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 Author Dreadspace (yes, that dead horse)
Taelon
Marshal

Joined: December 26, 2011
Posts: 255
Posted: 2013-04-18 13:36   
Quote:

On 2013-04-18 06:40, Fluttershy wrote:
I wish there were a way to fire missiles straight ahead.
The arcing is good if you want to shoot over your allies, but it makes blind firing impossible.
Several cases in which It would be preferable to launch them straight forward like rockets.

Actually, having a non-tracking heavy missile would be neat.
Small ships could dodge it more easily than torpedoes, and so it would be a good choice for attacking dreads and stations, but could be repelled if it had escorts.

[ This Message was edited by: Fluttershy on 2013-04-18 06:41 ]





I like this idea, heck maybe people would get out of my way now when I use my ganglia....
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Zero28
Grand Admiral

Joined: August 25, 2006
Posts: 591
Posted: 2013-04-18 16:06   
Quote:

On 2013-04-18 04:48, Kenny_Naboo wrote:

But I've already said it. That was the basic idea of a minimum jump range.

It is to make INTRA-battle point jumps impossible. You can't short jump your dread to a dessie who's pelting you with cannons 800 GUs away. But you can call in help from outside the battle to jump that dessie. If you ask me, I say that works well enough.

It also works the other way. If you're a missile ship pelting an enemy 1300 gus away. He can't jump you. But should another assault ship from outside the battle area jump you... you have to jump away to escape too. You can't just make an easy 1300 gu jump away to maintain your advantage.

The overall effect would be more thought in your battles. This idea was NOT and NEVER meant to give missile ships any kind of advantage. It's a blade that cuts both ways.

Geddit?



+1


Quote:

On 2013-04-18 04:48, Kenny_Naboo wrote:

Already said it. I like the interdictor cruiser. I want them back, but that's just a personal liking. Ultimately, most of the playerbase hate them. And as a result, they were removed.

As much as they promoted tactical gameplay, they had the effect of causing scores of players to log off. It's stupid, but there you have it. Players just don't wanna play when a dico is present.

So compromises were made, the dico ship was removed.



dico somewhat made it too easy to get kills, or getting killed. Platform could be better, since its immobile, thereforr easy to kill, and takes time to build wich can be destroyed before then.

but im all against the ability to tractor it thou, cuz thats just the same as a normal dico

Quote:

On 2013-04-18 04:48, Kenny_Naboo wrote:


Personally, this would nerf cloak to the point of unusability. It would be pretty much the same as having ECCM in droves making cloak ineffective.

Anyone could simply disable a cloak with a wild shot. Hits a cloaked ship and poof... 30 secs of no-cloak.

I've proposed something else before. That whenever a cloaked ship takes a hit, there will be somekind of animation where a lightning field will crackle around the ship, visible to all players. Sort of like when the Predator's (Yautja) cloak gets splashed with water. And the signature will spike/shoot up, and then recede again.

In effect, this will "disrupt" the cloak but not drop it. But since the sig has spiked up to default and starts to drop at the normal cloak rate, the effect is similar to having the cloak dropped, and immediately powered up again, giving you the time to target and shoot at it.

Continous hits will keep the lightning animation and signature values up.



i did toss a idea somewhat similar, the cloak device has an actual ring that doesnt stop damage agasint the armor, but with every hit, its health go down, and when to 0, the cloak drops and its normla cooldown starts, in wch you can turn it back one with 100% health again.
but it mgiht be too fancy code wise, so your idea is probably best wich is pretty kool

Quote:

On 2013-04-18 04:48, Kenny_Naboo wrote:


Faustus has stated somewhere before that he would like to keep the EW triad of ECCM-ECM-Cloak relationships intact. Cloak will always be affected by ECM/ECCM in some way.

If you ask me, I say that pinging was actually a good counter to cloak. It was a bug, hell yeah. But it worked well. But the decision was made to fix it, and we'll just have to live with it.


As for mines, that is another topic altogether.



well if faustus wanted the ECM/ECCM relation to be where 1 faction always and only uses ECM while the other only use ECCM to have a chance against cloak, then good job, he was succesful

But thats it, there nothign else to it, granted Human faction could use ECM to hide longrange ships, but honestly who would do that now with all the luth nearby wich already have near impossible chance against in the first place

Quote:

On 2013-04-18 04:48, Kenny_Naboo wrote:

Kluth will always remain immune to missiles as long as the pilot is alert, and has enough time to get his sig down and his ship out of the way. Cloak was always meant to do that. There's no other way to make it otherwise without kookamamie logic.

As for ship variety, speak to Jim. Kluth were always a close range, assault/hit-and-run faction. There's not much in ship variety in it for that kinda playstyle.

To give the Kluth a ship like the ICC Missile Dread with cloaking ability would be pretty nasty for the enemy. That's why cloak and close range weaps were paired. If Kluth can get close in to hit you hard, then you can hit him back hard too.



you mean like the ganglia (granted it snor near as ICC MD, but its actually better cuase its armed for both mid range and long range)

So in the end a whole way of fighting is nullified for UGTO and even more for ICC, but kluth gets to keep all of its ways, and the ability to excell at them
hows is that even called "balanced"? im starting to think people have very different definition of it



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Fluttershy
Fleet Admiral

Joined: September 24, 2011
Posts: 778
From: Fluttershy
Posted: 2013-04-18 21:20   
The easiest solution would be to just remove the K'luth or make them NPC only.
Then, set forth on a much more easily achieved balance between ICC and UGTO.

I know, I know, I'm a genius. It's just a fact, applause isn't necessary.

PS. This is coming from someone who only flys as K'Luth, there's clearly no better choice.
[ This Message was edited by: Fluttershy on 2013-04-18 21:21 ]
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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2013-04-18 21:39   
1. Declare luth OP
2. Switch luth with Pirates
3. ???
4. Profit.
_________________
Adapt or die.

-xTc- ExisT
Chief Marshal
Army Of Darkness


Joined: March 20, 2010
Posts: 534
From: Red Lobster
Posted: 2013-04-18 21:42   
*facepalm*
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Fluttershy
Fleet Admiral

Joined: September 24, 2011
Posts: 778
From: Fluttershy
Posted: 2013-04-18 21:47   
Well in all seriousness, I eagerly await that upcoming overhaul and look forward to seeing how it all plays out once it's implemented.

If it's in beta I wouldn't mind helping test it.
_________________


Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2013-04-18 23:02   
Quote:

On 2013-04-18 06:39, Novacat wrote:


Yes, I have gotten it on the first time you explained it. What you do not understand is that its going to create more problems than fix.



How? By making it inconvenient to make a short jump to the moon of a planet that's 1500 gus away? SLOWBOAT to it then! Not a problem unless you're a station. And even if you're a station... you're well... supposed to be nearly stationARY.

Again, other than this, you may not like this idea because it doesn't allow missile ships to extend their range out a little so they can once again get an easy pelt at the ships they're targeting, right?

What are you looking for really? An easier life for missile ships? You tell me.


Quote:

On 2013-04-18 06:39, Novacat wrote:

I am not proposing we bring back the interdictor cruiser, so that excuse does not apply here. Address Interdictor platforms, not interdictor cruisers.



Unfortunately, interdictor anything other than planet-based is basically hated by most of the players.

Let me put things in perspective. You could place an interdictor plat just next to a gate (and trust me it will happen) and camp there waiting for the enemy to pop right in. It'll be like a kill zone.

What happens then? QQ will arise. And the dev team will now have to find a way to code it such that dico plats cannot exist within 1000 gus from a gate. More work to do. More bugs to iron out, and for little gain.

I think the above is a great tactic. I will, hell for sure, do something like that. But the amount of QQ and ragelogs it will cause will simply see the dico plat removed from the game not too long after.

And your former idea of just allowing ONE dico plat per system or even server? What's the use of that? It'd be the same as allowing only one planetary dico to be built per system/server.

A good tool, but limited to one use or unit, becomes essentially useless. So what's the point then?


Quote:

On 2013-04-18 06:39, Novacat wrote:

As I said, you have to think about your approach now. You cant just jump 1000 gu away, cloak, and expect to directly stroll up to the ICC/UGTO without them making an attempt to counter you. You have to think about your approach now. Thats the entire point of my post. Kluth no longer gets a free lunch.




And again I say, that's the point of cloak, and is its original intended design. Cloak makes you invisible. It doesn't make you invincible. A cloaked ship cannot fire. As of now, any Kluth ship which tried to cloak out of a battle can still be found and hit continously as long as the human pilot knows how to blind fire and keep it up.

Be reminded that cloak was always meant to be absolute, but pinging became available because of a bug. It'd be easier to simply bring back pinging, which many of the older players prefer.


TBH, I rarely cloak to run if there's an exigent need to. I simply jump out far, then cloak. Yes, I can get away. But so can any human pilot. Don't just use the e-jump, because everybody can guess the distance you're jumping. Long jump out 100K gus and more. Your chances of getting away will be improved manyfold.


Quote:

On 2013-04-18 06:39, Novacat wrote:

The main advantage of my system over yours are three fold.
1: It allows long range ships to target Kluth. Your suggestion will only allow CQC ships to target Kluth, essentially maintaining the value of CQC ships over long range ones.

2: It is easier to impliment. It largely uses a system already implimented in game, and thus would require minimal coding to adapt.

3: It addresses the 'easy escape' option for Kluth. With your method, the Kluth can still jump away, cloak, and likely never be cought. With my method, the ICC/UGTO have 30 seconds to track down a Kluth.



The only clear advantage I see is point 2. It is easier to code.

The other two are subjective. Mostly to the advantage of pilots who fly missile ships. Which I'm guessing you're in favor of. Make life a little easier for missile ships, right?




Quote:

On 2013-04-18 06:39, Novacat wrote:

This is a horrible decision, though. It just forces ICC/UGTO to pack as much ECCM as possible with the purpose of countering Kluth, and completely shuts down a potentially interesting ECM/ECCM dynamic for the purpose of creating a blunt tool to whack a faction with. This is not good gameplay.



That's your opinion. You're entitled to it.
The lead devs opinion may differ, and they're in charge. Not you.



Quote:

On 2013-04-18 06:39, Novacat wrote:

I already told you how to make an attempt to fix it. I even gave you step-by-step instructions that would be very easy to impliment. If the developers cannot fix the problem, it is becasue they decided not to fix the problem, no other reason.




I'd emphasize the previous point again. Your opinion may differ from the lead devs. They already have a design philosophy for each faction.

If cloak works the way it does because it was meant to be, then it's not a problem. It's a feature. You'll just have to learn to live with and work around what you have.



Quote:

On 2013-04-18 06:39, Novacat wrote:

Well yes, if you take the suggestion out of context that is true, but in context, with the rest of my post, my suggestion makes perfect sense.




All suggestions are always noted. It just depends on whether they will fit in nicely with what is planned for the game, or if it goes well with the design philosophy of each faction.

Ultimately it's up to the lead devs. Not me, nor you.







All that said, there could be a few things that I could suggest to make cloak more manageable to work against, as well as make life easier for missile ships. Again, just suggestions. I don't make any decision either.

- As above, allow cloak to be temporarily disrupted (via lightning animation or otherwise) when hit, as well as a sig spike.


- Perhaps extend the range of some human missiles (or add some new missile types) to beyond 3500 gus to allow BVR (beyond visual range) combat. This will allow missile ships to remain far outside the immediate battlespace, and hidden with ECM, to attack their targets spotted or designated by their teammates nearer to the enemy.

Kluth missiles should remain as they are, short/med range.



- Another cloak idea that I have would be a little bit more complicated.

Basically a potential way to limit cloak use would be to set a timer affecting how long cloak can be activated. In short, the cloaking device would have its own "energy". When you activate it, the cloak energy/timer will begin running to zero.

If you turn it off at any time before zero, it will begin recharging again at the same rate it was drained. I'm also thinking that the energy/timer should be determined by whether the ship's speed. If the ship is at rest, the timer should drain relatively slowly. And it drains faster as the ship moves faster. This will also reflect for the recharge rate.

What happens when the cloaking "energy" or timer hits zero?
Well, it won't immediately drop the cloak (it could, but that's up for discussion). It will begin draining from the ship's energy banks at a rather rapid rate. Once all energy is depleted, the cloak can either drop completely... or the ship will remained cloaked but with a positive signature.

So there, Kluth now have a limited time to effectively remain in cloak.


But really... if you'd ask me. The best way will probably be to bring back pinging and leave everything else as is.


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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2013-04-18 23:10   
Pinging was horrible and I'd rather not go back to getting finger cramps from mashing a sequence of number keys endlessly. Hell sometimes it didn't even work, you know there's a luth there because he just cloaked but you ping and nothing happens.
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Adapt or die.

Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2013-04-18 23:26   
Quote:
On 2013-04-18 23:10, Talien wrote:
Pinging was horrible and I'd rather not go back to getting finger cramps from mashing a sequence of number keys endlessly. Hell sometimes it didn't even work, you know there's a luth there because he just cloaked but you ping and nothing happens.




True that.

But to many players, pinging was probably better than absolute cloak, or how ECM/ECCM works now to affect the energy burn rate of cloak.

I wonder if there's anyway to add a single push ping button to the interface?
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-xTc- ExisT
Chief Marshal
Army Of Darkness


Joined: March 20, 2010
Posts: 534
From: Red Lobster
Posted: 2013-04-18 23:45   
Why not a new EW devise whose sole purpose is to "ping" cloaked vessels?
Give it a long(ish?) cooldown, one per ship, and(for tier system) allow only EW or command role ships allowed to use it?
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2013-04-19 00:13   

Another way to mitigate cloak would be to make beacons targettable once they're stuck onto a ship's hull.

You won't be able to target a cloaked Kluth ship, but you will be able target the beacon, and in effect, the ship itself.

But the caveat should be, once the beacon is hit, it also gets destroyed.
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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2013-04-19 00:17   
Or you could just use the beacon as an aimpoint for not so blind firing. I mean, you can see the beacon and you know it's attached to something, so why shoot at the beacon itself and blow it up so you can no longer see where your target is going?
_________________
Adapt or die.

Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2013-04-19 00:57   
Quote:
On 2013-04-19 00:17, Talien wrote:
Or you could just use the beacon as an aimpoint for not so blind firing. I mean, you can see the beacon and you know it's attached to something, so why shoot at the beacon itself and blow it up so you can no longer see where your target is going?




That could work. But the beacon will probably need to be more visible (brighter rings?), or at least appearing as a contact on F2.


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Fluttershy
Fleet Admiral

Joined: September 24, 2011
Posts: 778
From: Fluttershy
Posted: 2013-04-19 05:00   
Beacons get enveloped in whatever cloaking field the KLuth use.
It does make it harder for the cloak, though, and it uses more energy.

What annoys me about the K'Luth, though, is that the human factions do not get low ranked heavy-hitters until the assault cruiser, in order to better deal with them.

Let's face it, cannon frigates/destroyers don't do crap to the K'Luth.
One Siphon against 6 players in anything lower than a cruiser = zero damns given.
_________________


Novacat
Grand Admiral

Joined: October 30, 2001
Posts: 2337
From: Starleague Cache
Posted: 2013-04-19 06:00   
Quote:
On 2013-04-18 23:02, Kenny_Naboo wrote:

How? By making it inconvenient to make a short jump to the moon of a planet that's 1500 gus away? SLOWBOAT to it then! Not a problem unless you're a station. And even if you're a station... you're well... supposed to be nearly stationARY.



Just one issue. The big issue is that it does not actually stop point jumping. Your change will be a boon for smaller ships, no doubt, but long range ships will still be screwed by the change because while it would be more difficult for CQC ships to point jump them, they wont be able to increase the distance without disengaging from the fight.

Quote:

What are you looking for really? An easier life for missile ships? You tell me.



I do not get you. It is pretty much established that missile ships are royally screwed in the current metagame, yet you introduce a change that seems deliberately crafted to avoid making missile ships any more powerful than they currently are, thus continuing the dominance of CQC ships in the metagame.

On top of this, I have introduced additional interdictor ideas that alleviates most of your concerns. Friendly Fire Interdictors would stop long range ships from easily increasing distance once the CQC ships have cought them, and Shift J Jumpdrive immunity would allow damaged ships to escape hostile dictors.

Quote:

Unfortunately, interdictor anything other than planet-based is basically hated by most of the players.



Since when? I admit, I hated interdictor cruisers, but thats because Interdictor Cruisers could do such a damn good job protecting themselves that they often did not need escort or protection, and interdictor cruisers benefited extremely well from close-range point-jumps because they could still jump while under the influence of their own dictor.

My opinion is that dictors should be mostly stationary and vulnerable. If the defending team fails to defend their dictor, it should be destroyed.

Quote:

Let me put things in perspective. You could place an interdictor plat just next to a gate (and trust me it will happen) and camp there waiting for the enemy to pop right in. It'll be like a kill zone.

What happens then?



People adapt and use Command Ships to create an alternate route, as has always been done since the WHD was introduced. You guys are helping a lot here by allowing Command Ships to have both a WHD and a Jumpdrive, since previously command ships with WHD were fustrating deathtraps because command ships could not escape a bad situation at all. You guys are fixing this thus making command ships more viable since you can actually survive in one, thus making alternate methods to jumpgates easier.


Quote:

And your former idea of just allowing ONE dico plat per system or even server? What's the use of that? It'd be the same as allowing only one planetary dico to be built per system/server.

A good tool, but limited to one use or unit, becomes essentially useless. So what's the point then?



The difference between planetary dicos and platform dicos is that planetary dicos are essentially only limited to friendly planets, and thus are 100% mobile and can only be used on the defense.

Interdictor Platforms, on the other hand, are semi-mobile. Moving around with one is not exactly easy, tractor beams are a fickle pain in the rear, but you can still tractor them and move them around to where you need them, and unless the active population grows back into the thousands, we are likely to only have one flashpoint at a time, which means one dictor is only necessary.

It also requires people to prioritize dico deployment. Do you need the dico platform on that gate? Or do you need the dico platform near that enemy planet covering our missile ships?

Finally, having only one dico platform is a lotbetter than having nothing at all, which is the current situation.

Quote:

And again I say, that's the point of cloak, and is its original intended design. Cloak makes you invisible. It doesn't make you invincible. A cloaked ship cannot fire. As of now, any Kluth ship which tried to cloak out of a battle can still be found and hit continously as long as the human pilot knows how to blind fire and keep it up.



No, this is not correct. Eventually blind firing just ceases to work, you cant infinitely predict where an invisible Kluth ship is going forever unless the Kluth player does absolutly nothing and flies in a perfectly straight line.

Quote:

Be reminded that cloak was always meant to be absolute



Be reminded that sometimes, design decisions are just terrible and need to be thrown out. This game is in the sad state it is in precisely because the developers tended to dogmatically cling on to bad decisions. After all, you guys managed to remove the interdictor cruiser despite it being design since the game came out, im sure you can do the same to Cloak.

Quote:

TBH, I rarely cloak to run if there's an exigent need to. I simply jump out far, then cloak. Yes, I can get away. But so can any human pilot. Don't just use the e-jump, because everybody can guess the distance you're jumping. Long jump out 100K gus and more. Your chances of getting away will be improved manyfold.



Yes, but long jumping takes time, you have to jump in navigation, plot a course, and -then- hope that your ship aligns fast enough. Being able to just Shift J and V is a lot easier. Also, it is not possible to escape while under the influence of a dico, wheras Kluth can just cloak and walk away.

Quote:

The only clear advantage I see is point 2. It is easier to code.

The other two are subjective. Mostly to the advantage of pilots who fly missile ships. Which I'm guessing you're in favor of. Make life a little easier for missile ships, right?



Correct. A statisical majority agrees that missile ships and carrier ships are too underpowered, and a statistical majority agrees that CQC are way too prominant. Given, a vast majority of my flight time is with an Assault Dreadnought. The only long range ship in my garage is a Command Carrier and only because of novelty.

I want to actually make other gameplay styles viable instead of just the CQC playstyle of bumrush and spacebar mash.

Quote:

That's your opinion. You're entitled to it.
The lead devs opinion may differ, and they're in charge. Not you.



Quote:

I'd emphasize the previous point again. Your opinion may differ from the lead devs. They already have a design philosophy for each faction.

If cloak works the way it does because it was meant to be, then it's not a problem. It's a feature. You'll just have to learn to live with and work around what you have.



The "because we said so" argument is incredibly rude, dismissive, and snobbish. I would please ask that you refrain from using it. If you honestly cannot find any valid criticism for my points, maybe you should consider changing your mind. If the developers are so entrenched on their positions that nothing said will change their minds, then let us know ahead of time so that I and others interested in providing feedback do not waste our time here any longer.

Quote:

All that said, there could be a few things that I could suggest to make cloak more manageable to work against, as well as make life easier for missile ships. Again, just suggestions. I don't make any decision either.



Your ideas, while not shabby, are also more complicated on the programming end, and do not address some of the core issues that need addressing, such as the use of long range ships vs Kluth and point jumping (Remember, beyond 3500 gu would basically allow CQC ships to point jump again, assuming your other ideas are implimented). Again, your ideas mainly deal with missile ships vs ICC/UGTO, and ICC/UGTO CQC ships vs Kluth, but not ICC/UGTO missile ships vs Kluth.

Quote:

But really... if you'd ask me. The best way will probably be to bring back pinging and leave everything else as is.



Pinging is a terrible game mechanic. It effectively reduced electronic warfare to just stacking up on ECCM, and it was buggy, glitchy, and not reliable. I do not agree on bringing it back.
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