Welcome aboard Visitor...

Daily Screenshot

Server Costs Target


9% of 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 +1.1 Days

Search

Anniversaries

No anniversaries today.

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 » » English (General) » » Special Ability Switchups
 Author Special Ability Switchups
Fatal Afro Man *NCO*
Marshal
Fatal Squadron


Joined: September 09, 2006
Posts: 201
Posted: 2009-11-10 17:32   
I was thinking it would be neat to be able to have different faction specific special abilities. For instance the Kluth could have Cloak or Adrenal Gland. The Adrenal Gland would allow the ship to travel at higher than normal speeds without energy usage and increase damage for a limited time. ICC could switch out pulse shield for some form of super shield generator, that would either beef up the shields for a period of time or maybe kick all shields up by 20-30% HP, UGTO could have an EMP blast that would cause any ship that is hulled to have all systems go into a cool down. Thoughts?
_________________
[Signature size too large, please resize. (600x200x100kb)

Doran
Chief Marshal
Galactic Navy


Joined: March 29, 2003
Posts: 4032
From: The Gideon Unit
Posted: 2009-11-10 20:27   
Quote:

On 2009-11-10 17:32, Afro Man wrote:
Adrenal Gland.




we require more vespene gas
_________________


Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2009-11-10 20:58   
Quote:

On 2009-11-10 20:27, Doran wrote:
Quote:

On 2009-11-10 17:32, Afro Man wrote:
Adrenal Gland.




we require more vespene gas






But seriously, I can see some alternatives to the v button special abilities

K'luth: Psi shield - operates like ICC shields, has the same strength as an ICC active shield but no energy costs and an insane regen

UGTO: Flux Cannon - A single QST like round that disables a ships movement abilities (turning, thrust changing, jumping) for x seconds with a huge cooldown

ICC: Pulse Shield - Weapons that would normally hit your ship instead are reflected off it like you're a pong paddle. Lasts x seconds with a huge cooldown
_________________


Light404
Grand Admiral

Joined: May 10, 2002
Posts: 54
Posted: 2009-11-10 21:26   
[/quote]



^HAHA thats awesome

But seriously, I can see some alternatives to the v button special abilities

K'luth: Psi shield - operates like ICC shields, has the same strength as an ICC active shield but no energy costs and an insane regen

wait a minute, why should the klluth get better shields than icc? this was supposed to be funny right? besides, the cloak is already an amazing special ability, the kluth dont need 2 specials

UGTO: Flux Cannon - A single QST like round that disables a ships movement abilities (turning, thrust changing, jumping) for x seconds with a huge cooldown

has some merit

ICC: Pulse Shield - Weapons that would normally hit your ship instead are reflected off it like you're a pong paddle. Lasts x seconds with a huge cooldown

invincibilty is never a good idea, especially in a game like this. the fitting icc's defensive theme, some kind of quick jump or super maneuverability may be a lil better

[/quote]

but really, lets not add any more specials, leave things the way they are for now
[ This Message was edited by: Light404 on 2009-11-10 21:29 ]
_________________


Mr Black
Grand Admiral
Palestar


Joined: September 20, 2003
Posts: 486
From: Gaifenland
Posted: 2009-11-10 21:59   
Hmm, a Psionic Shield idea could work. Would give 100% resistance to psionic/energy damage for a limited period (or until other damage obliterates the shield) and have an insanely long, but low energy cost recharge. Nice purple flare effect. Make Chitinous Armor more resistant to kinetic damage as well...

ICC could get a variant for kinetic weapons as an alternative to the pulse shield. UGTO would lose out, but there are still many other options available.
_________________
\\r\\n
DarkSpace Administrator - \\r\\n
drafell@palestar.com

Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2009-11-10 22:04   
Quote:

On 2009-11-10 21:59, Mr Black wrote:
ICC could get a variant for kinetic weapons as an alternative to the pulse shield. UGTO would lose out, but there are still many other options available.




Realistically, what could gadgets do? Could command ships get "order" Modules? ie: Click this gadget for a 10% defense boost for 30 seconds of all friendly ships in a 500 gu radius? etc?

UGTO options could include increasing their maximum energy reserves, already capitalizing one of their benefits. (actually I think the ICC might beenfit the most from that instead of a pulse wave)
_________________


Mr Black
Grand Admiral
Palestar


Joined: September 20, 2003
Posts: 486
From: Gaifenland
Posted: 2009-11-11 16:28   
A resistance bonus to certain damage types is definitely possible, we just have to hook AoE effects up into the Enhancement code. This would be an ideal role for the Command class ships.
_________________
\\r\\n
DarkSpace Administrator - \\r\\n
drafell@palestar.com

Page created in 0.012678 seconds.


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