Welcome aboard Visitor...

Daily Screenshot

Server Costs Target


Target met!

Latest Topics

- Anyone still playing from a decade ago or longer? »
- Game still active. NICE! »
- Password resett »
- Darkspace Idea/Opinion Submission Thread »
- Rank Bug maybe? »
- Next patch .... »
- Nobody will remember me...but. »
- 22 years...asking for help from one community to another »
- DS on Ubuntu? »
- Medal Breakpoints »

Development Blog

- Roadmap »
- Hello strangers, it’s been a while... »
- State of DarkSpace Development »
- Potential planetary interdictor changes! »
- The Silent Cartographer »

Combat Kills

Combat kills in last 24 hours:
No kills today... yet.

Upcoming Events

- Weekly DarkSpace
05/04/24 +5.4 Days

Search

Anniversaries

21th - Chubba

Social Media

Why not join us on Discord for a chat, or follow us on Twitter or Facebook for more information and fan updates?

Network

DarkSpace
DarkSpace - Beta
Palestar

[FAQ
Forum Index » » Developer Feedback » » Beta Map Rotation.....
 Author Beta Map Rotation.....
Smith
Fleet Admiral

Joined: October 13, 2002
Posts: 320
From: Pittsburgh
Posted: 2005-02-17 15:32   
i was just wondering, would'nt it be prudent to just go in and fix the map cycle in beta and make the times longer on all large maps and remove small maps, as well as throw some 3 faction maps in the mix to liven things up. also max out resources so we can test things thuroughly. heck maybe even through up a beta MV if possible. the reason i ask this is cause yea tael and shig come in and up the map but thats only once in a while when they are able to see it, and usually im there they up the map and i play for awhile , goto sleep, wake up, goto work, come home and log on and low and behold the maps new cause someone had to go cap it all in the middle of the night. or perhaps this " i believe i heard Backy suggest this" , give everyone a cluster where they can build the shipyard then just put a safezone around that area so its uncappable.


Well thats my 2¢'s worth.....


Smith
_________________
Note: This signature image was resized due to it exceeding the forum guidelines for size.


BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2005-02-17 22:14   
You can just make the planets unbombable, stick 15 shield gens on it, wont get through it atall.

But yeh, a 4000 GU safe zone works, seeing as how bio's work at 3800gu.

Then have two planets

One for SY.

The other for moding and repair.
_________________


Smith
Fleet Admiral

Joined: October 13, 2002
Posts: 320
From: Pittsburgh
Posted: 2005-02-19 16:05   
*bump*
_________________
Note: This signature image was resized due to it exceeding the forum guidelines for size.


Tael
2nd Rear Admiral
Palestar


Joined: July 03, 2002
Posts: 3695
From: San Francisco Bay Area
Posted: 2005-02-19 18:36   
um, why was this bumped? if you went into beta you would see the map has a 96 hour times limit and unless you can get close enough to land troops on the stars, you cant end the map.
_________________


  Email Tael
Smith
Fleet Admiral

Joined: October 13, 2002
Posts: 320
From: Pittsburgh
Posted: 2005-02-21 15:34   
sry i only bumped cause there's still short maps in the rotation.
_________________
Note: This signature image was resized due to it exceeding the forum guidelines for size.


Tael
2nd Rear Admiral
Palestar


Joined: July 03, 2002
Posts: 3695
From: San Francisco Bay Area
Posted: 2005-02-21 15:45   
The maps are unendable for the times we set, the reasons short maps appear indicates atleast 4 days have passed OR there was an update. It helps you notice changes...
_________________


  Email Tael
Drafell
Grand Admiral
Mythica

Joined: May 30, 2003
Posts: 2449
From: United Kingdom
Posted: 2005-02-22 12:03   
Why the hell are you setting stars as flags? Tt DOESNT work....... The star caps to the faction controlling most planets and has done so since 1.481. I really can't believe you are making such a simple mistake. *shakes head*
_________________
It's gone now, no longer here...Yet still I see, and still I fear.rnrn
rnrn
DarkSpace Developer - Retired

  Goto the website of Drafell
Tael
2nd Rear Admiral
Palestar


Joined: July 03, 2002
Posts: 3695
From: San Francisco Bay Area
Posted: 2005-02-22 13:26   
thats why i also flag the opposing factions jump gate, it cant cap either
_________________


  Email Tael
Ragglock
Marshal
BIOnics Industry Syndicate

Joined: May 29, 2001
Posts: 1955
From: Denmark
Posted: 2005-02-22 17:34   
hmm why do it have to run cygnus 2 way map as it have done last few days

need a change its a poor testing map anyway get a large one in thinking nicea
_________________
P:@12 C:$38



LOVE the smell of human flesh in the morning smells like MVictory



  Goto the website of Ragglock
Fatal Command (CO)
Marshal
Fatal Squadron


Joined: November 27, 2002
Posts: 1158
From: over here in New York noticing some ppl are like canoes.....they need to be paddled.
Posted: 2005-02-25 11:38   
well.try being all but set to build SY...in such a lousy system as cyg.....then have plague hit the planet....wiped it out.......and only had 45 mins to go on map of 2..REPEAT>>>TWO hours....sheeesh.....wasted my time....
_________________


  Email Fatal Command (CO)
BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2005-02-25 17:01   
I really dont know why one map isnt used...

Would just sort all this out and allow for quicker testing..

_________________


Drow
Fleet Admiral

Joined: June 06, 2003
Posts: 449
From: USA, WI
Posted: 2005-02-25 20:02   
Here is a idea to add, if its possible..

Edit 2 planets for each faction. 1 is SY planet, one it mod/depo planet. mod/depo either has 6/6 of factory/depo (or whatever), or make the mod planet have like 100 of each gadget in it that can be made, perhaps including cross faction gadgets. This will avoid the 60 minute wait time to mod anything, if we want to. And let us test things faster.

Unless those things are not in the test stage yet..

_________________
Nindol tangi, dos zhal zah'har l' jiv'undus d'
natha szithrel Tagnik'zun elggor

Page created in 0.019927 seconds.


Copyright © 2000 - 2024 Palestar Inc. All rights reserved worldwide.
Terms of use - DarkSpace is a Registered Trademark of PALESTAR