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Forum Index » » Development Updates » » I may be removing ship modding...
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 Author I may be removing ship modding...
GothThug {C?}
Fleet Admiral

Joined: June 29, 2005
Posts: 2932
Posted: 2005-07-22 20:14   
heres a suggestion that i came up with when i fell asleep lol, Heavy Organic Armor Stronger than Original Organic armor. to put quite simply the armor we have now isnt enough i mean 1 alpha from a planet and we're dead i mean come on now. this is bad for returning players such as myself to see prestige go down the tubes like this now i suggest the HOA Heavy Organic Armor be put on Dessies, Dreads and stations and Supplys yes supplies need more armor because 1 or 3 aint gonna cut it! lol anyways just my thoughts
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Entil-Zha the Starkiller
Chief Marshal
Ravenous Wolfpack Clan


Joined: May 02, 2005
Posts: 261
From: Arizona - Where DST is a myth
Posted: 2005-07-22 20:32   
Sounds like a sound idea Faustus.

I came into DS during early 1.481, after finding out it was space combat / RTS like. Thats whats kept me interested (despite my 1 year furlow due to other matters). What has kept my interest though is the COMBAT....just isnt fun when other players would rather go mine for cash than fight for fun. From the looks of it at the moment (though I havent been on in over a week since I started working...just havent found the time), 1.482 seemed more interesting...though I admit taht 1.483 ships certainly got better with a weapons array that is befitting.

Again, I agree entirely with what Faustus stated in the 8 POINTS. DarkSpace is about FUN in COMBAT....not FUN in money gathering....this is suppose to give you fun by blasting other people to itty bitty pieces.....not economics course.
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and feed the charred remains to the Pak'ma'ra.\" - Capt. John Sheridan

  Email Entil-Zha the Starkiller
Crim
Fleet Admiral
Sundered Weimeriners


Joined: March 16, 2003
Posts: 1336
Posted: 2005-07-22 20:41   
An IDEA!

How about..instead of modding, we have a system where ships, come with options on ships? Such as...

Weapon Slot- Fore-CL,particle cannon, or gauss gun

Have three options for each available slot, where you can easily choose what you want, be keep modding away
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Coeus {NCX-Charger}
Admiral, I can't read,
Sundered Weimeriners


Joined: February 16, 2004
Posts: 3635
From: South Philly
Posted: 2005-07-24 02:19   
I think one of the things that stands out among many of the more interesting suggestions is the ability to mod - but without modding. I think a few people made comparisons to the Mech Warrior series, where you choose & outfit your ship BEFORE it leaves the shipyard (which makes a lot of sense IMO).

Having a variety of standard ships is a good idea, but they are just that, standard - just a lot more to choose from. That still leaves to blandness and predictability in combat (and predictability is the anti for good, interesting combat IMO).

Another good idea was weapon scaling (what the lvls were supposed to represent but failed to do so) - which I am all for, so long as it is done in a believable (well... as believable as intergalactic lobsters flying starships & shooting people with thoughts can be), and even handed way. There is no possible reason that a destroyer should be able to put out enough power to its shields to go toe to toe with even a cruiser in point blank range... yet they do. Should a destroyer be able to wear down a cruiser or dread with constant fire from long range & with evasive flying? Absolutely, but to have an escort destroyer that can sit 30gu off a battle cruiser's bow and do MORE damage than its taking... rather absurd if ya ask me. Point made, thoughts summarized, I'm gonna drink beer pass out and go lose an important part of my life! Ciao!
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Darkspace: Twilight

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Koda
Marshal
Fatal Squadron


Joined: August 29, 2002
Posts: 1384
Posted: 2005-07-24 12:30   
As long as were on this mind set of takking out all the stuff weve had for the past 3 yrs.. why not


Remove IE, AME, PFE, and AFE
and
Replace with "Engine"

Then

Take Gause Gun, Rail Gun, Particle Cannon And Psi Cannon
and
Replace with "Gun"

Also

Take Disruptor, CL, Hvy Chem Lasers and Asslult Disruptor
and
Replace with "Beam"

Dont forget

AMJ, Tayc JD, WH, and HMA
and
Replace with "FTL"

Opps almost forgot

Take ICC, Ugto, Kluth, Mir, & Pirate Ships
and
Replace with "Ship"


I Cant Wait

_________________






YIIMM
Grand Admiral

Joined: June 16, 2005
Posts: 851
From: Barcino, Hispania Tarraconensis
Posted: 2005-07-24 12:56   
Darkspace is an evolving game, changes are made, features are tweaked, and doubtless there'll be times when to keep making the game better, you'll have to take a step backwards. Personally, Faustus, I think with 483 you took a step in the wrong direction, and that 482, by and large, was more enjoyable. Neither version is perfect, but I think to keep DS progressing forwards, you need to take a small step backwards, not as so far as to say revert to 482, because I know you've spent a lot of time with 483. You ideas, in my opinion, may be too big a step back, but the ideas mostly appeal to me.
_________________


Fatal -gambit-
Cadet

Joined: March 31, 2004
Posts: 105
From: Brooklyn, NY
Posted: 2005-07-24 14:14   
Quote:

On 2005-07-24 12:30, CharAznable wrote:
As long as were on this mind set of takking out all the stuff weve had for the past 3 yrs.. why not


Remove IE, AME, PFE, and AFE
and
Replace with "Engine"

Then

Take Gause Gun, Rail Gun, Particle Cannon And Psi Cannon
and
Replace with "Gun"

Also

Take Disruptor, CL, Hvy Chem Lasers and Asslult Disruptor
and
Replace with "Beam"

Dont forget

AMJ, Tayc JD, WH, and HMA
and
Replace with "FTL"

Opps almost forgot

Take ICC, Ugto, Kluth, Mir, & Pirate Ships
and
Replace with "Ship"


I Cant Wait





couldn't have said it better.

removing modding makes an already shallow game (really, all you do is mash spacebar till ur jd is recharged, then jump away) even more shallow. Change it if you will (the 'layout' posts seem like an idea worth a shot), but to remove personalization/customization entirely will make this game even weaker in the strategy element than it already is.
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Lark of Serenity
Grand Admiral
Raven Warriors

Joined: June 02, 2002
Posts: 2516
Posted: 2005-07-24 15:23   
yes, because the most teamplay oriented MMPOG in the world (barring Tribes, but sierra has killed that anyways) is weak in strategy...
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Admiral Larky, The Wolf
Don't play with fire, play with Larky.
Raven Division Command - 1st Division


Anubis132
Vice Admiral

Joined: September 21, 2002
Posts: 65
From: San Jose
Posted: 2005-07-24 16:17   
Quote:

On 2005-07-24 02:19, Coeus {Save DS!} wrote:
...I think a few people made comparisons to the Mech Warrior series, where you choose & outfit your ship BEFORE it leaves the shipyard (which makes a lot of sense IMO).



Bad. That will make it so there will be one for each type of hull. Scout, frigate, dessie, cruiser, dread, engy, transport, extractor, station. Maybe an alternate dread hull or dessie hull. THOSE will be your ONLY options in regards of ships, as the "standard" ships would have no purpose. Having standard production-line type ships is much better, because you choose a ship for its particular role. That would make more sense, anyways. (And in the Battletech universe, the 'Mechs are made off a production line with several variants of each 'Mech type. They are NOT modified according to the pilot's wish. Thay had standard 'Mechs used for certain roles.)

And about the "predictability" of the standard ships... you forgot that people modify their ships anyways. A missile cruiser might be a torpedo boat, for all you know. I know i did that with a Missile Dread a while back. That's pretty unpredictable, if you ask me.
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Doesn't matter.
What is matter?
Nevermind.

  Goto the website of Anubis132
Kuma
Cadet

Joined: November 16, 2002
Posts: 107
Posted: 2005-07-25 00:35   
Just putting my 2 cent sin support of Jim Starluck's idea. It crystallizes all the pages of good ideas on mods and drops the stupid ones. Woot for him.

Regardless of the system implemented, ship mod design templates (saved loadouts that can be dropped on a newly spawned ship) are REQUIRED in my opinion. I wondered why they weren't there the first time I logged in for the free trial; modding is such an arduous process, but perfectly suited to the template concept. I got so caught up in complaining about pres loss, I forgot about it...so hats off to Jim for suggesting!

Templates work best with the insta-mod idea that scraps build queues, so I vote for that, too.
_________________


BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2005-07-25 00:47   
Backslash's and Drafell's proposal

For anyone who missed it, or wants to read it.
_________________


Avetorian
Admiral

Joined: March 03, 2003
Posts: 41
Posted: 2005-07-25 10:07   
I just went through the proposal, now that i think about it "individualizing ships" as you say is actually good and it does keep an interest, all i say is dont make modding the core of the game, rather the fast action combat as it should be..

Right now resources lost/pres loss is at a level where im afraid to take anything higher then a cruiser because either, i lag into a planet or i die in combat from no ship control, it should be toned down, to atleast where it was at the begining of the trial.. alot of others are afraid to use higher ships too because of this.. we can see fleet admirals in a destroyer cuz they dont want to loose their rank lol.

The begining of the trial was fine.. you still had a risk of loosing prestige at a high rate from so many death but it wasnt so bad you are scared to take anything higher then a destroyer or a cruiser..

I do not know if 1.482 was the same as the begining of the trial was, if it was then yea that level is fine, i thought it was fairly balanced..
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