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Forum Index » » English (General) » » Fully customizable ships?
 Author Fully customizable ships?
Daisy
2nd Rear Admiral

Joined: March 13, 2017
Posts: 10
Posted: 2019-06-17 21:54   
I feel that highly specialized roles are more of a hassle than anything given the lack of players now days. We have ships akin to Real Time Strategy units, but the population is too small for that to work.

I propose that ships are overloaded with completely empty hardpoints for many many different functions, but each installed weapon or module has a "CPU demand", which would be the limiting factor on how many you can install.

The hardpoint types available on all ships would be:
-Light weapon (Cannons, Torpedoes, Beams)
-Heavy weapon (Cannons, Torpedoes, Beams, Missiles, Fighters, Bombs)
-Core weapon (Adv Cannons, Adv Torpedoes, Adv Beams)
-Point defense (Rapid & Long range PD)
-EWAR (Standard, Long ranged, Targeted, Local)
-Utility (Mining beam, Towing beam, Supply drones, Building drones, Cargo capacity, Auras)
-Engines and Generators (Choosing between more engine capability or more energy)
-Special module (Only one available per ship, flux, pulse, and cloak)
-Armor and Shields (up to 3 layers on each arc)


If you wanted to make a cruiser with cannons, bombs, and supply drones, you could, but the high CPU demand of having drones installed would leave you substantially weaker in a lot of other areas.
Maybe you want a command dreadnought with fighters, building drones, and expanded cargo space, you could do that too.

Whatever you choose, the CPU demands, balanced around representing the usefulness of a module, would prevent you from making a god-like ship that can do everything well. Sometimes a multi-purpose build would be worth it if your numbers are small, but you would be much better off specializing into a role when more players are on the field.

For any build you come up with, it would be possible for someone to come up with a counter to it, if necessary.


So
1. Is this something players would enjoy?
2. Is this something I could dig into and program for the game personally?
_________________


joshuacm
Admiral
Ravenous Wolfpack Clan


Joined: May 11, 2007
Posts: 8
Posted: 2019-06-18 09:57   
sounds cool
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joshuacm
Admiral
Ravenous Wolfpack Clan


Joined: May 11, 2007
Posts: 8
Posted: 2019-06-18 10:08   
you shouldnt just balance it against just 1 recourse tho.
it should be 3, l;ike CPU - POWER - MASS. each ship class has certain amounts of each naturally, and some can fit more POWER or CPU generation devices

so like fighters or drones might take more CPU and MASS, but not as much POWER. armour would be heavy MASS but low POWER and CPU requirements. cannons are low MASS, medium POWER and CPU, beams would have a higher POWER/CPU use, but point defense are both low MASS and POWER, but high CPU

stuff like that

you can piut in a bunch of reactors and have a lot of POWER to use, but they're high MASS so you can only fit small weapons. carrier shipswould need lots of CPU-giving items and need to be fairly massive, so you dont get small ships with fighters on them, and they wouldnt have much extra POWER available for tons of big guns
transports of course have high default MASS, but cant fit much POWER or CPU so most weaposn would have to be small cannons/lasers and dumbfire rockets
[ This Message was edited by: joshuacm on 2019-06-18 10:14 ]
_________________


Daisy
2nd Rear Admiral

Joined: March 13, 2017
Posts: 10
Posted: 2019-06-18 14:19   
Quote:
On 2019-06-18 10:08, joshuacm wrote:
you shouldnt just balance it against just 1 recourse tho.
it should be 3, l;ike CPU - POWER - MASS. each ship class has certain amounts of each naturally, and some can fit more POWER or CPU generation devices

so like fighters or drones might take more CPU and MASS, but not as much POWER. armour would be heavy MASS but low POWER and CPU requirements. cannons are low MASS, medium POWER and CPU, beams would have a higher POWER/CPU use, but point defense are both low MASS and POWER, but high CPU

stuff like that

you can piut in a bunch of reactors and have a lot of POWER to use, but they're high MASS so you can only fit small weapons. carrier shipswould need lots of CPU-giving items and need to be fairly massive, so you dont get small ships with fighters on them, and they wouldnt have much extra POWER available for tons of big guns
transports of course have high default MASS, but cant fit much POWER or CPU so most weaposn would have to be small cannons/lasers and dumbfire rockets
[ This Message was edited by: joshuacm on 2019-06-18 10:14 ]


Good points. I also feel that Normal, Heavy, and Core weapons can be condensed into one hardpoint type, that would greatly lower the clutter of having to accommodate them. The costs to install them would just be 1x 2x and 4x depending on the tier of the weapon.

Power and Mass should definitely be a factor on ship performance and combat endurance, but CPU would be the hard cap to prevent something insane like 5 ion cannons on a frigate.
_________________


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


Joined: June 12, 2010
Posts: 179
From: home planet: Exathra
Posted: 2019-07-13 05:19   
the question you will be asked next is: do you have the programming skills to put all these changes in place ???? because of all of us throwing ideas around, only backslash does the majority of the coding as far as i know and he has a job/RL responsibilities......so if you can't write your own code it aint gonna happen......over to the devs at this point.....

peace out
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17 years of playing this mo'-fo....amazing isn't it ?
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  Email Fatal Mack Bolan(WildCards_58th)*COM*
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