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 » » Question/Suggestion
Goto page ( 1 | 2 Next Page )
 Author Question/Suggestion
Whiterin
Fleet Admiral

Joined: November 15, 2007
Posts: 146
Posted: 2011-09-18 03:10   
Yeah yeah, I know... another suggestion in the forums. Only two here, and they are pretty sensible ones I think. Here goes:

- Could there be a way to filter out, or even just remove NON COMMANDABLE AI from your AI list in F2? It's extremely frustrating when someone is attacking you or your planets with an AI fleet, so you go into F2 to use AI back. Only to see 15 platforms, and the rest planet transports that you can't even command anyways. I could maybe see having the platforms in the AI list, but transports that we can't even touch? If nothing else... a way to cycle through the AI. I have asked around, just to make sure this isn't already an option, and no one knew a way to do it. If this is already possible, how is it done?

-Secondly, for new carrier type ships, could there be, or is there already a way, to set the fighters to patrol, or defend ships? This could be very useful for fleet movements. Set them to a ship or a station and they could either PD or defend the ship they are set to.

Thanks for listening!
_________________


[ML]RogueAvengerTTV
Marshal

Joined: September 11, 2010
Posts: 300
From: England
Posted: 2011-09-18 03:16   
Quote:

On 2011-09-18 03:10, Whiterin wrote:

-Secondly, for new carrier type ships, could there be, or is there already a way, to set the fighters to patrol, or defend ships? This could be very useful for fleet movements. Set them to a ship or a station and they could either PD or defend the ship they are set to.

Thanks for listening!



+1 to this idea would make "interceptor" usefulln as they could mabye orbit the ship at about 300-500 gu and pd any missiles / fighters in range.
_________________


  Email [ML]RogueAvengerTTV
Ravendark
Marshal
Sanity Assassins


Joined: July 01, 2010
Posts: 443
Posted: 2011-09-18 04:42   
very good on both of them. that are constructive suggestions.

AI controls could be better.

and fighter idea is pretty good too. makes game more space like... by having fighters at your side too... not just big ships. just like in any epic sci-fi space combat movie thing
_________________


Whiterin
Fleet Admiral

Joined: November 15, 2007
Posts: 146
Posted: 2011-09-18 05:13   
Another idea I had with the fighters is just simply being able to change their target instead of having to call them back, and re-deploy them every time your target changes.
_________________


jimjimjaroo
Grand Admiral

Joined: March 06, 2009
Posts: 308
From: Michigan, USA
Posted: 2011-09-18 05:27   
Quote:

On 2011-09-18 05:13, Whiterin wrote:
Another idea I had with the fighters is just simply being able to change their target instead of having to call them back, and re-deploy them every time your target changes.



i agree. that gets annoying. ex. launches at a kluthian, it cloaks, fighters come back and have to wait to recharge. launches at another kluthian, it cloaks too, fighters come back and have to wait to recharge, etc. launches at icc, icc jumps out of range or goes through gate, fighters come back and have to recharge, same with ugto. i think everyone gets the idea now.
_________________


Whiterin
Fleet Admiral

Joined: November 15, 2007
Posts: 146
Posted: 2011-09-18 05:36   
Yeah... pretty much. Some Kluth even seem to take advantage of this... wiating until quite a few fighters are coming at them... then they will cloak and uncloak just to move it off them.
_________________


Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2011-09-18 23:16   

Fighters need a CAP and Intercept function, perhaps.


_________________
... in space, no one can hear you scream.....


*FTL*Soulless
Marshal

Joined: June 25, 2010
Posts: 787
From: Dres-Kona
Posted: 2011-09-18 23:23   
Quote:

On 2011-09-18 23:16, Kenny_Naboo[+R] wrote:

Fighters need a CAP and Intercept function, perhaps.






Retarget be nice
_________________
We are Back from the shadows.


  Email *FTL*Soulless
Flux Capacitor
Marshal

Joined: July 30, 2010
Posts: 305
From: the place
Posted: 2011-09-19 04:04   
manual firing can help a large part...u can re-assign ur fighters easily that way. just u cant shoot anything else in this time...
_________________
my signature is awesome

  Goto the website of Flux Capacitor
Gejaheline
Fleet Admiral
Galactic Navy


Joined: March 19, 2005
Posts: 1127
From: UGTO MUNIN HQ, Mars
Posted: 2011-09-19 04:16   
Quote:

On 2011-09-19 04:04, Domedi Returns wrote:
manual firing can help a large part...u can re-assign ur fighters easily that way. just u cant shoot anything else in this time...




Unfortunately the fighters will ignore you if you try to move their manual target point, but due to some weirdness in the game it will LOOK like the fighters are following your directions, they just won't do any damage. According to everyone else the fighters will be attacking the original aim point.
_________________
[Darkspace Moderator] [Galactic Navy Fleet Officer]


Flux Capacitor
Marshal

Joined: July 30, 2010
Posts: 305
From: the place
Posted: 2011-09-19 05:07   
that explains things
_________________
my signature is awesome

  Goto the website of Flux Capacitor
Blackjack [DBL]
Grand Admiral
Faster than Light


Joined: February 25, 2011
Posts: 344
From: The land of venomous reptiles.
Posted: 2011-09-19 18:13   
Quote:

On 2011-09-19 04:16, Cap\'n Catbeard wrote:
Quote:

On 2011-09-19 04:04, Domedi Returns wrote:
manual firing can help a large part...u can re-assign ur fighters easily that way. just u cant shoot anything else in this time...




Unfortunately the fighters will ignore you if you try to move their manual target point, but due to some weirdness in the game it will LOOK like the fighters are following your directions, they just won't do any damage. According to everyone else the fighters will be attacking the original aim point.




The same thing happens with trying to manually target lasers...
_________________

Names I used: Da Bes Loser, Perseverance, Loyalty.

NoBoDx
Grand Admiral

Joined: October 14, 2003
Posts: 784
From: Germany / NRW
Posted: 2011-09-19 21:14   
Quote:

On 2011-09-19 18:13, Jack Rackham *FCA* wrote:
Quote:

On 2011-09-19 04:16, Cap\'n Catbeard wrote:
Quote:

On 2011-09-19 04:04, Domedi Returns wrote:
manual firing can help a large part...u can re-assign ur fighters easily that way. just u cant shoot anything else in this time...




Unfortunately the fighters will ignore you if you try to move their manual target point, but due to some weirdness in the game it will LOOK like the fighters are following your directions, they just won't do any damage. According to everyone else the fighters will be attacking the original aim point.




The same thing happens with trying to manually target lasers...




something, i wish to nominate as an exploid
_________________
The only good 'ooman is a dead 'ooman. An' da only fing better than a dead 'ooman'z a dyin' 'ooman who tell you where ter find 'is mates.

CM7
Midshipman
Faster than Light


Joined: October 15, 2009
Posts: 1812
Posted: 2011-09-21 01:59   
Quote:

On 2011-09-19 21:14, NoBoDx wrote:
Quote:

On 2011-09-19 18:13, Jack Rackham *FCA* wrote:
Quote:

On 2011-09-19 04:16, Cap\'n Catbeard wrote:
Quote:

On 2011-09-19 04:04, Domedi Returns wrote:
manual firing can help a large part...u can re-assign ur fighters easily that way. just u cant shoot anything else in this time...




Unfortunately the fighters will ignore you if you try to move their manual target point, but due to some weirdness in the game it will LOOK like the fighters are following your directions, they just won't do any damage. According to everyone else the fighters will be attacking the original aim point.




The same thing happens with trying to manually target lasers...




something, i wish to nominate as an exploid





on what grounds?

you gonna nominate blind fire and ping as exploits next?

how about turning around when enemy is on your ass? that next?


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

Fatal Afro Man *NCO*
Marshal
Fatal Squadron


Joined: September 09, 2006
Posts: 201
Posted: 2011-09-21 02:45   
Could just remove the timer on fighter launches? so that you launch your 3 fighter wings quickly then can return and relaunch again easier?
_________________
[Signature size too large, please resize. (600x200x100kb)

Goto page ( 1 | 2 Next Page )
Page created in 0.020830 seconds.


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