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 Author Fleet levels and more!
Admiral Wilson*OO*
Admiral
Faster than Light


Chatting in 'DarkSpace English'

Joined: July 06, 2010
Posts: 243
From: Kaus Borlius Command Central
Posted: 2011-10-28 15:49   
Is this going anywere??

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Angel of Insanity
Marshal

Joined: July 30, 2010
Posts: 316
From: the place
Posted: 2011-10-29 04:56   
Quote:

On 2011-10-17 00:41, Mack Bolan(GA)(WildCards_58th)®© wrote:
look at star wars: empire at war, it has a very interesting way of making control of certain planets worthwhile, i.e. control planet KUAT and star destroyers are 25% less expensive. such a model would make planets in DS revelent again.

just my 200+ credit contribution

humbly,Mack Bolan(GA)(WildCards_58th)®©




there used to be bonuses for certain planets. like okag for luth, paul for ugto, and i donno witch one for icc. But it got changed...forgot why. think its the point that once a faction cappes MV, with all the bonuses its harder to kick em out, adding to stagnation of the metaverse
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Pantheon
Marshal
Palestar


Joined: May 14, 2002
Posts: 1279
Posted: 2011-11-01 09:29   
Quote:

On 2011-10-28 15:49, Admiral Chance Wilson*CO* (FS) wrote:
Is this going anywere??




We have a large backlog of work to be done, as we state 24/7. AI is next on the list, and afterwards we do a general bug fix, and then another feature development.
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CM7
Midshipman
Faster than Light


Joined: October 15, 2009
Posts: 1809
Posted: 2011-11-01 21:17   
no rush.

In general Realy REALY thankful for all the hard work you and the rest of the team put in. DS is a great game, and you guys are awsome for doing so much for the game for free.
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339,144

Daagda Moor
2nd Rear Admiral
Praetorian Wolves


Joined: March 26, 2009
Posts: 23
From: Deep inside Andromeda
Posted: 2012-07-27 08:29   
Too bad I dumped credits into the fleet pot before I realised this wasnt going anywhere....
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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11166
From: Bristol, England
Posted: 2012-07-27 10:05   
I wouldn't say that .
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Comet
Fleet Admiral
Pitch Black


Joined: May 30, 2009
Posts: 27
From: Aboard I.W.S. Sitina
Posted: 2012-07-27 14:50   
For high level fleets, could you allow some weapons to be completely altered? Such as switching out some beam weapons, for projectile weapons? And vice versa? Having like a minimum number of the weapons present (IE you cant remove all beams and put projectiles on, or remove all projectiles for beams) But you can change out several things?

Could also have a 'tech stealing' thing going on for super-high level fleets, who have bought or plundered their way through other factions to get some of their techs (like shields, armour, engines (not weapons) ) (For an RP thing...but really all it is is being able to equip shields to UGTO or Luth. UGTO armour to ICC or Luth. Luth Armour to ICC or UGTO etc etc)
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Brutality *TO*
Marshal
Faster than Light


Joined: May 25, 2009
Posts: 617
From: Alaska, USA
Posted: 2012-07-27 17:54   
Quote:

On 2012-07-27 14:50, Comet wrote:
For high level fleets, could you allow some weapons to be completely altered? Such as switching out some beam weapons, for projectile weapons? And vice versa? Having like a minimum number of the weapons present (IE you cant remove all beams and put projectiles on, or remove all projectiles for beams) But you can change out several things?

Could also have a 'tech stealing' thing going on for super-high level fleets, who have bought or plundered their way through other factions to get some of their techs (like shields, armour, engines (not weapons) ) (For an RP thing...but really all it is is being able to equip shields to UGTO or Luth. UGTO armour to ICC or Luth. Luth Armour to ICC or UGTO etc etc)



that would be a nightmare to balance. Looking forward to what the dev's have up their sleeve though.

[ This Message was edited by: Brutality on 2012-07-27 20:02 ]
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Pantheon
Marshal
Palestar


Joined: May 14, 2002
Posts: 1279
Posted: 2012-07-27 19:28   
Quote:

On 2012-07-27 14:50, Comet wrote:
For high level fleets, could you allow some weapons to be completely altered? Such as switching out some beam weapons, for projectile weapons? And vice versa? Having like a minimum number of the weapons present (IE you cant remove all beams and put projectiles on, or remove all projectiles for beams) But you can change out several things?

Could also have a 'tech stealing' thing going on for super-high level fleets, who have bought or plundered their way through other factions to get some of their techs (like shields, armour, engines (not weapons) ) (For an RP thing...but really all it is is being able to equip shields to UGTO or Luth. UGTO armour to ICC or Luth. Luth Armour to ICC or UGTO etc etc)



No.
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Mylith
Grand Admiral

Joined: July 19, 2011
Posts: 491
From: Hivarin, CD+36*15693
Posted: 2012-07-27 23:31   
How do you level a fleet and exactly how many credits do you need for level 1?
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Comet
Fleet Admiral
Pitch Black


Joined: May 30, 2009
Posts: 27
From: Aboard I.W.S. Sitina
Posted: 2012-07-31 09:28   
Quote:

On 2012-07-27 19:28, Pantheon wrote:
Quote:

On 2012-07-27 14:50, Comet wrote:
For high level fleets, could you allow some weapons to be completely altered? Such as switching out some beam weapons, for projectile weapons? And vice versa? Having like a minimum number of the weapons present (IE you cant remove all beams and put projectiles on, or remove all projectiles for beams) But you can change out several things?

Could also have a 'tech stealing' thing going on for super-high level fleets, who have bought or plundered their way through other factions to get some of their techs (like shields, armour, engines (not weapons) ) (For an RP thing...but really all it is is being able to equip shields to UGTO or Luth. UGTO armour to ICC or Luth. Luth Armour to ICC or UGTO etc etc)



No.



aw (
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Pantheon
Marshal
Palestar


Joined: May 14, 2002
Posts: 1279
Posted: 2012-07-31 10:37   
Quote:

On 2012-07-27 23:31, Persistance *CO* wrote:
How do you level a fleet and exactly how many credits do you need for level 1?




2500 at the moment for level 1, and you just hit the "Level: 0 [Upgrade Fleet]" button next to the level if you're a fleet admin.


[ This Message was edited by: Pantheon on 2012-07-31 10:38 ]
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JakV
2nd Rear Admiral

Joined: February 11, 2011
Posts: 5
Posted: 2012-07-31 12:08   
Quote:

On 2011-06-13 22:34, Soulless. wrote:
What about fleets that are already running? what happens to them

Had another thought. Why not make multiple weapons for each fraction and the Fleets that are able to Picks ONE for its ships to use [ This Message was edited by: Soulless *ADM* on 2011-06-14 00:38 ]





Or, instead, let the players choose which weapon they want, and just have a general upgrade that allows players to chose the best weapon for their play style...
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P2.
Marshal
*Renegade Space Marines*


Joined: December 08, 2005
Posts: 138
From: Bahia Blanca, Buenos Aires, Argentina
Posted: 2012-08-09 14:49   
[/quote]

Or, instead, let the players choose which weapon they want, and just have a general upgrade that allows players to chose the best weapon for their play style...
[/quote]

While I really like this.
I understand that creates a dangerous imbalance.
Players with experience will know how to craft virtually invincible his ships.
The rest is left alone to suffer and the new players could never cope with so formidable ships.
[ This Message was edited by: P2. on 2012-08-09 14:50 ]
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-Daedalus-
Grand Admiral

Joined: September 26, 2006
Posts: 542
Posted: 2012-08-11 21:41   
Quote:

On 2012-08-09 14:49, P2. wrote:



Or, instead, let the players choose which weapon they want, and just have a general upgrade that allows players to chose the best weapon for their play style...
[/quote]

While I really like this.
I understand that creates a dangerous imbalance.
Players with experience will know how to craft virtually invincible his ships.
The rest is left alone to suffer and the new players could never cope with so formidable ships.
[ This Message was edited by: P2. on 2012-08-09 14:50 ]
[/quote]
And it would cause fun to be had which is forbidden.
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