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Forum Index » » Developer Feedback » » New ship, Modding system. i worked hard.
 Author New ship, Modding system. i worked hard.
Legatus Immolation
Marshal

Joined: December 20, 2004
Posts: 384
Posted: 2006-11-21 11:10   
ill start with modding since i see that as the greater spark in darkspace. And while looking at gothugs modding topic
you take a damage out put say 10? and then u look at all the things that do the damage output. simply Divide it by 10 and u get different systems basicly doing the SAME damage if u get me here. Thats what it looks lose to ur getting at in 484. and the 'levels' in armour and weapons idea really doesnt look that great.
what we need (and i kno i always do this but its always good to look at successfull games) is a rock solid modding systems. and this completely stop ships from not being as their intended.
how i plan to implement this idea? ..

you get 8 classes of weapons. each class has a different MAX energy output.
lowest class doing the least damage but taking up the least max energy:

Basic laser (or CL500),pulse laser, disrupter looking at Scouts and frigs MAX energy its roughly between 50-120 (upgraded or not and aux gens added etc.) so how we implement this is (assuming ur going all basic lasers) we have a new interfeace for darkspace, maybe like the eve Systems management display.
and that interface includes a set limit of energy for that class of ship. and saying the basic laser takes up roughly 10 energy. u can fit between 6-10 lasers on ur frig, having the option of being a point defence frigate, not much damage but balanced.
now the next class of weapon:

Basic cannon: cannon or rail cannon, a rapid firing cannon ment for small quantity in a scout or frig, and medium in a destroyer, (remember i want to keep the weapon a class a LIMIT aswell as energy, so u cant go ALL lasers or all cannons unless the ship is designed that way)
the basic cannon takes up roughly 10-15 energy
next weapon class:

Basic missile: IT missile, shredder missile or AR missile this is a short-medium FAST tracking missile. u CANT dodge these unless ur in a very good position in a scout or a frigate. this makes lower class ships like frigates and scouts use missiles again against each other. and possibly have a destroyer be a 'anti scout/frig' destroyer, these missiles do fair damage and are used shooting down scouts-destroyers, energy :15-20

Basic Torpedo: Fusion, proton and AM torpedos, these do more damage than missiles cannons and lasers, their tracking is farely accurate but not as tough as the missiles and cannons. they do fair-good damage and is ment for small use in small ships against med ships (not ment to hit other small ships) and this way lots of frigs with 1 or 2 of these torpedos can start to damage armoured ships. basic torpedos track effectivly up to destroyer and above. doing max damage to scout (if it hits) but its intended for dessey and up. energy limit : 20-30 (AM being 30)
next weapon class:

Heavy laser: Heavy chem laser or (CL 2k), assault disrupter or Gamma Laser. These Lasers are meant for slight system damage and or Anti scout/frig weapon, these do very good damages to lower class vessels of Cruiser and below. Gamma Laser is a new weapon id thought id implement as a core weapon for assault dreads or battle station its for the ICC. does quite a far bit of damage (about 60% that of a ion/qst/SI no splash damage) and is ment to cut off an enemys escape, especially if u hit him from behind the tachyon and or IE drives will be knocked out temporarily it has a minimum distance of 150gu and a max distance of 400gu recharge time 2 minutes. there is a flaw in the lasers base code which basicly means it cant lock on to small ships. It needs a stable ion stream to lock on hence Cruiser and above. energy for gamma laser :30, heavy chem laser and assault disrupter energy :25

Assault cannon: psionic cannon, Particle cannon and Charged Antimatter cannon (Charged AM). psi cannon has slightly less speed and less shots per round but overall more damage than the particle cannon, particle cannon has fairly good damage and above average range and more shots per round, good overall weapon.
Charged antimatter cannon, a Yellow Stream of particles can be visually seen going from the back of the ship all the way right through to the front and exiting in one blast. the charge time is roughly 25 seconds and the Recharge time is 3 minutes. this does as much damage as the Gamma laser and is a good offensive weapon with a good max range of roughly 1000gu, part of its job is to lower enemys moral or scare them, hence seeing a ship charge one of its main weapons, It can be locked on to cruisers and above but if the cruisers have a rather good chance of dodging.is for UGTO.
Energy for psi/particle = 20 energy for Charged AM = 30

Barrage missiles: Psimissiles, Ion missiles, Proton missiles and Plasma missile,
Psi/ion/proton missiles are like ur AM/Fusion/Proton torpedos, Psi doing the most damage, but being the less accurate, ion being the most accurate and damage dealing but least amount of damage, and proton having balanced, fair accuracry and damage. Now the Kluths turn for a core weapon, the Plasma Missile, no charged effect, 10 missiles for 1 slot. Equivlent in damage to the Charged AM and the Gamma laser, fire and forget missile. Locks on to Cruisers and above, has a high hit chance on dreads and stations but relitivly low chance on hit to cruisers. only new core weapon with splash damage so if u miss u can explode and do splash damage, but relitivly reduced. The plasma is a Medium - long range missile for offencive means only will travel 1500gu before exploding, means ucan target a enemy ship at 700gu and the missile if missed will fly about till its fuel runs out at that 1500gu mark. minimum range 450gu. Recharge time 3 minutes.
energy for psi/ion/proton missiles = 20 energy, Plasma missile = 30 energy

Armed Drones : Drones are unmanned Craft that Escort the ship and fire on enemy ships with their own cannons, or shoot down missiles or Fighters with their small lasers, drones are incredibly weak when alone but when u have a fair number of them u get a good defence position. 5 drones per slot, once a drone is launched it can be set to attack/defend/Follow via orders, u can defend other ships but only a set number of drones are aloud to be on defencive order at a ship at any one time. Fighters/missiles/particles or anything with splash damage can destroy drones, it takes 2 drones to take down a basic missile and 4 to take out a barrage missile (not including core weapons)max drones activated per ship 25, recharge time per activated drone, 2 minutes. Energy: 15

Viper Drones : These drones are more offence than defencive, they have no point defence capability whatsoever and shoot a volley of 2 tracking sabots per drone. the sheer number of potential missiles that can be fired at a ship from these drones are to confuse ships sensors and give them a feeling to flee rather than cause mass damage. 25 drones maximum X 2missiles each = 50 energy :15

this is what i have so far, i have not included bombing/supplying/fighters for a reason but i will if i receive positive feedback of this idea.
Basic weapons are clamped to Destroyer class and below.
Basic weapons and heavy weapons clamped to Cruiser and above.
New core weapons are Dread and above, they could possibly be involved on the Mandible/Combat dread/Battle dread
1 NEW core weapon per ship, u can have an old core and a new core.

Energy ONLY includes Weapons, (bombs fighters and such) not ECM/reloads/Build.

Scouts have : 80 energy
Frigates: 95
Destroyers: 125
Cruisers: 160
Dreads: 210- 250 (if assault class)
stations 310-400 (if assault class)
New Ship: A few people in the lobby wer referring to 480 and Shipyards, so i had a bit of an idea to scrap the Shipyard in general from a planet and make it D.I.Y
the 'Shipyarder' Cruiser class, good defencive armour, low weaponry.This ships task is to go out in a SECURED area and start to build a shipyard, Build time : approximatly 10 minutes. 1 Shipyard can only be used once per person until it is destroyed. if the cruiser is destroyed whilst building the shipyard the shipyard pauses at its construction % complete, until another shipyarder comes to finish building it. if the Shipyard is destroyed whilst under construction then u must start over again. Shipyards are pretty big in size and have alot of hull, roughly equivlent to a station. Possible prestige to be given to the person building the shipyard and maybe the person destroying it. This new ship gives u a chance to implement tactics in strategic positions to unload new ships. u cannot build a shipyard in random space, u must be within 5kgu of a friendly planet.

that is all i have for an idea guys, i worked hard on it but tell me what u think so far, i dont want replys such as ''nobody wants ur idea for 484'' i would be surprised if it was, this idea is well an idea a rough copy for a possible future of darkspace if anyone choose to USE my idea,
so comments and feedback please.
thank you.

[ This Message was edited by: Airwolf on 2006-11-21 11:25 ]

[small][ This Message was edited by: Airwolf on 2006-11-21 11:37 ][/small]

[ This Message was edited by: Airwolf on 2006-11-21 11:39 ]
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Axianda The Royal
Fleet Admiral
Terra Squadron

Joined: November 20, 2001
Posts: 4273
From: Axianda
Posted: 2006-11-21 11:13   
you owe me the 10 secs it took me to write this reply


seriously will read it later im to lazy now


* edit was a little less lazy *

i like the drones idea, a point defense drone "net/cloud" would be sweet as an escort ship.. like a regular reload drone you can set the target to any you select or self protect.


rest i gotta think about a lil more

[ This Message was edited by: Axianda on 2006-11-21 11:17 ]
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- Axi

BLACKHAWK(ENGLAND)
Cadet

Joined: March 19, 2006
Posts: 268
From: Manchester, England
Posted: 2006-11-21 12:22   
i think the work and stats are good but the core names are not good as kluth are the only one that can use antimatter and finaly all weapons are related to kluth

EG:Gamma Laser if its a beam it should be kluth as they are the main users of beams and do the most damage etc like Assuat disrupters.

EG:Charged Antimatter cannon the first thing its antimatter which is kluth second when can humans use antimatter

EG:Plasma Missile personaly this should be icc

and now i dont care. If the names stay i will not suport this and finaly kluth should have a beam core weapon thats all GL
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Legatus Immolation
Marshal

Joined: December 20, 2004
Posts: 384
Posted: 2006-11-21 13:39   
sure whatever lol, depends what other feedback i get hehe
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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2006-11-21 14:12   
You're ripping off EVE big time.

This is basicly EVE's Powergrid / CPU turned into DarkSpace's Energy.

The modding system me and Drafell thought up is exactly what we want for 1.484. what you're proposing would take far too long to impliment, and simply will not work with DarkSpace.

I fail to see why levels in armor and levels isn't great. The idea is sound, the implimentation of it in 1.483 was flawed however, and we are fixing this by clamping the level of a device to the ship hull. No matter what you install on a dreadnought, it will always be that set level (10 for instance). You cannot lower this, and you cannot increase it, it's set in stone.

This allows us to tweak ships a lot more than before. Instead of adding more armor plates to a ship to give it more armor, we can increase the level of the base ship, and give it slightly more. This also allows us to have fewer weapons and objects ingame, rather than manually coding many weapons that are basicly the same, but have different variables for damage and such.

The fitting of ships is done by choice. If we think a ship does too little damage, we'll add more weapons, and if we think it does too much, we'll remove weapons (or tinker with levels).

This is just a shoddy rip-off of EVE.

Sorry.

(ONLY POST SUGGESTIONS IN THE BETA FORUM)
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