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The Silent Cartographer |
Mack Bolan(WildCards_58th)®© Grand Admiral Fatal Squadron

Joined: June 12, 2010 Posts: 81 From: the planet kona
| Posted: 2011-07-01 17:58  
i seem to recall that in .480-.483 there were a couple of small star clusters that had NO gate links, i would propose bringing them back. ( its been a few yrs and i cant rem the planets in those clusters) but the idea itself is sound IMHO............... comments please.............
_________________ Smile and the world smiles with you but fart and you're on your own.
RED SHIRTS Doing the dying for you since 1966
\"Reports of my assimilation have been greatly exaggerated\"
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Enterprise Chief Marshal Raven Warriors
Chatting in 'DarkSpace English'
Joined: May 19, 2002 Posts: 2444 From: Gainsville, Florida
| Posted: 2011-07-02 01:06  
Quote:
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On 2011-07-01 17:58, Mack Bolan(GA)(WildCards_58th)®©™ wrote:
i seem to recall that in .480-.483 there were a couple of small star clusters that had NO gate links, i would propose bringing them back. ( its been a few yrs and i cant rem the planets in those clusters) but the idea itself is sound IMHO............... comments please.............
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Personally, I'd rather stick to not adding anything more at all, and taking away a whole lot. At least until the playerbase gets to the point where its blatantly obvious expansions like these are nice.
Its a novel idea, and thats the problem. It sounds great, fun, and amazing. And something that is just a distraction for the few people who will disengage from the actual fight to pursue it.
-Ent
_________________ A true victory is not in killing the enemy, but in thinking they lost before they even started fighting.
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Doran Chief Marshal Galactic Navy

Joined: March 29, 2003 Posts: 3825 From: The Gideon Unit
| Posted: 2011-07-03 20:17  
Toying with some possible (keyword: possible) layout changes to sag.
Current setup
- kluth-icc buffer added, no link between eri/tau
- buffer system added, retains eri/tau link
- buffer system and luyten linked only to each other, unlinked from rest of sag
- buffer system added, eri/tau and r33/cinc links removed
- plan b.
or
Fill in the blanks yourself
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Trader of Destiny Marshal We Kick Arse

Joined: October 10, 2009 Posts: 668
| Posted: 2011-07-04 08:44  
+1 to prop 3. adds to interstellar travel experience.
_________________ Goods once sold cannot be returned.
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Tellaris Grand Admiral Galactic Navy

Joined: April 30, 2002 Posts: 829 From: Land of Chocolate
| Posted: 2011-07-04 13:56  
I like prop 3 and plan B. I would like to see a somewhat more fractured gate system, with some dead ends, and some not even connected as well..
_________________ Captain of the StarCruiser
I hit planets for fun!
Spellchecker, the POWER t00l

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SpaceGK Marshal *Renegade Space Marines*

Joined: July 26, 2009 Posts: 325 From: Ontario, Canada
| Posted: 2011-07-06 01:34  
I personally like 3
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Rebellion Marshal
Joined: June 20, 2009 Posts: 728 From: sol
| Posted: 2011-07-08 17:55  
Number 3 or plan B
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\"War dose not decide who is right but who is left\"
\"I stopped fighting my inner demons we're on the same side now\"
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-Shadowalker-™ Admiral Galactic Navy

Joined: September 23, 2007 Posts: 686 From: Shadows
| Posted: 2011-07-09 11:12  
#3
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Soulless *CO* Marshal Faster than Light

Joined: June 25, 2010 Posts: 703 From: Dres-Kona
| Posted: 2011-07-10 01:59  
3
_________________ We are Back from the shadows.

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Athenian General Fleet Admiral Aeon Splice
Joined: March 21, 2010 Posts: 206 From: Pacific Northwest - USA
| Posted: 2011-07-10 03:12  
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Perfect.
No more gate camping.
_________________
I write code?
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Kenny_Naboo Marshal Pitch Black

Joined: January 11, 2010 Posts: 3531 From: LobsterTown
| Posted: 2011-07-11 00:57  
4 looks interesting. All factions home systems (Cinc, Tau, and Eri) don't have a direct link to each other.
_________________ ... in space, no one can hear you scream.....

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Scorched Soul[+R] Marshal Pitch Black

Joined: November 14, 2005 Posts: 336 From: USA, NJ, Princeton
| Posted: 2011-07-27 18:03  
I find the current map to be boring because we are always fighting in the same place. From my perspective it seems the reason this happens is because people from one faction or another start to amass in one high traffic area and then wait to get discovered. I think that the cause is the small map size which has everyone funneled into the same location and there are so few players that people would never find each other otherwise. If there were a way to take the green and red map wash that currently doesn't serve any purpose that I know of and make it more localized and only react to players you could spread people out and still let them find a battle. you could look at your nav map and not see exact locations across the map but maybe see that 5 or 6 people are hanging out in this half of this system.
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-Apocalypse- *CO3* Marshal Army Of Darkness

Chatting in 'DarkSpace English'
Joined: December 08, 2008 Posts: 87 From: Ground Zero
| Posted: 2011-07-29 04:31  
Just thought id add something that i think would be nice,
I thought off this as i was elite hunting in ugto space a while back and noticed in the Kuzco system there is a small cluster with two gas giants and two moons, what i was thinking is to move this cluster to the opposite side of the sun so it is further away from the gate. and maybe add a few similar clusters into other systems, as these places provide a nice fleet staging area for assaults and resuppling.
another idea would be to have planetary signatures, similar to ship signature but a lot higher, say base sig is like 75 and it is not affected my ecm or eccm, but using a scanner you would be able to detect the planet from 100,000 gu away instead of 75,000, this would add a whole other role for scout vessels in checking out planets behind enemy lines and it would make the odd gas giant undetectable, which would rely more on player knowledge or f2 scanning to find a place to restock your JD fuel when your deep behind enemy lines.
Just ideas, not really high priority things but would just add more to the skill of the game, rather than being able to see the enemy SY from 2 servers away.....
Peace -Apoc-
_________________ Keep low, Move fast, Kill first, Die last, One shot, One kill, No luck, Pure skill
Lock 'N' Load
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Carcinogenic Fleet Admiral Army Of Darkness

Joined: March 24, 2009 Posts: 273
| Posted: 2011-08-31 15:42  
i like 1 gate, 2 max per system, so that would make 3 or 4 the best imo.
also in response to planet def issue: it was nerfed to nerf ugto, since they been planet hugging some luth and icc asked for weaker planet defense. If planet defense is getting raised, remember its gonna b harder to attack ugto at their planets, in other words it will freeze the game again. Other measures are needed to prevent planet hugging then, etc etc...
Good work devs/mods:), looking good indeed
especially this part:" planets move in orbit again "
[ This Message was edited by: [*Tar’Esh*]HakkeTak {Artisen Elite} on 2011-08-31 15:45 ]
_________________ weeeeeee
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Azreal Chief Marshal Praetorian Wolves

Joined: March 14, 2004 Posts: 2627 From: United State of Texas, Houston
| Posted: 2011-09-03 21:53  
was toying with the old Nicea system from memory, but added a few changes. The red areas are/were nebulas clouds, the white, purple and yellow were sunlight ranges. Just something I played with in Inkscape....
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