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 Author *Updated again* Planet Ideas...
Binks
1st Rear Admiral

Joined: November 28, 2003
Posts: 469
Posted: 2005-03-24 18:38   
Updates:
Original Post (Only def)
Added Bunker/GCL
Change to shield gen/added bio-dome/infantry effect/change luth cloak
Added power requirements for luth cloak and uggie ABRAMS (and made it's abbreviation sound much cooler)
Added New sensor bases/upgraded dictor bases

Okay, as a long-time engineer (and holder of 2.5K construction points even with a ton of scrapping) I feel that the planet system needs more...every planet is exactly the same when done and engineering has become "Who can build the cookie cutter planet first?". As such I have devised a large number of possible new building to be added to the game.

First the K'luth since this is my favorite idea. Before I say anything else, this is not wholely my idea. In fact most of it was Trekkie's idea but since he didn't post it first, I will .

The K'luth Planetary Cloak Field Generator:
Requirements:
Medium-High Tech (thinking 70-ish maybe? anywhere from 50 up is good to me, though less than 50 might be good too...)
Medium-Low amount of metal/Heavy metal
Medium amount of hypermatter (thinking 50 or so per gen)
High amount of power (thinking 50-100)

Effect: The K'luth PCFG produces a cloak field, similar to the K'luth ship-borne cloak in all aspects but size. In fact the generator is larger than the planet itself. The Cloak field stretches over a region approximatly 750gu in radius. Within this field, no difference is experianced by the occupants except (possibly) a cloaking time enhancement and the innability to see any ships outside the field (unless possibly another ship has identified them). Without (outside) this field the planet and all ships near the planet are rendered invisable except to scanners. The planets location and orbital patterns already being known allow it to remain visable on the navigation screen, but untargetable (you'll see why). Only one PCFG may be built on a planet.

Lamens terms: The PCFG makes a planet un-bombable until you're within it's field, because what you can't target you can't bomb. Within the field you feel no difference. I hope that's enough explanation because I'm a bit short on time...

Next up is the revamp to the ICC shield gen, this is a simple change to balance it with the other two faction specific defenses

The ICC Planetary shield now requires 50 (I'd prefer something more along the lines of 75-100) Darkmatter to build and 30 (or maybe 25?) tech. The Shield gains the ability to stop 50% of bio bombs/neutron bombs directed at it.

Finally, my incredably changed and much better (and also first brought up in a meaningful way, I was kind of thinking of this but until he gave me the idea of what it would actually be I couldn't concieve of this effect)

Anti-Bomb Ranged Anti-Missle Scramjet base:

Requirements:
Medium-Low amount of tech (thinking 25-ish)
Medium amount of metals/hvy metals
Medium amount of hydrogen/oxygen (fuel for missiles)
Low amount of power (thinking 10)

Effect: The UGTO ABRAMS base provides anti-bomb and missiles coverage to a section of a planet for as long as it's ammo hold. The base launches interceptor missles (scramjets actually) at each inbount bomb/missile. The missiles can be launched to intercept any inbound within (I don't know how diamonds convert to miles, so either a 9 or 25 diamond area). The base contains only 100-75 missiles (displayed as the energy, without the percent if possible) and once they are used up they take a long time, and 1 metal each, to reload (thinking a good 10 min. to go from 0-100, and a full reload would require 100 metal, no metal no missile). The missiles cannot intercept anything outside the athmosphere due to their scramjet engines, which allow them the neccessary intercept time.

Lamens Terms: Stops 100 bombs/missiles within 9-25 blocks around it (square) but can't attack interplanetary objects. This base would be capable of stopping a planetary siege missile aimed at one of it's spaces, at the cost of 5-10 missiles, and can destroy an asteroid hitting it's space at the cost of 10-15 missiles. The base can stop all bombs and missiles, including bios, but (like the shield) can't stop infantry as their capsules give off too little thermal radiation to be targetted and the base would have a much longer "recharge" time than the shield gen.

Common Buildings:

Bunker:

Requirements:
Low Tech (thinking 5, this is meant as a before def bases def)
Low Amount of metal/Medium amount of heavy metal
2 workers
no power

Effect: The Bunker can hold up to (insert # of inf per space on a planet) infantry or heavy infantry, and provided protection from bombing for them. The infantry must be on the Bunker's space to be protected and are rendered immune to all bombs (though if bunker is destroyed, they become normal inf again, make bunker have a ton of health, should take a large number of mirvs to kill it). The infantry on the bunker space automaticly have their settings set to defense.

Ground Chemical Laser Turret (GCL Turret):

Requirements:
Medium-Low tech (thinking 10-15, again a before def base def...I prefer 10 myself)
Medium amount of metals, low amount of heavy metals, very low amount of cryo-metals (5 or so)
No workers
High power requirement (thinking 10-20)

Effect: The GCL Turret can "bunker" 2 infantry on it's space, rendering them defensive and using them to man it's weapons. Those infantry can also no be killed by bombs until the GCL turret (medium health, not because it's particurally sturdy, but because it would have the capability to shoot down some of the bombs aimed right at it, not shown other than in it's health). Once the infantry manning the turret (both of them) are killed, the turret becomes inert. Until such time however, the turret provides a bonus to any and all nearby infantry in that it does 10-33% dmg per "round" to infantry, and 5-15% to heavy infantry automaticly (as long as it's manned).

Bio-Dome:

Requirements:
Medium Tech (Thinking 35-40 ish maybe...max of 50 or so)
Medium-Low metals/Hvy metals
Small amount of urd OR hypermatter (I prefer urd, but HM might be better so this is a rare and pwoerful building)
Medium power requirements (thinking max of 15, min 3-4)

Effect: Provides 10 food, and 10 habitat.

*New* Sensor Base changes

1. Remove Anti-Sensor base
Reason: It is rarely used in release, and with the new cloak there will be no reason to have one. Sensor bases are needed to stop ECM bombing so Anti-Sensor is worthless.

2. Add the Phased Sensor Array Base
Requirements: 50 tech, medium amount of metals, some urd or hypermatter, and 1.5x a sensor base's power

Effect: Acts as if it was 2-3 sensor bases.

3. Add the Tachyon Sensor Base
Requirements: 80 tech, medium amount of metals, larger amount of urd or hyper, and 2-2.5x a sensor base's power

Effect: Acts like 3-5 sensor bases

*New* Interdictor base changes

1. Add the Gravity Based Interdictor Base
Requirements: 10-15 power, 25-35 tech, medium amount of metals and hvy. metals, some hypermatter

Effect: Interdictor field with 500gu range

2. Add the Subspace Interdictor Base
Requirements: 1.5x the current dictor power, 90 tech, medium-high amount of metals and hvy. metals, medium-large amount of hypermatter

Effect: Interdictor with 1500-2000gu radius

3. Move the current dictor down to 50-65 tech and lower it's power requirements a little

Other ideas:

Extra Infantry:

What is the idea?: The more habitable the planet, the more inf you can build on it

Barren=32 inf
Arid=35 inf
Ice=36 inf
Terran=40 inf

Infantry change:

What is the idea?: Infantry are better at defense than offense, and mobile infantry (hvy now) are better at offense than defense.

Infantry (basic) gain a bonus to defense and attack when on a friendly planet. Mobile (heavy) infantry gain a bonus to defense and attack when on an enemy planet.

Balancing: Mobile (hvy) infantry require only 5 tech to build and 3:00 (maybe even 2) min instead of 4:00.

Extra info: The bonus's would cancel each other out so that a mobile attacking a defending basic would be on even ground, but a mobile attacking a mobile defending would be easier etc. (inf attacking mobile inf are equal also)

What do you guys think? Oh, and thx a ton trekkie.

[small][ This Message was edited by: Binks on 2005-04-03 18:04 ][/small]

[ This Message was edited by: Binks on 2005-04-03 20:21 ]
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Binks
1st Rear Admiral

Joined: November 28, 2003
Posts: 469
Posted: 2005-03-26 11:31   
Bumpity...

[ This Message was edited by: Binks on 2005-04-03 20:22 ]
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NeoHermes (vigilance)
Cadet
Sundered Weimeriners


Joined: September 29, 2003
Posts: 217
From: Floating around somewhere
Posted: 2005-03-26 12:29   
I like your ideas, Especially the Anti-Missiles and Bombs. The cloak sounds strange to me though. Because if your a scout (me) and i go to a planet unsuspecting of getting alpha striked. i cross paths with Dread and he's cloaked, with a Planetary cloak generator on the planet it enhances it so... as soon as i pass him he uncloaks and i'm owned. i don't want to get owned!!!




[ .....weeeeeeeeeeeeeeeeeeeeee ]


[ This Message was edited by: Neohermes on 2005-03-26 12:31 ]
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Binks
1st Rear Admiral

Joined: November 28, 2003
Posts: 469
Posted: 2005-03-26 12:34   
Quote:

On 2005-03-26 12:29, Neohermes wrote:
I like your ideas, Especially the Anti-Missiles and Bombs. The cloak sounds strange to me though. Because if you're a scout (me) and i go to a planet unsuspecting of getting alpha striked. i cross paths with Dread and he's cloaked, with a Planetary cloak generator on the planet it enhances it so... as soon as i pass him he uncloaks and i'm owned. i don't want to get owned!!!



Well, the dread would be able to uncloak own you with or without the cloak gen thx to the new beta cloak which is basicly what I'm suggesting for the planet. Mr. Scout goes to the planet and has to get within dictor range to see anything, and if they're cloaked he can't see them anyways so it doesn't make a distance...
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Binks
1st Rear Admiral

Joined: November 28, 2003
Posts: 469
Posted: 2005-03-29 16:39   
Just gonna bump this a little since I've added a bunch of new ideas...if you have any things you'd like to see planets having post em and I'll tack them on the first post (with your name as creater of course). Currently the system is heavily unbalanced (planet-wise) in favor of ICC...the cloak/interceptor won't balance it, but instead give smart UGTO or luth engi's a chance to be equal with their ICC counterparts...oh and one side note about cloak, planet can't fire at people outside cloak and to people inside cloak outsiders are cloaked (forgot if I mentioned that already)
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Trekkie_zero
Cadet

Joined: October 14, 2003
Posts: 146
From: A state with too many A\'s....
Posted: 2005-04-01 17:38   
uhm cool...
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Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2005-04-01 18:02   
You can bomb stuff you can't see. You guess. K'luth don't need a planet cloak

a lot of your ideas make bombing ridiculously hard. I notice the attempt to balance by saying "oh, it requires like 100 metal and 30 power"

wow.

100 metal is mined in 10 minutes.
30 power is produced by one high level strucutre

yeah, thats balanced.

Althought these ideas are good, I don't think their realy nessecary. Planetary defense bases should be last resort (or as artillery for space battles)

edit: the INF ideas are good, however I don't know if it's possible to code in such ideas. I personely thing having defensive strucutres for inf assaults are a good idea

[ This Message was edited by: Fattierob (x2 Pistolet Makarov) on 2005-04-01 18:03 ]
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Binks
1st Rear Admiral

Joined: November 28, 2003
Posts: 469
Posted: 2005-04-01 20:48   
Quote:

On 2005-04-01 18:02, Fattierob (x2 Pistolet Makarov) wrote:
You can bomb stuff you can't see. You guess. K'luth don't need a planet cloak

a lot of your ideas make bombing ridiculously hard. I notice the attempt to balance by saying "oh, it requires like 100 metal and 30 power"



None of my ideas are designed to make bombing uggies/luth any harder than bombing ICC...the uggie base is essentially a planetary shield without the special mineral requirement but which reloads MUCH slower...the luth cloak drains a huge amount of power (I beleive it's 50, 1 and a 4th power plants on it's own but if not it should be) and provides no real defensive bonus, all it does is make cloud bombing harder, normal bombing would work just fine...however if it's set to 500 gu's like I think it might be, that's wrong...should be 750 come to think of it...
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Ham&Swiss
Grand Admiral

Joined: October 12, 2004
Posts: 418
From: 10$ to whoever finds me
Posted: 2005-04-01 22:32   
Hey, hers a thought...The k'luth have their ship cloack, the Icc have the planet shield...what do UGTO have as in special type of wepon/shield/bonus thing?
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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2005-04-02 02:57   
Flux wave and Flux beam.
They also get Reflective Armour.
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Rinzler
Vice Admiral

Joined: January 15, 2005
Posts: 13
Posted: 2005-04-02 04:45   
on a side note

here is a thought,.. how about fewer missles, fighters and things that dont show up or work. and replacing 2 IT missles that cant track for squat for 1 that does..
basicly this is a response to your post that will hopefully shift your thought to A shift from quantity to Quality.

I would rather 1 fighter that was smart enough to avoid PD than have 100 suicide fighters lagging my connection.

A focus on boosting the overall strength levels of buildings and in general the planets.

Id like to see people be able to put more work into planets to boost the over all LvL's. and not have to complain that they dont have a sheild.

For Instance
lets say, if some Engi out there on whatever faction was determined enough they could get their planets buildings LvL up to 100 or higher .. and maybe a lvl 100 building cand withstand 100 direct hits from lvl 0 bombs.
and if this Ugto world that didnt have a ICC sheild Gen on it were to be bombed by other players.. then it would take them several attempts to weaken the higher level buildings.

hopefully the Idea would be to shift some of the Overall burden from non-exsistant "Balance" issues to people who are willing to put more effort into their worlds and make this more of an issue of who wants to put more of their Time Resource into building up the lvls of their buildings.

Let the people make the Faction great



btw good ideas, not trying to hyjack ur post


[ This Message was edited by: Akio on 2005-04-02 04:46 ]
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Binks
1st Rear Admiral

Joined: November 28, 2003
Posts: 469
Posted: 2005-04-05 17:27   
While I'm all for the level system I feel that it would be simpler to just create faction specific planetary defenses to go along with the ICC shield...the level system would require an entire redo of the planet code whereas adding some buildings would be simple and help us bored engis who don't like the 8 different cookie cutter planets (sy barren, sy arid, sy ice, sy terran, non-sy barren, non-sy ice, non-sy arid, non-sy terran)...
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Koda
Marshal
Fatal Squadron


Joined: August 29, 2002
Posts: 1384
Posted: 2005-04-05 21:23   
Quote:

On 2005-04-05 17:27, Binks wrote:
and help us bored engis who don't like the 8 different cookie cutter planets (sy barren, sy arid, sy ice, sy terran, non-sy barren, non-sy ice, non-sy arid, non-sy terran)...




And the Starbucks Planets
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Trekkie_zero
Cadet

Joined: October 14, 2003
Posts: 146
From: A state with too many A\'s....
Posted: 2005-04-08 01:31   
hmm Im not sure what they are going to do with planets... The beta isnt in full yet the planets arent added fully for all we know maybe they did redo all the planetary code...

Yeah it would be nice to have fighters that could dodge Pd then the lag cloud but Im sure we'll get that or something like it when the fighter code is fully implemented.
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Tael
2nd Rear Admiral
Palestar


Joined: July 03, 2002
Posts: 3697
From: San Francisco Bay Area
Posted: 2005-04-08 02:55   
The planet cloaks have been repeatidly brought up over the past 4 years and the answer is the same as it always has and will be, a resounding NO.

As for new planet structures, there are many more planned for after this patch... Including the Bunker concept to increase the hardenning of troops on planets and resistance to bombing. I worked that proposal up over two years ago. Its also slated for down the road.

Other structures in the to-do list for a subsequent patch are Military Acadamies. Without an Acadamy your troops can only train to hardened. Acadamy will train to vet and allow Elites to remain elites when garrisoned on a planet. (just as in real life, combat units have a certain degree of atrition and combat effectiveness degrades when you get in a fresh crop of boots.)

System Capitol - only one per system, increase politcal sway of faction in the system. Trains Diplomat units and Spys when on a planet with an Acadamy.

Fleet House/HQ - A fleet can only build one on any one of their planets. This planet then becomes the home of that fleet. Some fleet aligned units can be trained and a fleet treasury can be accessed in game from this location. Also allows fleet members to look up location of fleet mates anywhere in the MV without needing the command device slotted for command ships later down the road.

Also proposed but not likely to be put into the game was a Hospital/Medical center which would allow faster healing of troops and lower the chance of plague.

These are all on the to-do list, but may get cut at a later time if we change our minds. But other structures have been planned for.
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