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Forum Index » » English (General) » » New Command Idea
 Author New Command Idea
Binks
1st Rear Admiral

Joined: November 28, 2003
Posts: 469
Posted: 2005-03-16 19:23   
Maybe something like this has been mentioned before, personally I feel that (as a Vice Admiral subscribing either tonight, tommorrow, or friday) rank means nothing other than better ships, and that's just wrong...an Admiral should have more power than the power to get out a good ship...here's my idea, all Admiral ranks should gain command powers...here goes...Note: VERY LONG

2nd Rear Admiral: 2nd Rear Admirals gain the ability to order other players around via a revised missions ability, this ability allows them to select a friendly ship, designate a target for them, designate what they should do, then designate a reward. For example, Mr. 2ra logs in and sees a planet with only one infantry, a shield gen, and tons of fighter bases. He decides someone needs to grab a tranny and cap it now. Instead of clicking on it and spamming capture to everyone so that the one transport gets the mission, and not even knowing if they'll do it since there's no reward, he hits F2 to get to his navigational screen, selects a transport, or someone willing to become a transport, and clicks "Assign Mission". He then clicks on the enemy planet and clicks "Capture". Then a pop-up comes up allowing him to type in a credit reward to be deducted from his account. The Tranny sees "Capture x planet" pop-up on his screen, and when he hits F6 he sees "Capture x planet to recieve x credits in reward and the thanks of you empire!"

1st Rear Admiral: 1st Rear Admirals gain the ability to designate a friendly planet as "Vital to the War Effort in this System". This then causes all functions of the planet to be reduced in duration by 10% (Barracks take 2:00 to make an inf normally, if designated vital they take only 1:40 (note: only applies to new infantry, the currently being created one still takes the full time). All buildings build 10% faster as well and the factory works 10% faster also). Only one planet per system may be designated vital, and anyone of the same or higher rank than you may designate a new planet vital (If you're an Admiral only Admirals, FAs, and GAs can redesignate a new target, 1ra's can't) and a single player cannot designate more than one planet vital per game (aka once per MV reset in the MV, once per scenario in the scenario servers)

Vice Admiral: Vice Admirals gain the ability to designate an enemy planet as "Vital to the War Effort in this System". This causes the reverse effect of the 1st Rear Admiral's ability, making everything on the planet 5% longer in duration. Like the friendly ability it is one planet per system and once per game.

Admiral: EDITED: Admirals gain the ability to view a friendly units camera. This ability can only be activated once every 10 minutes, lasts for 30 seconds, can only be used to view friendly ship's cameras, and cannot be used on planets (wanted to emphasize this)

Fleet Admiral: Fleet Admirals gain the ability to hail all friendly units within 2500 gu's of them. This has the effect of boosting all powers of this ship by 10% (Armor recharge, weapons refire rate, energy recharge(decreased), JD recharge, acceleration etc....Does not affect build, reload, or wormhole creation). This effect lasts for 15 minutes and can only be activated once per game, or once per login/24 hours (whichever comes first) in the MetaVerse

Grand Admiral: Grand Admirals gain the ability to hail all enemy units within a 1000 gu range. This has the effect of slowing all of the ships function by 5% (armor recharge, weapon refire rate, energy drain (increased), JD recharge, acceletation etc....Does not affect build, reload or wormhole devices). This effect lasts for 5 minutes and can be activated once per game in the scenario servers and once per longin/24 hours (whichever comes first) in the MV

Edit:
Notes (wanted to add these but ran out of time): None of these abilities stack. You cannot recieve more than one mission (they expire after 5-15 minutes). You cannot designate more than one friendly planet, or enemy planet, vital (you can however designate one friendly and one enemy planet vital). Hails do not work more than once on a ship per timer (aka you hail, anyone else who hails a ship you hailed before your hail timer runs out is wasting their hail).

What do you guys think? I know it'd be a lot of work but I feel that it'd be worth it.

[ This Message was edited by: Binks on 2005-03-16 20:51 ]
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Purpura
Cadet

Joined: March 16, 2003
Posts: 27
From: Living on top of a tiki hut bar enjoying the sun and the ocean
Posted: 2005-03-16 19:45   
not to horible but what whould happen for GA?
and another thing what if like 10 FA s got together and activated it all at same times they would be VERY hard 2 kill then now wouldnt they?
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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2005-03-16 19:46   
Humm....Fa's could cause a stack effect, which would be devistating. 10 FA's activating that at the same time....ouch. Pinging = No, whats the point in scouts? GA and FA ... why make the FA one last LONGER and have a larger AOE than GA?
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Coeus {NCX-Charger}
Admiral, I can't read,
Sundered Weimeriners


Joined: February 16, 2004
Posts: 3635
From: South Philly
Posted: 2005-03-16 19:51   
Could be fun.. but is it possible?
[edit]Because the GA one effects enemy ships negatively...

[ This Message was edited by: Coeus [NCX-Charger] on 2005-03-16 19:52 ]
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Ham&Swiss
Grand Admiral

Joined: October 12, 2004
Posts: 418
From: 10$ to whoever finds me
Posted: 2005-03-16 19:51   
bravo, there r likely a few flaws, but that's really good...like it alot
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Binks
1st Rear Admiral

Joined: November 28, 2003
Posts: 469
Posted: 2005-03-16 20:46   
Backslash you are correct that the pinging needs to be changed, I couldn't think of anything else for Admirals to do but now I see a very simple system which is much better than pinging, requires less changes to the game, and makes scouts important (as they wouldn't have to waste time typing)...I'll go back and change that a bit...as for your second concern, re-read it please...I'm gonna go put the important text in bold...I have also added a sidenote section, it was my intention all along that these should not stack (note the wording in 1ra, one planet at a time) but I ran out of time when posting...I have clarified it a bit better...

[ This Message was edited by: Binks on 2005-03-16 20:52 ]
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powerhungry
Cadet

Joined: March 12, 2005
Posts: 1
Posted: 2005-03-16 20:59   
i dont like the idea of affecting a ships ability to much. Planets makes sense because you can increase personel and facilitys or something but affecting a ship by "hailing" them seems like magic. im fine with everything else just wanna stay away from increase ability by chanting magic spell thing
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Binks
1st Rear Admiral

Joined: November 28, 2003
Posts: 469
Posted: 2005-03-16 22:39   
Quote:

On 2005-03-16 20:59, powerhungry wrote:
i dont like the idea of affecting a ships ability to much. Planets makes sense because you can increase personel and facilitys or something but affecting a ship by "hailing" them seems like magic. im fine with everything else just wanna stay away from increase ability by chanting magic spell thing



I don't see it as magic, more like encouragement...I mean what do you see in huge space battles all the time? Just before the battle starts the admiral hails all his friendly ships and encourages them/reminds them of the plan. He also hails the enemy ships and tells them to surrender. That's what my idea reflects, the affect an admiral telling you you'll do fine, or lose, on the morale of a ships crew...I know most of this isn't gonna happen because the game only has two programmers, jsut thought I'd throw it up so Faustus could have a look and maybe come up w/ something similar or better which can be put in game...
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WinterRose
Fleet Admiral

Joined: April 12, 2002
Posts: 126
From: WinterRose
Posted: 2005-03-17 02:59   
I actually like these ideas. And the hailing enemy ships makes sense. I mean, the admiral is distracting those ships with who knows what in diplomatic hooplah.

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Placebo
Vice Admiral

Joined: September 16, 2003
Posts: 450
Posted: 2005-03-17 04:34   
Don't expect to see it anytime in the near future as they are bust ironing out other problems. But does sound interesting.
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Wyke {ThorsHammer}
Cadet

Joined: February 22, 2003
Posts: 416
Posted: 2005-03-17 05:41   
Some good ideas, I like the idea the rally and demoralise they are good. However I think should only effect enemy planets not ships. I do think it should be stackable, but make that they are only effective against a planet the player is currently orbiting or blockading.

The troop running/transportation could be broken down into to 2/3 types, normal where the planet is untroubled but has low troops, 2nd RA, if blockaded but also friendly ships present for 1st RA and straight up blockade running for higher rank requirement, say VA.

Some ideas for missions lower ranks, working down the ranks.

Delivery of scare resources for buildings/Mods.
Build a specific building on a planet.
Colonist transfers, to planets with populations reduced by plague or bombing.
Vacine delivery for plagued planets.
Show of force, a military presence reducing political unrest.
Anti-Smuggler patrol, a show of force reducing smuggling for a while.





[ This Message was edited by: Wyke {ThorsHammer} on 2005-03-17 05:45 ]
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Trekkie_zero
Cadet

Joined: October 14, 2003
Posts: 146
From: A state with too many A\'s....
Posted: 2005-03-17 23:57   
Binks werent you and I talking about this like a few days ago... I still think we should have the ability to battle plans on the maps if we reinitiated the group system again... Be nice so the groups could be organized more and GAs could do it for the whole map for everyone to see. Or something like that. Everything sounds intersting. Remember most of binks's Ideas would definately probably have a maximum limit....

[ This Message was edited by: Trekkie_Zero{Lost Atlantian} on 2005-03-17 23:59 ]
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