 27, 2002
Posts: 345
From: Wouldnt you like to know
Posted: 2004-12-17 15:24   
If the SY must stay there should be a limit for how many each faction has not 1 per system. I was thinking along the lines of 2 to 3 SY per faction.

Secondly please for the love of DS make a better Map with all systems connected to each other.
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  Email Beast
Meko
Grand Admiral

Joined: March 03, 2004
Posts: 1956
From: Vancouver
Posted: 2004-12-18 01:55   
umm the build wait was for the ship yard. not for your ships.

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BackAlley
Marshal
Galactic Navy


Joined: September 24, 2002
Posts: 203
From: Pittsburgh,Pa. USA
Posted: 2004-12-19 09:32   
The old system also let you to be able to have patrols along the bordering systems between you and your opposing factions. Gather intel on where the enemy might be heading


Yeah I miss the old days, when you had to travel from one system to another, never knowing if you were going to meet an invading fleet on the other side of a gate.
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Fatal Command (CO)
Chief Marshal
Fatal Squadron


Joined: November 27, 2002
Posts: 1159
From: Back in Texas and noticing some ppl are like canoes.....they need to be paddled.
Posted: 2004-12-20 18:40   
YEAH<<<
[ This Message was edited by: Fatal Command *CO* on 2004-12-27 13:13 ]
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Lord Drak
Cadet

Joined: July 22, 2004
Posts: 47
From: Lafayette, LA
Posted: 2004-12-21 11:35   
And put multi lines of travel.....

So that you might have two paths or more to from and to some systems

Lord Drak




[ This Message was edited by: Lord Drak on 2004-12-21 11:36 ]
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Praetorian Wolves

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Darklord
1st Rear Admiral

Joined: November 04, 2002
Posts: 11
Posted: 2004-12-21 14:28   
also they killed the game in the mission based servers (the newbie server and the "good old" other servers...).
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