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DarkSpace - Beta
Palestar

[FAQ
Forum Index » » Beta Testing Discussion » » item notation
 Author item notation
Doran
Chief Marshal
Galactic Navy


Joined: March 29, 2003
Posts: 4032
From: The Gideon Unit
Posted: 2005-04-17 13:24   

  1. level data appended to ships - in the target info box youd have
    [*MYTH*]Doran
    UGTO - Engineer - L3

    with L# being the average level of all componets and devices on the ship. stock ships would be mostly L0 or L1, with the posibility of a dread or two and the ga stations being L2 stock. as higher level parts are fitted the overall ship level would increase, so you might have a L5 anti sensor scout, or a L7 assault dreadnaught or a L8 engeineer.

    would also be a staff bonus, as it allows for seeing if a player is SY exploiting by pulling out a lot of stock transports or keeps dieing and pulling out the same modded cruiser.

  2. rpg-esque item info - requires a shuffling of the stuff in the target info box, but...


    • Standard Chemical Laser 22.3gu (item name, distance from center of player) - drop the distance, replace it with the item's level. keeps the level number up where it can be seen, regardless of large chunks of item description text
      Standard Chemical Laser 4

    • Lore/Item Description, drop it altogether, move it to the website, stick it in the manual. replace with item data (even if its just arbitrary values, like doing *guessing* 2,000hp damage is a 4)

      Standard Chemical Laser 4
      Damage: 9-2 +2/+2

      min-max damage by range (cannons and most other non-laser weapons would be fairly symmetrical, like 4-4 or 5-4) {as an option, minimum damage regardless of armor/shield-maximum damage vs ships with armor/shields at 0%}
      +hull damage assuming armor/shield at 0%
      +armor/shield damage (might even throw in a hidden modifier to maker armor/sheilds weaker the lower the % falls)

      so a gauss gun might be something like 5-4 +6/+0, midrange base damage value, with bit of damage falloff at range, good modifier for damage vs. hull but isnt going to dent armor or shields, even at high upgrade levels.

      Standard Chemical Laser 4
      Damage: 9-2 +2/+2
      Range: 150 (in gu)
      Mount: Fore, Left
      Class: Standard Mount
      HP: 100% (individual device hp)

    • for drives instead of damage you'd have info for [+/-] acceleration, [+/-] speed and [+/-] energy generation, reactors would be just [+/-] energy generation. armor/shields would have display values beam damage, cannons (include torps), and missile (include sabots)


[ This Message was edited by: Doran on 2005-04-17 13:31 ]
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Binks
1st Rear Admiral

Joined: November 28, 2003
Posts: 469
Posted: 2005-04-17 14:47   
Me likey...great ideas, especially the second one part 3 or so where it has the dmg thng
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Shigernafy
Admiral

Joined: May 29, 2001
Posts: 5726
From: The Land of Taxation without Representation
Posted: 2005-04-18 01:43   
Or if it was desired to keep values more confidential:

IE Drive
Acceleration: +
Energy: ++
Hit Points: ++
Health: 100%
Propensity to Randomly Explode: ++++

and

Chemical Laser lvl4
Damage: ++
Falloff: +++ (to 0 at range, or something; I dunno)
Range: 150gu
Energy: ++
Recharge: +
Signature: ++
Hitpoints: +
Health: 100%

Something to that effect; relative strength rather than absolute values. As an option..
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  Email Shigernafy
Coeus {NCX-Charger}
Admiral, I can't read,
Sundered Weimeriners


Joined: February 16, 2004
Posts: 3635
From: South Philly
Posted: 2005-04-18 12:27   
Signed
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Darkspace: Twilight

  Goto the website of Coeus {NCX-Charger}
Drafell
Grand Admiral
Mythica

Joined: May 30, 2003
Posts: 2449
From: United Kingdom
Posted: 2005-04-18 13:22   
The other option would be to add a small clickable button on the target display that can open up an overlay window which gives detailed information.
This way oyu can have the 'brief' description in the info box and the actual 'full' description along with any included stats (IE actual range and energy usage should be noted, actual damage possibly not).
The expanded description of that comnponent would also allow us to start building up more background information on components and include it ingame thus adding more depth.
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It's gone now, no longer here...Yet still I see, and still I fear.rnrn
rnrn
DarkSpace Developer - Retired

  Goto the website of Drafell
JRE
Grand Admiral

Joined: August 14, 2003
Posts: 571
Posted: 2005-04-19 00:05   
Whats the point really? Everyone is going to upgrade and upgrade and upgrade so just about everyone who is smart will have all high level ships. Id kinda rather see y'all work on finishing beta

Or......to keep it somewhat realistic.....create a sensor that can show you things like that and keep it on say a scout or sensor frig or just make the scanner scan the ship and show you. That at least would create more of a role in a scout than it currently has. I dont think that just "any" ship should be able to show you enemy ship stats. Just my thoughts.

[ This Message was edited by: JRE on 2005-04-19 00:08 ]
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