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Forum Index » » * Development Blog * » » Ship Tiers and You
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 Author Ship Tiers and You
DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2013-01-06 11:09   
Quote:
On 2013-01-05 17:22, Anonymous Name wrote:
SS would be insane as it can do so many rolls with its Scanner,missles,beams,QST,and its evenmore so dominate ablity of Reloaddrones and Repair Fields...
The CS is another monster, with 8 fighters ECCM beams and QST again...
AND THEN build drones for plats/planets...


It's not gonna happen.
Quote:
On 2012-12-24 01:54, Jim Starluck wrote:
Stations will be big and slower than ever before, and they'll all technically be Tier 1, but they'll always get extra weapons or gadgets to help them do their job. They don't quite use the same system as regular ships.
- Stations
-- Talent: They're big and slow and nearly immobile, but they always remember to pack their Wormhole Drive!


Station is tier 1, it's no longer mixed.
What does it mean? UGTO Supply station will lose its supply drone and supply aura because "supply role" shall be unique to Supply ship. Maybe the current supply station will be assigned Missle role, and thus may have like 15 strike missles.
UGTO Combat station may be "cannon role" with 10 Heavy Mass Driver to compensate beam role dismissed.
UGTO Command station will be "carrier role" with 15 fighter bay, same projectile gadget as Missle Station. No build drone, no tractor.
That are just my predicts. There will be possible to have UGTO torpedo station with 10 Quantum Singularity Torpedo... Depends on new core weapons characteristics I think.
But it's still very soon to conclude atm.
_________________


Jim Starluck
Marshal
Templar Knights


Joined: October 22, 2001
Posts: 2232
From: Cincinnati, OH
Posted: 2013-01-06 15:56   
Stations will be technically 1-Tier, in that you won't have Tier 2 or 3 Stations that are more versatile, but they won't have the same Roles as normal ships and are free to mix-and-match devices to fit their job.


Support Stations will be losing their missiles entirely. They'll have a modest self-defense armament of mixed Heavy Beams, Core Cannons and Core Torpedoes, but they'll only ever be able to bring 2 of each to bear on a target. Most of their room will be taken up by their Repair Field, which will be their primary reason for being deployed. They'll be losing their conventional Reload Drones.

Incidentally, we've toyed with the idea of replacing all Reload Drones with Repair Fields, so that even normal supply ships can fix everything in an area--though theirs would be much smaller and weaker than a Station's, of course.

Combat Stations will get the missiles that Support Stations lost, as well as a hefty battery of Core Cannons. They're intended primarily as long-range defensive combatants; no Core Torpedoes or Heavy Beams to be found.

Command Stations will have three main strengths: fighter bays, EWar gadgets and Command Modules. They won't have any direct offensive weapons; just point-defenses.



All Stations will have their sublight speed set practically as slow as possible. They'll have both a Jumpdrive and a Wormhole drive, but unlike Command Dreads and Cruisers they won't use the standard Jumpdrive; they'll continue to use the Hyper-Mass Accelerator. This particular Jumpdrive will have a limited range and a very, very long cooldown--longer, in fact, than their Wormhole drive.

This will make Stations nearly immobile in a tactical sense, but highly mobile in a strategic sense. They'll be able to use their wormholes to move from system to system rapidly, but since those wormholes can't bring them directly to a planet, they'll have to either crawl towards it at sublight or use their HMA and then have to wait a long time for it to recharge.

The goal of this is to limit how effectively Stations can be used on the offense, especially against enemy planets. Fleets of ships should be the primary offensive force of all factions, not Stations. Stations are strong supporting units and powerful defenders, but will be too slow and unwieldy to use offensively.



[ This Message was edited by: Jim Starluck on 2013-01-06 15:59 ]
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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2013-01-06 16:16   
Quote:

On 2013-01-06 15:56, Jim Starluck wrote:
Incidentally, we've toyed with the idea of replacing all Reload Drones with Repair Fields, so that even normal supply ships can fix everything in an area--though theirs would be much smaller and weaker than a Station's, of course.



My first thought is that would make it easy for people to get supply pres by going AFK in orbit of a backwater SY planet for people to use as a quick repair stop, much like happens sometimes with SS now but with minimal risk of losing pres if an enemy does happen to find them.

If it was me I'd leave the field as Station only and leave repair drones on plats and ships.
_________________
Adapt or die.

Iwancoppa
Fleet Admiral

Joined: November 15, 2008
Posts: 709
Posted: 2013-01-06 20:57   
Just a weapon idea I thought I might throw in here, seeing as mass change is being enacted -

Siege torpedos.


before we begin fluffing about it, basic stats -

Very low projectile speed
very short range
extreme damage
very little or no reserve ammo
very long reload
host ship loses 1 layer of armor


The idea here, essentially, is a WW2 esque torpedo bomber style of ship. Vulnerable and easy to destroy, but absolutely devastating if left un-noticed. Reload speed, range and reserve ammunition limits would ensure a "surgical strike" style of use, rather then the usual stand off battle situation. Damage being extremely high to emphasize the point of the ship.

low projectile speed and short range also serve to prevent practical use against smaller vessels such as destroyers and frigates.


The host ship could be a specially modified corvette or frigate.
_________________


DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2013-01-06 22:52   
Quote:
On 2013-01-06 15:56, Jim Starluck wrote:
Stations will be technically 1-Tier, in that you won't have Tier 2 or 3 Stations that are more versatile, but they won't have the same Roles as normal ships and are free to mix-and-match devices to fit their job.

Combat Stations will get the missiles that Support Stations lost, as well as a hefty battery of Core Cannons. They're intended primarily as long-range defensive combatants; no Core Torpedoes or Heavy Beams to be found.

Command Stations will have three main strengths: fighter bays, EWar gadgets and Command Modules. They won't have any direct offensive weapons; just point-defenses.


Since you said station were all tier 1, it was unexpectedly predictable to assume Combat was a mixed of missle/cannon and command was a mixed of command/ewar/carrier. But I guessed the correct main role. Layout revealed time?

Question about the repair field. Does repair field supply everything in its field or just one object until completely healthy? Cause multiple repair fields on a ship sounds overlap.
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Jim Starluck
Marshal
Templar Knights


Joined: October 22, 2001
Posts: 2232
From: Cincinnati, OH
Posted: 2013-01-07 00:18   
Quote:

On 2013-01-06 22:52, chlorophyll wrote:

Since you said station were all tier 1, it was unexpectedly predictable to assume Combat was a mixed of missle/cannon and command was a mixed of command/ewar/carrier. But I guessed the correct main role. Layout revealed time?


Nope. Sorry.

Quote:
Question about the repair field. Does repair field supply everything in its field or just one object until completely healthy? Cause multiple repair fields on a ship sounds overlap.


Repair fields supply and repair everything in range. I want to say that the rate of repair slows down with more ships in range, but I'm not 100% positive on that one. I do, however, know that multiple overlapping repair fields don't stack.

If we decide to replace all reload drones with fields, we'll ensure we have just one per ship, and adjust them to match the strength of however many drones the ship would've had. At the moment Supplies are supposed to get a number of reload drones equal to their Tier. If we replace those with fields, then the T2 Supply's repair field would be twice as powerful as the T1 Supply's, and the T3's would be three times as strong. They'd all still be weaker than the Station's, though.
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If at first you don't succeed, get a bigger space battleship and try again.

  Email Jim Starluck
Iwancoppa
Fleet Admiral

Joined: November 15, 2008
Posts: 709
Posted: 2013-01-07 04:24   
I don't really agree with taking out reload drones completely. Targeted resupply really is useful when a certain ship needs more attention then the others. I would definately repair a 5% hull dred before a 50% hull dred.


The other issue with giving supply ships the aura reload system - Supplies will be able to hang at the max range of the reload aura(700gu?) and be almost completely invulnerable. Basically, they'll be able to do their job without the risks of being close to their "host" in combat.
[ This Message was edited by: iwancoppa on 2013-01-07 04:25 ]
_________________


Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2013-01-07 10:01   
Quote:

On 2013-01-07 04:24, iwancoppa wrote:
The other issue with giving supply ships the aura reload system - Supplies will be able to hang at the max range of the reload aura(700gu?) and be almost completely invulnerable. Basically, they'll be able to do their job without the risks of being close to their "host" in combat.



Most supply ships camp ontop of a Dreadnought or Station anyway so there's already little risk, aside from the odd assault ship bum rushing or decloaking ontop of it and blowing it up with a beam alpha. Just hanging out at max range would actually make them more vulnerable since they don't have something to absorb damage for them.
_________________
Adapt or die.

Jim Starluck
Marshal
Templar Knights


Joined: October 22, 2001
Posts: 2232
From: Cincinnati, OH
Posted: 2013-01-07 11:17   
Quote:

On 2013-01-07 04:24, iwancoppa wrote:

The other issue with giving supply ships the aura reload system - Supplies will be able to hang at the max range of the reload aura(700gu?) and be almost completely invulnerable. Basically, they'll be able to do their job without the risks of being close to their "host" in combat.


We're not going to give them the exact same repair field as the Station. We're going to make a new one customized for use by Supply ships. Station repair fields have a 500 gu radius; Supply repair fields would probably be half that--250 gu--at best.
_________________
If at first you don't succeed, get a bigger space battleship and try again.

  Email Jim Starluck
PokeYourWaffle
Marshal

Joined: October 10, 2010
Posts: 112
Posted: 2013-01-08 23:28   
MY POOR SS!! Oh god how they have ravaged you, I am so sorry girl. *cries excessively* Honestly the new SS looks horrifying, but hey its just words and not something tangible I can fly yet. I look forward to flying it like a madman despite the fact that I shouldn't. Perhaps it will turn out to be better than it sounds.

Looking forward to the new system!
_________________


SpaceAdmiral
Grand Admiral

Joined: May 05, 2010
Posts: 1005
Posted: 2013-01-09 02:57   
Hmm, there are two possible layouts that I am curious about.

UGTO Tier 2 Torp/Beam Dread (afterall, the EAD has been promoted)
and
UGTO Tier 2 Cannon/Torp Dread (great standoff ship that can slightly resemble current Command Dread in battlefield role)


Edit:
Also, for further discussion, what prompted you to choose Escort as the EAD's third role over something else like say Cannons or Carrier?
For instance, unless the mechanics/numbers change, PD will consume quite a bit of energy and thus will like release compete with the other weapons for priority of energy distribution on a ship quite famous for its ability to drain its reserves in raw damage quite quickly.

Similarly, what prompted the making of the Strike Carrier on a faction which embraces missiles over the use of fighters?
[ This Message was edited by: SpaceAdmiral on 2013-01-09 03:03 ]
_________________


Jim Starluck
Marshal
Templar Knights


Joined: October 22, 2001
Posts: 2232
From: Cincinnati, OH
Posted: 2013-01-09 03:05   
Quote:

On 2013-01-09 02:57, SpaceAdmiral wrote:
Hmm, there are two possible layouts that I am curious about.

UGTO Tier 2 Torp/Beam Dread (afterall, the EAD has been promoted)
and
UGTO Tier 2 Cannon/Torp Dread (great standoff ship that can slightly resemble current Command Dread in battlefield role)



Well, I've planned both of those, but the first was mentioned briefly earlier, so it doesn't count as a guess. It'll be a "standard" Assault Dread, for use in situations where the EAD would be overkill or by those pilots who don't yet have access.

The other one, however...


ST-115 Artillery Dreadnought

(Description pending)

Layout:
- 1x Tachyon Drive
- 4x IE Drive
- 8x Standard Armor

- 1x Flux Wave
- 2x Full-arc Point-defense Beam
- 2x Tri-arc Point-defense Beam (2x FPS)
- 3x Tri-arc Heavy Mass Driver (1x FPS, 1x FPA, 1x FSA)
- 4x Dual-arc Heavy Particle Cannon (1x FP, 1x FS, 1x AP, 1x AS)
- 2x Dual-arc Quantum Singularity Torpedo (1x FP, 1x FS)
- 1x Fore-arc Quantum Singularity Torpedo
- 2x Tri-arc Proton Torpedo (2x FPS)
- 6x Dual-arc Proton Torpedo (3x FP, 3x FS)
- 2x Fore-arc Proton Torpedo

- 1x ECCM
- 2x Auxiliary Reactor




[ This Message was edited by: Jim Starluck on 2013-01-09 03:06 ]
_________________
If at first you don't succeed, get a bigger space battleship and try again.

  Email Jim Starluck
Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2013-01-09 03:51   
Quote:

On 2013-01-09 03:05, Jim Starluck wrote:
Quote:

On 2013-01-09 02:57, SpaceAdmiral wrote:
Hmm, there are two possible layouts that I am curious about.

UGTO Tier 2 Torp/Beam Dread (afterall, the EAD has been promoted)
and
UGTO Tier 2 Cannon/Torp Dread (great standoff ship that can slightly resemble current Command Dread in battlefield role)



Well, I've planned both of those, but the first was mentioned briefly earlier, so it doesn't count as a guess. It'll be a "standard" Assault Dread, for use in situations where the EAD would be overkill or by those pilots who don't yet have access.

The other one, however...


ST-115 Artillery Dreadnought

(Description pending)

Layout:
- 1x Tachyon Drive
- 4x IE Drive
- 8x Standard Armor

- 1x Flux Wave
- 2x Full-arc Point-defense Beam
- 2x Tri-arc Point-defense Beam (2x FPS)
- 3x Tri-arc Heavy Mass Driver (1x FPS, 1x FPA, 1x FSA)
- 4x Dual-arc Heavy Particle Cannon (1x FP, 1x FS, 1x AP, 1x AS)
- 2x Dual-arc Quantum Singularity Torpedo (1x FP, 1x FS)
- 1x Fore-arc Quantum Singularity Torpedo
- 2x Tri-arc Proton Torpedo (2x FPS)
- 6x Dual-arc Proton Torpedo (3x FP, 3x FS)
- 2x Fore-arc Proton Torpedo

- 1x ECCM
- 2x Auxiliary Reactor




[ This Message was edited by: Jim Starluck on 2013-01-09 03:06 ]




- 3x Tri-arc Heavy Mass Driver (1x FPS, 1x FPA, 1x FSA)
- 2x Dual-arc Quantum Singularity Torpedo (1x FP, 1x FS)
- 1x Fore-arc Quantum Singularity Torpedo


6 Core weaps. My god, this Arty Dread is almost like the old Krill.


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


Forger of Destiny
Chief Marshal
We Kick Arse


Joined: October 10, 2009
Posts: 826
Posted: 2013-01-09 06:37   
QST will get nerdbuffed to have less range and more damage..

more concerned with the 2 HMDs which can aim rearwards..
_________________
Forging legends and lives outside till naught remains inside.


Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2013-01-09 09:35   
Jim! Stop adding rear facing core weapons to ships! Nobody likes them, everybody hates them, they should go eat some worms.
_________________
Adapt or die.

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