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[FAQ
Forum Index » » Developer Feedback » » DS Economy and other ideas
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 Author DS Economy and other ideas
Riley!
Chief Marshal

Joined: May 29, 2002
Posts: 257
Posted: 2013-03-15 21:20   
ideas to enhance darkspace economy

in game items available via purchased credits or earned 'cash' (proposed as something you could earn everytime you cap a ship/planet)
-24 hour rank/xp boost: increases the amount of prestige a player earns for 24 hours.
-24 hour cash boost: increased XP points for 24 hours.
"sub-routine" enhancements:
-hull restore: restores X% hull when used.
-power restore: restores X% power when used.
-sensor jam: hides a vessle from enemy sensors for X seconds
-disable weapons: disables weapons on an enemy ship for X seconds
-disable engines: disables ship propulsion for X sesconds

other ideas:
-in game fleet/clan/faction management and communication abilities beyond the current system would be nice.
-a "current objectives" area for each faction that is displayed to players of that faction when they enter the MV.
Objectives could be determined by the CM's of that faction who are in a fleet that has command influence over the faction.
For every 1 day that a fleet remains a member of their faction earns that fleet 1 influence point.
Once a fleet reaches X amount of command influence points for their faction, CM's of that fleet then could begin declaring faction objectives
_________________


Diabo|ik
Grand Admiral

Joined: August 16, 2002
Posts: 327
From: Quebec, Canada
Posted: 2013-03-15 21:45   
No to the disable enemy ships stuff... To enhance your own ship, no prob. To cripple another guys ship that is probably enhanced, no way.
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Mostly Retired.

Riley!
Chief Marshal

Joined: May 29, 2002
Posts: 257
Posted: 2013-03-15 21:54   
why not? it adds an element of risk and requirement for strategy/skill.
and it would encourage the captain to have a hullrestore in his cargo
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Koda
Marshal
Fatal Squadron


Joined: August 29, 2002
Posts: 1384
Posted: 2013-03-15 22:32   
Gold Pressed Latinum..
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2013-03-16 01:59   

Adding in perks like what Riley suggested is fine and good, though the type of perks will have to be carefully considered to avoid unbalancing the game.

But really, the concept of an in-game economy can go much further than that.
Think infrastructure that can be owned by players or fleets.
Think of services (to friendlies) that these infra can provide in return for credits or resources.
Manufacturing, repairs, mining, etc etc.

But the old resource system will prob need to be brought back, and a lot of coding and recoding done. Time and manpower is what is lacking here. We're doing what we can in our spare time. There's a lot that we all want, but so little time to do it.

If anyone of you is proficient in coding, modeling, and wanna do something for the game, then give Pantheon a buzz.
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... in space, no one can hear you scream.....


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


Joined: June 12, 2010
Posts: 184
From: home planet: Exathra
Posted: 2013-03-16 04:19   
+1

i liked the .483 economy stuff b/c it made the planets worth SOMETHING, unlike now with the generic 'resourses' , it would bring back meaning for the factions to fight for SPECIFIC resource planets.......and even tho its a copy-cat of something in star wars:empire at war, it would make sense that the planets themselves would grant a bonus to the faction that controls them....say only in for example the sag server......also perhaps add a a function that wipes all structures from a planet when a faction loses control of it....again only in sag server.....perhaps that would restore some life to the mv and make it possible for planets to thrive differently...or say it just demolishes military buildings only.......anyway i have spewed enuff crap for now....

***PEACE***

[ This Message was edited by: Mack Bolan(WildCards_58th)®© on 2013-03-16 18:25 ]

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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*
Koda
Marshal
Fatal Squadron


Joined: August 29, 2002
Posts: 1384
Posted: 2013-03-16 15:16   
Is the question having a better economy or a more dynamic planet system?

I agree the "conomy" is lacking but having gone through the old system, I remember that system being too much effort for too little gain. IE keeping peeps away from space bar mashin..

In keeping with the thread, I think a more productive measure to keep things fresh and not strain our already volunteer squad dev team, would be to tackle planets.

I would suggest making the Planet more useful by building on the idea of Habitable worlds vs. non habitable worlds. Take for example the Earth and the Moon, Both can have 32 structures and nearly the same level of development, save the Earths ability to naturally hold more population.

What I suggest is to make things more interesting is to scale back these unhabitable worlds to 8-16 buildings an equal number of troops, and scale up more valuable worlds like Earth from 32 - 64, including further developing the width and bredth of what buildings "home worlds" can have. Instead of a "colony hub".. maybe a "Faction HQ".. then on Moons they would have "Outposts".

In addition, I would also add Colonist Diamonds to the planets. So much like the way a Supply Plat can be taken over by Space infantry.. Planetary buildings can be occupied, cleared, etc..


Food for thought.
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*Neon*
Chief Marshal

Joined: February 02, 2010
Posts: 75
Posted: 2013-03-16 16:51   
Like where you're going except on the xp/rank boost. Imho xp or rank should never be able to be bought.
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Chewy Squirrel
Chief Marshal

Joined: January 27, 2003
Posts: 304
From: NYC
Posted: 2013-03-16 17:46   
I really really don't like the idea of items that can instantly restore hull or shields/armor. Personally, i don't want to be in a close fight only to see the armor of the enemy fully restored. Losing because you weren't carrying a magical cash item and not because of a lack of skill/a mistake would be very frustrating IMO.
_________________


Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2013-03-16 20:55   
Quote:

On 2013-03-15 21:20, Riley! wrote:
ideas to enhance darkspace economy

in game items available via purchased credits or earned 'cash' (proposed as something you could earn everytime you cap a ship/planet)
-24 hour rank/xp boost: increases the amount of prestige a player earns for 24 hours.
-24 hour cash boost: increased XP points for 24 hours.
Not possible and would require large amounts of work to be supported.
"sub-routine" enhancements:
-hull restore: restores X% hull when used.
Overpowered and would lean heavily towards pay to win.
-power restore: restores X% power when used.
We already have these.
-sensor jam: hides a vessle from enemy sensors for X seconds
Potential abuse and we don't like adding things which can annoy other players.
-disable weapons: disables weapons on an enemy ship for X seconds
See above.
-disable engines: disables ship propulsion for X sesconds
See above.
other ideas:
-in game fleet/clan/faction management and communication abilities beyond the current system would be nice.
GameCQ exists to manage these facilities.
-a "current objectives" area for each faction that is displayed to players of that faction when they enter the MV.
Working on this already.
Objectives could be determined by the CM's of that faction who are in a fleet that has command influence over the faction.
I don't think that's a good idea for very obvious reasons. Not everyone's goal is the same.
For every 1 day that a fleet remains a member of their faction earns that fleet 1 influence point.
Once a fleet reaches X amount of command influence points for their faction, CM's of that fleet then could begin declaring faction objectives


_________________


*Flash*
Chief Marshal

Joined: April 19, 2009
Posts: 291
From: Semi retired after 1.67 !
Posted: 2013-03-17 04:06   
-More exhaust colours
-Upgrading ships with beacons
-Buying colours for ships and paint them.


[ This Message was edited by: *Flash* on 2013-03-17 04:06 ]
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In space , no one can hear you scream!


  Email *Flash*
Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2013-03-17 11:49   
Quote:

On 2013-03-17 04:06, *Flash* wrote:
-More exhaust colours



Actually, that reminds me.....I remember some posts by devs several months ago showing different exhaust colors that had been implimented but didn't have enh for them yet and some of them looked really good like the white one. I wonder what happened to them?
_________________
Adapt or die.

Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2013-03-17 12:17   
Quote:

On 2013-03-17 04:06, *Flash* wrote:
-More exhaust colours




I just added White, Rainbow, and Deep Pink Gradient for 2.5k, 6k, and 3k respectively. Should be in beta shortly after this post.
_________________


Walrus of Apathy
Admiral
Templar Knights


Joined: August 07, 2005
Posts: 466
From: Dorans Basement
Posted: 2013-03-17 13:00   
Quote:

On 2013-03-17 12:17, Pantheon wrote:
Quote:

On 2013-03-17 04:06, *Flash* wrote:
-More exhaust colours



Rainbow



Now all we need is poptart ship models.
_________________


  Email Walrus of Apathy
SpaceAdmiral
Grand Admiral

Joined: May 05, 2010
Posts: 1005
Posted: 2013-03-17 14:13   
Quote:

On 2013-03-17 12:17, Pantheon wrote:
Quote:

On 2013-03-17 04:06, *Flash* wrote:
-More exhaust colours




I just added White, Rainbow, and Deep Pink Gradient for 2.5k, 6k, and 3k respectively. Should be in beta shortly after this post.


Deep pink gradient as in the color changing in intensity/darkness as time goes on?
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