Welcome aboard Visitor...

Daily Screenshot

Server Costs Target


84% of target met.

Latest Topics

- so i talked with Massi »
- See Commands »
- Now the fun begins »
- Qand answers have returned »
- Call to Arms »
- All Species 8572 Report in »
- hi there »
- Anyone still playing from a decade ago or longer? »
- Game still active. NICE! »
- help me »

Development Blog

- Roadmap »
- Hello strangers, it’s been a while... »
- State of DarkSpace Development »
- Potential planetary interdictor changes! »
- The Silent Cartographer »

Combat Kills

Combat kills in last 24 hours:
No kills today... yet.

Upcoming Events

- Weekly DarkSpace
11/23/24 +21.5 Hours

Search

Anniversaries

No anniversaries today.

Social Media

Why not join us on Discord for a chat, or follow us on Twitter or Facebook for more information and fan updates?

Network

DarkSpace
DarkSpace - Beta
Palestar

[FAQ
Forum Index » » Developer Feedback » » Suggestion: Spice!
Goto page ( 1 | 2 | 3 Next Page )
 Author Suggestion: Spice!
Iwancoppa
Fleet Admiral

Joined: November 15, 2008
Posts: 709
Posted: 2011-08-29 04:40   
Darkspace is a curry. But it is boring... for it lacks... the spice.




Brand new!! SPICE-CONOMY

The basic idea behind the Spice-Conomy is Spices can be sold at star ports for a new type of currency: Tokens.
Different types of spice will be rarer and worth more. Not all planets will contain spice - very few. And, it moves around. Spice will also only be present in front-line combat systems, or PvE systems.

Spices mined from foreign planets will be worth 100x more then locally mined spice. Bombing a planet bombs the spice into nothing, so no softening up defences! Only extractors can mine the precious substance due to unique storage equipment needed. Extremely rare spice may aslo be a VERY rare drop from Mi.

So, tokens. here we have a currency with no use, except bragging rights! Not anymore.

See all the junk below the SPICE-CONOMY section? All that would cost tokens.

EG: 1000 Units of spice might get you... 200 tokens.
Specialist ammunition for one railgun will cost you 10,000 tokens.
Stock ammunition will have NO SALE VALUE for obovious reasons.
Anything else will sell for 1/4 of its buying price.

Tokens can also be purchased from the store, much like credits.
Store-purchased tokens can be converted to credits at a predefined rate.

It is with this, we have the SPICE-CONOMY.
_______________________________________________________

Fitting the stuff

This is an interesting issue. we now must fit all of these special items.
Therefore, I propose an enhancement-style system with similar limited slots. Sounds confusing? examples.

I spawn a Generic ICC ship that has 5 railguns. I go into my Ship Equipment menu. Here i have 5 slots for ICC projectile weapons, that are currently filled with standard ammo. If i wish to replace this, i first buy the replacement iteam, then i remove the old one into my inventory. After this, i simply palce the new one into the slot, and hey presto! All done.

_____________________________________________________

Here is what that crazy retard called iwancoppa is going on about:

Guns are plain in DS. justt like cloak, most armor, etc...

Therefore, i propose we add Flavor, in terms of Customisability.
We can allready do it. Evidence: UGTO Armor.


__________________________________________________________
The whole idea is not only do we switch out guns, but the ammunition too. This will allow for more personalised ships. Everyone wont just fell like every other person.


so, here guys some ideas...

Rail / Gauss guns

ASR-1028A Wasp

The standard ICC round for projectile weapons for centuries, proven in countless skirmishes across the empire.

*Effects*
None.

TSSR-6546TSX Mosquito

Top secret ammunition used by ICC special forces, with deadly accuracy. Responsible for the death of many pirates and influential UGTO leaders.

*Effects*

+30% Shell velocity
-30% Damage

HP-25 Bulldog
Recently cleared for military service, this round is often used by pirates and other trouble makers all over space. Well known for high damage.

*Effect*

+15% Damage
-15% Range
-15% Projectile velocity
_________________________________________

K'luth Beams

(I am going to need help naming these!!!)

Normal disruptor

A normal disruptor.

*effects*
None.

Acid disruptor

This type of disruptor is an attempt to use the technology of captured human beam weapons.

*Effects*

Chemical beam damage dropoff/increase

Leech Disruptor

Somebody did something wrong with some leeches in the science lab. The result was then shoved into a disruptor beam, to provide this...

*Effect*

-20% Range
+5% Damage
+20% damage to armor
-25% damage to hull
_____________________________________________________

All cannons

PYtech Interceptor CIWS
Sick of the mediocre capacity of beams to deal with those pesky missiles? this will do a MUCH better job!

*Effects*
Human factions only
2000 ammo capacity
3 ammo to intercept a pod/missile/fighter
Fires bursts of 9 rounds, with long gaps between(Reload)
+30% Range if PYtech Interceptor sensor package active
Limit: 1 per ship(3 for pickets)
-99% Damage vs ships

___________________________________________________

Auxilary systems

Spacetech industries EXY-500 Starship battery

This battery from spacetech will add the fun to your close range laser fights! Enjoy shooting for much longer then your opponent thanks to your EXY-500 STARSHIP BATTERY!

*Effects*
+30% Energy storage
-10% Energy regeneration
UGTO/ICC only

Genetic mutation: Stomach

A genetic mutation that will give K'luth ships a stomach.
*Effect*

Consumes alot of resources
Repairs ship slowly until out of resources when activated
K'luth only

Fully Finalised torpedo booster [b]

Today we present to you a product from Fully Finalised industries. Guarenteed to supercharge your torpedoes into small nuclear devices!

*Effects*
+25% torpedo damage
-25% torpedo speed
-10% torpedo range
+5% torpedo AoE
Device consumes the same amount of energy an aux generator makes when activated

[b] Deftech industries MY-50B


Definately a solid choice for automated ship defences! This little "upgrade" kit turns the inside of your ship into an armored tank. Combine this with lots of minigun and cannon turrets scattered everywhere around the ship, and many infantry armories No infantry will get to that command bridge now.

*Effect*
+300% Boarding auto defence when activated
Half aux gen energy drain when activated
+10% Defence effectiveness of infantry

PYtech Interceptor CIWS sensor pack XYT-3
This lot of gizmos and gadgets will get those hard hitting lead slugs into those pesky missiles and fighters faster! Note: May consume alot of energy..

*Effect*
Humans only
Aux gen power drain when active
+20% range to all PYtech CIWS systems when active


Thats all I am going to do for know, but i will be adding more to this!

Please discuss/share your ideas.

Also, perhaps this could have potential is enhancements instead of a switch-out ammo...
[ This Message was edited by: iwancoppa on 2011-08-31 17:07 ]
_________________


CM7
Midshipman
Faster than Light


Joined: October 15, 2009
Posts: 1812
Posted: 2011-08-29 04:52   
4x Less range
4x Less damage per shot
4x Shots per ammo(Shotgun pellets... duh)


soo.... i trade in my railgun ammo that fires 5 rounds per 1 ammo... for this that only goes ~250gu (4x less range) and only does 25% of the damage of my rail gun....

erm...
_________________
Defiance and Opposition, a tribute to teamwork. I will remember always
339,144

Hakketak
Grand Admiral

Joined: March 24, 2009
Posts: 301
Posted: 2011-08-29 05:58   
i like the basics, but i think we had costumization options earlier in the game, like change lasers for projectiles. Also u needed a factory, there was this whole complex economy/building system. just since poeple started to sabotage its was removed.

The idea sounds fun, but it also have to fitted into the current state of the game. I think if this is implemented, a whole part of the game needs to b shifted back to the complex economy, with factories producing Psi cannons, hvy psi, etc., where defense buildings matter, and whit the new proposed change that only and engy can disable/scrap a building.

Also think it would be good to add an extension to planet lock, so it is permanent, and possibly fleet only?


Anyways: good idea! shotgun shell though, seems fun in concept, but may need some different stat changes, cause i agree 250 gu is bit close:)
_________________
"I shouldn't be alive"

Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2011-08-29 10:40   

Drop the flechette idea, turn it into a flak gun.

Turns the entire arc within 250 GUs full of mini explosions that any ship within takes a certain amount of damage per sec while the weapon is active. And it should be active for perhaps 10 to 15 secs.

Any fighters/missiles in that arc stands a 80% chance of getting destroyed.

Works as an AoE weap as well as a PD.





Anyway, it's a good thought. But only ICC gets spice?
What do the rest get?
_________________
... in space, no one can hear you scream.....


Rebellion
Marshal
Faster than Light


Joined: June 20, 2009
Posts: 730
From: sol
Posted: 2011-08-29 10:53   
i mean we got guass and railguns but i would like to see like 2-3 variants of torps for each faction.
_________________

\"War does not decide who is right, but who is left\"
\"I stopped fighting my inner demons we're on the same side now\"

$yTHe {C?}
Grand Admiral
Sundered Weimeriners


Joined: September 29, 2002
Posts: 1292
From: Arlington, VA
Posted: 2011-08-29 12:17   

_________________


Iwancoppa
Fleet Admiral

Joined: November 15, 2008
Posts: 709
Posted: 2011-08-29 15:01   
Making a few changes now....

_________________


[ML]RogueAvengerTTV
Marshal

Joined: September 11, 2010
Posts: 300
From: England
Posted: 2011-08-29 15:17   
Leech Disruptor

Somebody did something wrong with some leeches in the science lab. The result was then shoved into a disruptor beam, to provide this...

*Effect*

-20% Range
+5% Damage
-1% Armor on target hit per weapon

how would this work for reflective armour as that has a spacialty in beam damge mabye it would negate the -1% armour hit per weapon but also remeber that this would be a powerful weapon as the siphon has MANY beams and could easily rip through most armours
_________________


  Email [ML]RogueAvengerTTV
Scorched Soul[+R]
Marshal
Pitch Black


Joined: November 14, 2005
Posts: 378
From: USA, NJ, Princeton
Posted: 2011-08-29 15:21   
Definately a good idea in my book just hoping that it comes with some visual variation because just seeing something out of the ordinary can breath an amount of life into the game.
_________________




  Email Scorched Soul[+R]
Tael
2nd Rear Admiral
Palestar


Joined: July 03, 2002
Posts: 3697
From: San Francisco Bay Area
Posted: 2011-08-29 15:34   
"He who controls the spice, controls the universe." – Baron Vladimir Harkonnen
_________________


  Email Tael
Thrie
Fleet Admiral
Raven Warriors

Joined: October 28, 2002
Posts: 760
Posted: 2011-08-29 15:43   
I like the idea. Don't know if DS is sophisticated enough to change ammo type for each weapon gadget.

Having different weapon gadgets should work fairly well with this.
_________________
[Fleet Admiral] Thrie \"The Tiger\" Barton of [C.S.S. Armor Tiger]


  Email Thrie
Fatal Mack Bolan(WildCards_58th)*COM*
Marshal
Fatal Squadron


Joined: June 12, 2010
Posts: 184
From: home planet: Exathra
Posted: 2011-08-29 15:54   
BIG +1 on this idea, would definately breathe new life into DS.....

i have spoken !
_________________
1st recorded subscription activation 8-17-01 (under a different name & email)
20 years of playing this mo'-fo....amazing isn't it ?
119 on prestige list..
R.I.P. Stephen Hawking
R.I.P. sean connery
R.I.P. adam west


  Email Fatal Mack Bolan(WildCards_58th)*COM*
Iwancoppa
Fleet Admiral

Joined: November 15, 2008
Posts: 709
Posted: 2011-08-29 16:01   
Quote:

On 2011-08-29 15:17, RogueAvenger10 wrote:
Leech Disruptor

Somebody did something wrong with some leeches in the science lab. The result was then shoved into a disruptor beam, to provide this...

*Effect*

-20% Range
+5% Damage
-1% Armor on target hit per weapon

how would this work for reflective armour as that has a spacialty in beam damge mabye it would negate the -1% armour hit per weapon but also remeber that this would be a powerful weapon as the siphon has MANY beams and could easily rip through most armours




Im thinking, instead of just a percwentage based , its + XXX damage to armor. changing now
_________________


Whiterin
Fleet Admiral

Joined: November 15, 2007
Posts: 146
Posted: 2011-08-29 18:48   
Don't know that I would go for your exact suggestions, but it would be nice to have a bit more variety in armor and armorments in the game,
_________________


Sardaukar
Admiral
Raven Warriors

Joined: October 08, 2002
Posts: 1656
Posted: 2011-08-29 20:40   
This is the second thread this week with content not reflecting the implication of the title.

The Padishah Emperor frowns upon such carelessness.
_________________


Goto page ( 1 | 2 | 3 Next Page )
Page created in 0.020235 seconds.


Copyright © 2000 - 2024 Palestar Inc. All rights reserved worldwide.
Terms of use - DarkSpace is a Registered Trademark of PALESTAR