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Forum Index » » Developer Feedback » » Some dieas for upcomming patch.
 Author Some dieas for upcomming patch.
Merry
Fleet Admiral

Joined: February 27, 2003
Posts: 8
Posted: 2007-04-22 00:41   
I have ideas for all factions and lets start!
ICC: Shields is what defines ICC, so I proposed instead of giving them insanely defense for each ship (like give them like 75% shield strength of what they have now) theres one ship like in homeworld 2 that acts like a large shield barrier that protects the fleet from imcomming fire OR ships that act as fleet ehancers that gives them special bonus when they are around.

Railguns should fire faster and have larger range.

Stations sheilds has a larger radius but consume more power. Maybe player can adjust how big the radius can be for different situations? dunno.

Ugto:Instead giving them different hull platings let them have a option to change but at a cost of time. So if they change to reflective or ablative it requires more time then switching back to standard.
Photons projectiles should have less range then railguns.
Over all I think ugto is the most balanced faction. I havent played them long enough to get really good insight on how they work. So if anyone has any ideas please post.

K'luth: Instead giving them whole dozen of disruptors give them like a couple. For example, 3 disruptors will equal one, instead recharge times give them a constant stream of damage with nerf to the damage.

Psi cannons probably less range but more damage.

K'luth weapons should be for kluth only! ONLY!

Give them devices to enhance regenertion, like cloaking can only be swapped out for armor regen maybe 20 to 30% faster. probably 5 to 10% reduction in projectiles or beams .

K'luth should able to stop their prey, so I proposed their weapons have some kind of root or stun effect maybe at 5 to 10% chance it will happen.
Stunning.. meaning they cant do anything.

Weapons:


Weapons for all races. Theres a heavy slot for beams, why dont you make heavy projectiles as well like larger or fire more projectiles for railguns photons, and psi.
Also bomb pay load slot should also have a option to make them effective for ship to ship combat... they are slow but when they hit say goodbye!

Make a ship able to ping a system but has a very long recharge to scan the whole system.

Supply System:

When beening supplied you must be at 5 to 10 gu. Weapons will recharge slower etc.

Let supplies be able to divert their power to other ships incase of emergency.

Electronic Warfare:
There should some kind of hacker ships that can hack planets defences or momentarily stop a ship. OR a emp pulse. What ever works. Maybe they should be ifnrantry or something.

instead of jump gates their should be a system like in freelancer where there is trade lanes if you damage the trade lane you can stop the ships and raid them.



Just some ideas hope to have more soon.
_________________


  Email Merry
Riley!
Chief Marshal

Joined: May 29, 2002
Posts: 257
Posted: 2007-04-22 01:58   
Quote:

On 2007-04-22 00:41, Merry wrote:
I have ideas for all factions and lets start!
theres one ship like in homeworld 2 that acts like a large shield barrier that protects the fleet from imcomming fire


While the idea is nifty, I think the closest thing darkspace is going to get to having a "special" ship.. is an interdictor.

Quote:

OR ships that act as fleet ehancers that gives them special bonus when they are around.


-Elaborate: what kind of special bonus?

Quote:

Psi cannons probably less range but more damage.


- I agree with less range, but the damage seems to be right where it should be

Quote:

K'luth weapons should be for kluth only! ONLY!


- I agree with you 110% here. Kluth are alien, why would humans beable to use or even understand their weapons?

Quote:

Give them devices to enhance regenertion, like cloaking can only be swapped out for armor regen maybe 20 to 30% faster.


-I'm in favor of this. I think an optional automated armor repair drone-type device would be excellent, but like you said, it definitely would have to share slots with something crucial like the cloak. And maybe while it's active, the standard automated repair would be compromised maybe 10%

Quote:

K'luth should able to stop their prey, so I proposed their weapons have some kind of root or stun effect maybe at 5 to 10% chance it will happen.
Stunning.. meaning they cant do anything.


-Again, i think the closest to this would be an ELF Beam. A device that stuns an enemy leaving them actionless would leave the factions unbalanced, making kluth uber. Besides.. there is already something in the game that has a simular "stun" effect, its called Lag.

Quote:

When beening supplied you must be at 5 to 10 gu. Weapons will recharge slower etc.


- I also agree with this, maybe not 5 to 10 gus.. maybe more like 50, but i agree with the general idea. It is unfair to have supply ships in a battle zone supplying from a somewhat safe distance. If a supply wants to repair a ship within a battle zone, giving their particular faction an advantage (as far as not having to jump away from the battle for repair), then said supply ship should take on a bigger risk

Quote:

Let supplies be able to divert their power to other ships incase of emergency.


- Like an ELF Beam, but opposite.. yes I like this idea



[ This Message was edited by: Riley! on 2007-04-22 02:01 ]
_________________


BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2007-04-22 02:18   
Quote:

On 2007-04-22 00:41, Merry wrote:
I have ideas for all factions and lets start!
ICC: Shields is what defines ICC, so I proposed instead of giving them insanely defense for each ship (like give them like 75% shield strength of what they have now) theres one ship like in homeworld 2 that acts like a large shield barrier that protects the fleet from imcomming fire OR ships that act as fleet ehancers that gives them special bonus when they are around.



Would break huge amounts of the game.

Quote:

Railguns should fire faster and have larger range.



Railguns require no energy, and fire the furthest (to coinside with the ICC fleet design)

Quote:

Stations sheilds has a larger radius but consume more power. Maybe player can adjust how big the radius can be for different situations? dunno.



Why? Doesn't serve any purpose, and shields/armor are hardcoded into the game. Can't adjust the hitbox size easily, again, it serves no real possitive to the game.

Quote:

Ugto:Instead giving them different hull platings let them have a option to change but at a cost of time. So if they change to reflective or ablative it requires more time then switching back to standard.
Photons projectiles should have less range then railguns.
Over all I think ugto is the most balanced faction. I havent played them long enough to get really good insight on how they work. So if anyone has any ideas please post.



Why would it take so long to replace the armor over time at a starport/shipyard? People like to be able to mod their ship within a few minutes and get into the action. This is detracting from this element of the game, and so I don't think is such a great idea. I think you'll find that Photon canons also have less range than railguns, but do more damage (they also require a lot more energy).

Quote:

K'luth: Instead giving them whole dozen of disruptors give them like a couple. For example, 3 disruptors will equal one, instead recharge times give them a constant stream of damage with nerf to the damage.

Psi cannons probably less range but more damage.

K'luth weapons should be for kluth only! ONLY!

Give them devices to enhance regenertion, like cloaking can only be swapped out for armor regen maybe 20 to 30% faster. probably 5 to 10% reduction in projectiles or beams .

K'luth should able to stop their prey, so I proposed their weapons have some kind of root or stun effect maybe at 5 to 10% chance it will happen.
Stunning.. meaning they cant do anything.



Everything here would be a major no-no, except for K'luth weapons only, which I'm routing for (infact, faction only specific items).

If we make three disruptors equal one, then small ships get killed instantly by larger ships, and we're trying to stop this however we can in 1.484.

Psi cannons I think you'll find have less range, more damage, more power requirements.

Enhanced regeneration - they already have it. AHR and Organic Armor regenerate faster than normal armor. Not to mention that cloak (in a way) is a part of K'luth's armor. I really don't want to see a version of the game where K'luth can duke it out. This change basicly makes them able to stay 30% longer in the fight.

Also, stunning, major no-no. UGTO have the EMP weapons, not K'luth. That's the UGTO's special ability (knocking out systems AKA stun (because making ships randomly stop in space would look silly)), if we start giving it to other factions, then we need to re-design the UGTO special weapons (which are fine as-is).

Quote:

Weapons:

Weapons for all races. Theres a heavy slot for beams, why dont you make heavy projectiles as well like larger or fire more projectiles for railguns photons, and psi.
Also bomb pay load slot should also have a option to make them effective for ship to ship combat... they are slow but when they hit say goodbye!

Make a ship able to ping a system but has a very long recharge to scan the whole system.



The reason there's a heavy beam is that in the beginning, there had to be a CL300, CL500, and CL1000's and CL2000's. The 300 and 500 didn't do enough damage to dreads, so the 1k and 2k had to be invented to allow dreads to be taken down.

This is not a problem for cannons, as they're not meant to be used as a primary weapon (except on a few ships).

And bomb's are only used for planetairy sieging, not ship to ship combat. Bombing ships are not designed to do this. If you want to fight, you get a ship that can fight. If you want to bomb, you get ship that has bombs. You cannot expect to have a ship that can do everything, day or night.

We already have scouts, why do we need pinging? Kind of makes scouts redundant.

Quote:

Supply System:

When beening supplied you must be at 5 to 10 gu. Weapons will recharge slower etc.

Let supplies be able to divert their power to other ships incase of emergency.




I don't know if you've ever been able to stay within 5 to 10 gu's, but it's 100% impossible battle, and almost 100% impossible in straight flight alone.

The supply system works PERFECTLY as is. There's no need to change it.

People have talked about energy transfering ships before, and it presents a huge, huge, insanely huge design problem. K'luth ships are designed to have limited power because if they didn't, they could keep firing their weapons, and we'd have a problem like we had in the past. Being able to transfer energy could be abused. Imagine one Siphon, and 3 supplies, constantly keeping the Siphon at 100% energy, or enough to fire it's weapons.

Problemo.

Quote:

Electronic Warfare:
There should some kind of hacker ships that can hack planets defences or momentarily stop a ship. OR a emp pulse. What ever works. Maybe they should be ifnrantry or something.

instead of jump gates their should be a system like in freelancer where there is trade lanes if you damage the trade lane you can stop the ships and raid them.



I've already mentioned this once - EMP = UGTO special weapon, it cannot be given to any other faction as long as UGTO have this as their special weapon. Not to mention this makes bombing too easy again.

"bomb planet a"
*hack planet*
*mirv planet*
"next plz"

Far too abusable.

Quote:

Just some ideas hope to have more soon.



Some nice idea's, just some that don't really fit in with the general design for DarkSpace.

Try to run an idea past a checklist when you do get one:

Can it be exploited/abused?
Does this render another factions ship useless?
Does this render another factions weapon useless?
Is this another factions speciality?
Does this add anything to the game?
Would it cause design problems?
Energy usage?
Damage?
Speed?

If you find a [X] after any of these, move on.

- Jack

[ This Message was edited by: BackSlash *Jack* on 2007-04-22 05:19 ]
_________________


SaturnShadow™ *FC*(Angel Of Darkness)
Marshal
*Renegade Space Marines*


Joined: February 03, 2007
Posts: 310
From: UK
Posted: 2007-04-22 06:10   
mmmmmmmmm i have an idea for the heavy slot if u make one of projectiles mmmmm maybe for ugto have a MAC* (Magnetic Accelerator Cannon) and maybe for kluth a plasma cannon* and for icc a gravity cannon.


*i know these are from the books Halo *
_________________



Sixkiller
Marshal
Courageous Elite Commandos


Joined: May 11, 2005
Posts: 1786
From: Netherlands
Posted: 2007-04-22 06:15   
Ok, so i didnt read all of it.
But this guy did give a good idea.
A kluth superweapon that will stun the enemy for like 5 seconds (time may change).
You could put it only on the assault dreads or on the nest.
Tough i dont know how implementable it is to knock out all devices for 5 secs and have them fully back working after that..
_________________



BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2007-04-22 07:04   
Quote:

On 2007-04-22 06:15, Sixkiller*P4* wrote:
Ok, so i didnt read all of it.
But this guy did give a good idea.
A kluth superweapon that will stun the enemy for like 5 seconds (time may change).
You could put it only on the assault dreads or on the nest.
Tough i dont know how implementable it is to knock out all devices for 5 secs and have them fully back working after that..




Read my reply:

That's UGTO's super weapon, and it's always been that way. Allowing another faction to do that just doesn't make any sense from a design point of view, or in the lore.

K'luth are just not designed to play that way.
_________________


BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2007-04-22 07:05   
Quote:

On 2007-04-22 06:15, Sixkiller*P4* wrote:
Ok, so i didnt read all of it.
But this guy did give a good idea.
A kluth superweapon that will stun the enemy for like 5 seconds (time may change).
You could put it only on the assault dreads or on the nest.
Tough i dont know how implementable it is to knock out all devices for 5 secs and have them fully back working after that..




Read my reply:

That's UGTO's super weapon, and it's always been that way. Allowing another faction to do that just doesn't make any sense from a design point of view, or in the lore.

K'luth are just not designed to play that way. I mean, one Siphon, four Mandables.

Uncloak, stun for 5 seconds, all fire, dead, recloak - completely unbalanced.
_________________


Sixkiller
Marshal
Courageous Elite Commandos


Joined: May 11, 2005
Posts: 1786
From: Netherlands
Posted: 2007-04-22 07:32   
My point was more that this weapon would stun someone even with full armor/shields intact. Something the EMP weapon doesnt do, and something the IC doesnt do either. Second, if EMP damage is for ugto only, why the hell does UGTO have the QST and do ICC have the IC? Would make more sense the other way around!
Third, 4 manadibles and a siphon kill an enemy anyway
Edit: Also, it doesnt have to be a kluth weapon.

[ This Message was edited by: Sixkiller*P5* on 2007-04-22 07:39 ]
_________________



BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2007-04-22 07:55   
Quote:

On 2007-04-22 07:32, Sixkiller*P5* wrote:
My point was more that this weapon would stun someone even with full armor/shields intact. Something the EMP weapon doesnt do, and something the IC doesnt do either. Second, if EMP damage is for ugto only, why the hell does UGTO have the QST and do ICC have the IC? Would make more sense the other way around!
Third, 4 manadibles and a siphon kill an enemy anyway
Edit: Also, it doesnt have to be a kluth weapon.




So, it's better than FLUX, or any other UGTO special weapon, since it stuns them completely with armor/shielding?

QST is an AOE weapon, and I believe the IC has a minuté amount of EMP damage (you take masses of EMP damage when you go below 40% hull with any weapon). It does a large amount of EMP because it's general damage is high too. I believe it has something to do with lore aswell as science fiction to some degree (quantum singularity doesn't cause EMP damage, whereas massive amounts of Ion do..).

The numbers don't matter, the fact is that K'luth could kill an enemy, with a few ships, without taking any damage back. Players get VERY fustrated at this. Flying about, then suddenly being stunned, and being killed without being able to do anything in reply, is something many new players could possibly quit over, not to mention there's abuse in there somewhere for such a weapon. The difference with flux is that you can fight until your armor goes down completely, and even then, it doesn't destroy 100% of your systems.

It doesn't need to be a UGTO or ICC weapon either. The IC, QST and SI works fine as they are. The core weapons are being severaly down graded next patch, and probably being removed from the assault dreads. Having super bbq weapons on ships that can move about fairly easily, doesn't work. This is fairly evident in 1.483.

I just don't think 1.484, or DarkSpace in general, doesn't have room for a weapon like this, weither it be for UGTO, ICC, or K'luth.
_________________


Ospolos
Grand Admiral

Joined: January 31, 2004
Posts: 567
From: ON, CANADA
Posted: 2007-04-22 09:09   
about your homeworld shield ship, thats what the escort and picket dessies where supposed to be for icc and ugto to act as Point Defense, however something like a big block might break the game as jack stated, but they also have pulse waves to do the job, in a big fleet, it works rather well.
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Osp

Rae
Admiral
Raven Warriors

Joined: May 23, 2002
Posts: 284
From: 10 minutes away in a fast boat
Posted: 2007-04-22 12:30   

[/quote]

Having super bbq weapons on ships that can move about fairly easily, doesn't work. This is fairly evident in 1.483.

I just don't think 1.484, or DarkSpace in general, doesn't have room for a weapon like this, weither it be for UGTO, ICC, or K'luth.

[/quote]

sorry bout the paraphrasing, but i didn't think everyone wanted to read the entire post again!! Anyways, i gotta agree with Jack, lets get the new patch out and the factions balanced before other 'new' features are added!! That being said, it's still nice to see new ideas being posted in the lobby, shows people still taking an interest in DS
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Enterprise
Chief Marshal
Raven Warriors

Joined: May 19, 2002
Posts: 2576
From: Hawthorne, Nevada
Posted: 2007-04-22 12:36   
Essentially - everything Jack said.

No, he doesn't destroy ideas for fun. While some look interesting and fun, when you apply them into this particular game, you get alot if problems.

That checklist he provided, is probably the best thing to go by. While one might say that they should remain open minded, Darkspace has a certain design and purpose in its playstyle, and every faction is intended to have its own strengths and weaknesses.


The suggestion about core weapons stunning (for Kluth), wouldn't be a bad idea if they had to go through armor and shields first, but then again, thats UGTOs main focus isnt it with EMP? Look at it, they have EMP, Flux Wave, Flux Beam, all designed to disable ships, it seems silly to give another faction a weapon that does better than all of those combined.

Just get a couple of stations with those core weapons and keep a ship stunned indefinately... yeah no.

But anyways, everything Jack said, go on that.




-Ent
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Merry
Fleet Admiral

Joined: February 27, 2003
Posts: 8
Posted: 2007-04-22 12:45   
Ya, sorry jsut had some ideas.....

For the ugto plating idea I think it makes sense about being able to change but cost of time. Why? Cause if modding does not exist in next patch this probably the next best thing for ugto.



[ This Message was edited by: Merry on 2007-04-22 12:48 ]
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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2007-04-22 13:43   
Quote:

On 2007-04-22 12:45, Merry wrote:
Ya, sorry jsut had some ideas.....

For the ugto plating idea I think it makes sense about being able to change but cost of time. Why? Cause if modding does not exist in next patch this probably the next best thing for ugto.




And this,people, is why you don't take everything someone says as the truth.

There's restrictive modding in 1.484, and players don't like to wait. This is a deffinate no-no.
_________________


Light-of-Aurora
Grand Admiral

Joined: December 01, 2003
Posts: 602
From: NJ, USA
Posted: 2007-04-25 10:41   
Quote:

K'luth should able to stop their prey, so I proposed their weapons have some kind of root or stun effect maybe at 5 to 10% chance it will happen.
Stunning.. meaning they cant do anything.



You've obviously never played DotA!

"omg permastun gay gtfo omg im dead"
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