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 Author [1.7] Beta Feedback
DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2013-09-08 14:29   
Quote:
On 2013-09-06 17:31, Enterprise wrote:
Quote:
On 2013-09-05 13:37, DiepLuc wrote:
8 advanced build drone + mining HQ = 58% right?


Its additive, so 110% build speed.


110%? I don't get it.

Btw, I realize that I can only unload maximum 5 infantry on a ship at once in release. Can we have remove that limit in 1.7?
[ This Message was edited by: DiepLuc on 2013-09-08 17:17 ]
_________________


Fluttershy
Fleet Admiral

Joined: September 24, 2011
Posts: 778
From: Fluttershy
Posted: 2013-09-08 22:07   
A couple suggestions, if possible:

Display the number of disabled systems on a targeted ship, this would help indicate if your EMP are doing anything noteworthy.

Give hostile boarding parties a seperate set of slots, equal to the number of cargo slots on a ship. Stations, while they could carry 12 infantry, could also have 12 infantry dropped on them.
This way a ship isn't prevented from recieving reinforcements, and troop drops can't be reduced to a max of 2 raiders because cargo is full (drop pods seem to bypass this limit)

[ This Message was edited by: Fluttershy on 2013-09-08 22:10 ]

_________________


Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2013-09-08 23:43   
Quote:
On 2013-09-06 02:47, Terra Nova wrote:
question about Beta and 1.7 update : can plats cap planets in 1.7? cause im sick of ppl building plats just for the purpose of capping planets. example : in the Barnard's Star map in Scenario i had a guy camp at 1 of Maurbon's moons and he was able to cap my SY planet.

also i would suggest in Scenario u guys make it so res dosent transfer between maps.
(sick of trying to cap a planet and someone jumps to my planet and starts building plats like no tomarrow)




Do plats count as ships when in orbit of an enemy planet?
I know that stations and AI have had their influence reduced.


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


Iwancoppa
Fleet Admiral

Joined: November 15, 2008
Posts: 709
Posted: 2013-09-09 04:24   
With the recent changes to stations,

has the 'stations can't cap planets' mechanic been considered for removal?
_________________


Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2013-09-09 04:40   
Quote:
On 2013-09-09 04:24, iwancoppa wrote:
With the recent changes to stations,

has the 'stations can't cap planets' mechanic been considered for removal?




If stations were to be able to cap planets again, you can be sure that you'll see 5 BS/LS orbiting a rock again.


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


DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2013-09-09 09:57   
Quote:
On 2013-09-09 04:40, Kenny_Naboo wrote:
Quote:
On 2013-09-09 04:24, iwancoppa wrote:
has the 'stations can't cap planets' mechanic been considered for removal?


If stations were to be able to cap planets again, you can be sure that you'll see 5 BS/LS orbiting a rock again.


Dear Kenny, new station requires all platinum badges, except privateer. Keep in mind that ín 1.7, only marshal (with platinum badges) can get BS/LS/Nest and Chief Marshal (with platinum badges too) can get CS/SCB/Colony. And there are few of them continue to play this game. I myself haven't seen 5 M/CM in one faction at a time these days!

The number of stations in 1.7 are vastly decreased not only due to higher prerequisite requirements, but also the lower population of gamers.

And don't forget NPC: 2 dreads, 3 cruisers, 3 destroyers, 3 frigates, 1 transport, 1 engineer, 1 supply. When they're defending planet, the new capturing mechanics prevent 5 LS/BS/Nest from success. And planet also does 150% on each station.

By the way, is it unfair or illogical so that 5 stations are able to capture a planet? If 5 stations are too much, then how much different are 5 tier II dreads? Same result. New dreads are more useful than stations!
_________________


Jim Starluck
Marshal
Templar Knights


Joined: October 22, 2001
Posts: 2232
From: Cincinnati, OH
Posted: 2013-09-09 11:52   
Quote:
On 2013-09-09 09:57, DiepLuc wrote:

Dear Kenny, new station requires all platinum badges, except privateer. Keep in mind that ín 1.7, only marshal (with platinum badges) can get BS/LS/Nest and Chief Marshal (with platinum badges too) can get CS/SCB/Colony. And there are few of them continue to play this game. I myself haven't seen 5 M/CM in one faction at a time these days!




I'm not quite sure where you're getting this from, Diep. I have no intention to set all stations to require platinum badges. Support Stations will require Fleet Admiral, Combat Stations will require Grand Admiral and Command Stations will take Marshal.

That said, I am not in favor of lifting the "stations can't cap" rule, simply because I imagine many players will still try to keep using them as they always have.
_________________
If at first you don't succeed, get a bigger space battleship and try again.

  Email Jim Starluck
Enterprise
Chief Marshal
Raven Warriors

Joined: May 19, 2002
Posts: 2576
From: Hawthorne, Nevada
Posted: 2013-09-09 12:23   
Quote:
On 2013-09-09 11:52, Jim Starluck wrote:

...simply because I imagine many players will still try to keep using them as they always have.




I sure hope so.

Better to learn the hard way.
_________________


DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2013-09-09 12:53   
Quote:
On 2013-09-09 11:52, Jim Starluck wrote:
I'm not quite sure where you're getting this from, Diep. I have no intention to set all stations to require platinum badges. Support Stations will require Fleet Admiral, Combat Stations will require Grand Admiral and Command Stations will take Marshal.


Sorry, I was confused by the old conversations (maybe it was about tier III dread).
Last time in Beta, I did not look carefully when I got SCB. I was playing on an old CRT so perhaps I read CM instead of M.

Lately, some armor of new station are at 15% instead of 100%.

I had medium graphic and anis filter at 8. The cloak visual effect is not as transperant as it is in release.

Information of the jammer needs to rescaled. Right now it is like this:
Range: 1000g
u
Mode: Enemi
es

By the way, weapon damage -8 means -8%?
So a piercer vs 8 advance beam would result 48% - 8% = 40%?

Today, I retest the K'Luth Tier 3 destroyer. Poor energy management. 2 alpha can kill a pirate transport. 6 alpha to kill pirate cruiser. And you're out of energy quickly after 6 alpha.

Cloak draining is tremendous. You will want to jump away ASAP if you're not inside interdictor. Energy regaining is ... well it's the first time I have problem with energy management on a k'luth destroyer.

The new heavy beam is interesting. It shares damage equally during its recharge time and it deals as heavy damage as core weapon does. You may not die instantly when you're hit as in 1.6, but if you can't escape the beam arc, you're so dead.

KLuth Core cannon speed is faster than as in 1.6.
[ This Message was edited by: DiepLuc on 2013-09-09 13:29 ]
_________________


-xTc- ExisT
Chief Marshal
Army Of Darkness


Joined: March 20, 2010
Posts: 534
From: Red Lobster
Posted: 2013-09-09 16:54   
Quote:
On 2013-09-09 12:53, DiepLuc wrote:

Today, I retest the K'Luth Tier 3 destroyer. Poor energy management. 2 alpha can kill a pirate transport. 6 alpha to kill pirate cruiser. And you're out of energy quickly after 6 alpha.

Cloak draining is tremendous. You will want to jump away ASAP if you're not inside interdictor. Energy regaining is ... well it's the first time I have problem with energy management on a k'luth destroyer.




In 1.7, Kluth's first strike will now usually be our ONLY strike, due to bad energy across the board. Positioning, target-of-opportunity, and now ewar managment will become more important than ever. Our weapons are very powerful now though, and ELF has been buffed quite a bit. Those few ships with ELF beams will be far better off energy wise, and ELF torps will become a necessity. ELF may become a viable strategy now..a few dedicated ELF boats may be needed to drain a particularly dangerous target of energy, before or during the initial assault.

Chitinous armor will need to be used very sparingly because switching all our armor to chit nearly doubles our sig which means our cloak will use more valuable energy to hide us. Not to mention chit is also heavier.

Destroying all human ships with any kind dedicated eccm loadout will be come PRIOITY NUMBER ONE in any engagement.
Because of the detection changes, we will be sneakeir than ever; and bombing will become very interesting. I've been launching bombs and mines in beta right past ai who cant seem to detect them due to their low sig.

_________________
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DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2013-09-10 08:57   
How about enhancement and resource pod floating in space?

In 1.6, I am having problem with collecting them. They just appear and disappear. Sometimes, I eject an enhancement to friend and he don't see that pod.

Is there any way to make resource pod and enhancement pod to be more easily detected?
_________________


Sheraton*XO*
Chief Marshal
Faster than Light


Joined: January 18, 2013
Posts: 482
From: Keel Mountains
Posted: 2013-09-10 17:36   
Quote:
On 2013-09-09 16:54, -xTc-.xisT *XO* wrote:
Quote:
On 2013-09-09 12:53, DiepLuc wrote:

Today, I retest the K'Luth Tier 3 destroyer. Poor energy management. 2 alpha can kill a pirate transport. 6 alpha to kill pirate cruiser. And you're out of energy quickly after 6 alpha.

Cloak draining is tremendous. You will want to jump away ASAP if you're not inside interdictor. Energy regaining is ... well it's the first time I have problem with energy management on a k'luth destroyer.




In 1.7, Kluth's first strike will now usually be our ONLY strike, due to bad energy across the board. Positioning, target-of-opportunity, and now ewar managment will become more important than ever. Our weapons are very powerful now though, and ELF has been buffed quite a bit. Those few ships with ELF beams will be far better off energy wise, and ELF torps will become a necessity. ELF may become a viable strategy now..a few dedicated ELF boats may be needed to drain a particularly dangerous target of energy, before or during the initial assault.

Chitinous armor will need to be used very sparingly because switching all our armor to chit nearly doubles our sig which means our cloak will use more valuable energy to hide us. Not to mention chit is also heavier.

Destroying all human ships with any kind dedicated eccm loadout will be come PRIOITY NUMBER ONE in any engagement.
Because of the detection changes, we will be sneakeir than ever; and bombing will become very interesting. I've been launching bombs and mines in beta right past ai who cant seem to detect them due to their low sig.





Let's not forget to factor in the Sensor and Anti-Sensor bases which now have an actual purpose.

-Sheraton
_________________


Twilit Keel Mountains traversed at last we met a dragon who spoke thus: \"Sheraton am I who interprets the signs.\"

Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2013-09-10 19:16   
Quote:
On 2013-09-10 17:36, Sheraton *XO* wrote:
Let's not forget to factor in the Sensor and Anti-Sensor bases which now have an actual purpose.



Indeed. And since ECM only affects allies and ECCM only affects enemies, you can have a couple antisensor bases and sensor bases both without them canceling eachother out like they used to.
_________________
Adapt or die.

Iwancoppa
Fleet Admiral

Joined: November 15, 2008
Posts: 709
Posted: 2013-09-11 00:36   
I'm struggling a bit to interpret the fighter damages so can a dev tell me who has the best?

I'd imagine it would be something like..


ICC gets the best cannon or PD
UGTO gets the best cannon or torp
K'luth gets the best bomber or ewar



But I don't know. Dev clarification please!
_________________


Sheraton*XO*
Chief Marshal
Faster than Light


Joined: January 18, 2013
Posts: 482
From: Keel Mountains
Posted: 2013-09-11 09:58   
Quote:
On 2013-09-11 00:36, iwancoppa wrote:
I'm struggling a bit to interpret the fighter damages so can a dev tell me who has the best?

I'd imagine it would be something like..


ICC gets the best cannon or PD
UGTO gets the best cannon or torp
K'luth gets the best bomber or ewar



But I don't know. Dev clarification please!




my understanding has been as follows.

ICC is gifted with the best missiles and rapid fire pulse beams for missile destruction and the longest range on our cannons.
UGTO is given the best fighters and Extended range lasers for dealing with fighters.
K'luth have the best close range lasers.

Also in the event that anyone wants to jump on me and say that everyone now has Etended range lasers and pulse lasers, I will point out that the pulse lasers on the ICC are superior to the pulse lasers on the UGTO and the UGTO Extended range lasers are slightly superior to the ICC Extended range lasers, and so forth across the board. The ICC Extended range lasers have a range of 450 and the UGTO ones a range of 500.
_________________


Twilit Keel Mountains traversed at last we met a dragon who spoke thus: \"Sheraton am I who interprets the signs.\"

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