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[FAQ
Forum Index » » Beta Testing Discussion » » Ship Design Notes [2005-02-06 update]
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 Author Ship Design Notes [2005-02-06 update]
Drafell
Grand Admiral
Mythica

Joined: May 30, 2003
Posts: 2449
From: United Kingdom
Posted: 2005-02-07 16:58   
Does all armor drain energy when recharging as Gideon originally intended or has that feature been left out?
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DarkSpace Developer - Retired

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Tael
2nd Rear Admiral
Palestar


Joined: July 03, 2002
Posts: 3695
From: San Francisco Bay Area
Posted: 2005-02-07 17:13   
Armor does not use power, the gadget doesnt support it, and if we included it then it basicly nulls seperating shields and armor. So its out.



Another point to remember, these are "Stock" ships... Once you modify and upgrade them, they become terrors... ie, The EAD... The QST on the EAD is ment to do severe damage to the enemy fleet before moving into close quarters battle. it does massive damage to all ships in the area of affect.

Thus fired at a group of ICC ships moving in from a distance might suddenly damage many of them before the battle actually starts.


[ This Message was edited by: Tael on 2005-02-07 17:18 ]
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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2005-02-07 17:35   
I though the QST was meant to do damage over 2000gu? Thats what Gideon told me. Doing that much damage over 200 gu just doesnt seem enough for me to want to us it (to just damage 1-2 ships).
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JRE
Grand Admiral

Joined: August 14, 2003
Posts: 570
Posted: 2005-02-07 19:23   
Instead of adding a 4th repair bay to stations how about making the station have unlimited drones? To me that makes more sense since stations are "stations".
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Tael
2nd Rear Admiral
Palestar


Joined: July 03, 2002
Posts: 3695
From: San Francisco Bay Area
Posted: 2005-02-07 20:14   
Even stations run out of raw resources to repair ya...

And the QST is only 200gu area per the document he did, it can travel out to 2000gu
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-Smokey-
Grand Admiral

Joined: October 22, 2004
Posts: 784
From: Florida
Posted: 2005-02-07 20:14   
About the current ships speed i find it hard to get in and out of an interdicter zone going a speed at 4.0GU i think u should make the interdicter zone smaller or just leev teh speeds the way ther were
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Mersenne Twister
Fleet Admiral

Joined: May 11, 2003
Posts: 1161
From: Sector C Test Labs and Contol Facilities
Posted: 2005-02-07 20:18   
read. engines. not updated yet. ships slow. not forever.
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JRE
Grand Admiral

Joined: August 14, 2003
Posts: 570
Posted: 2005-02-07 21:58   
Or maybe make the station hold like double the drones on each reload or something if unlimited is far fetched.
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AdmBito
Grand Admiral
Sundered Weimeriners


Joined: October 04, 2002
Posts: 1249
From: Its hard out here for a pimp
Posted: 2005-02-07 23:50   
Shield+hull values go up.

Base torp ammo levels went down.

Anyone else see a problem? Currently, as I read it, lower levels have more torps, less power. As an example, fusion torps level 0 had 50 torps now instead of 60. Protracted battles will become diffilcult to maintain.

Also, unless cannons get a huge upgrade, the two fighters on the EAD aren't worth much.
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Sc0tTn
Cadet

Joined: February 26, 2004
Posts: 206
From: Mackay Queensland
Posted: 2005-02-08 00:03   
Quote:

On 2005-02-07 23:50, AdmBito wrote:
Shield+hull values go up.

Base torp ammo levels went down.

Anyone else see a problem? Currently, as I read it, lower levels have more torps, less power. As an example, fusion torps level 0 had 50 torps now instead of 60. Protracted battles will become diffilcult to maintain.

Also, unless cannons get a huge upgrade, the two fighters on the EAD aren't worth much.



Agreed. We either need higher damage ratios on weapons or more ammo. It's a pain to not have enough ammo to kill and enemy ship
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AdmBito
Grand Admiral
Sundered Weimeriners


Joined: October 04, 2002
Posts: 1249
From: Its hard out here for a pimp
Posted: 2005-02-08 01:03   
**When looking at Ptorps, QST, Heavy Chemical Laser, and Standard Chemical Laser (likely more), you cannot see the level of the weapon, as it is cut off at the bottom. There is too much talky in the little description box. Perhaps using abbreviations with help.
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Ragglock
Marshal
BIOnics Industry Syndicate

Joined: May 29, 2001
Posts: 1955
From: Denmark
Posted: 2005-02-08 05:14   
ok my basic problem now is:

with all the new lvls on devices it can be hard to tell what is what when you try to install it from the cargo.

its the old problem with telling the builds apart just multiplied by the number of new devices

basic need new way to install devices directly in the slot /and /or

color codes or grafic that change with the lvl of the device
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Axianda The Royal
Fleet Admiral
Terra Squadron

Joined: November 20, 2001
Posts: 4273
From: Axianda
Posted: 2005-02-08 06:40   
Quote:

On 2005-02-07 19:23, JRE wrote:
Instead of adding a 4th repair bay to stations how about making the station have unlimited drones? To me that makes more sense since stations are "stations".



Still he has a point, with all that room a station reload should be at least 2-6x more efficient right?

cant we apply the same thing to Reloads as we did with Torp ammo based on ship hull?

They bigger the hull the faster the reload bay.

that way we also dont need 4 seperate bays *although it REALY helps with reloading fleets *
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Lord DowneyBUM (UK)
Fleet Admiral

Joined: January 13, 2003
Posts: 437
From: London England
Posted: 2005-02-08 08:38   
Probably been said but i cant find it,
Why no build on a uggie command Dread?
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AdmBito
Grand Admiral
Sundered Weimeriners


Joined: October 04, 2002
Posts: 1249
From: Its hard out here for a pimp
Posted: 2005-02-08 11:01   
Quote:

On 2005-02-08 08:38, Lord Downey (UK) wrote:
Probably been said but i cant find it,
Why no build on a uggie command Dread?




From what I've heard, all the command ships (ganglia, command carrier, command dread) are losing their reload bays. Too bad, really. Thats what made them worth flying.
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