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[FAQ
Forum Index » » English (General) » » Ship slots
 Author Ship slots
Nimitz
Fleet Admiral
Courageous Elite Commandos


Joined: April 19, 2005
Posts: 141
From: Melbourne, Australia
Posted: 2010-05-01 21:53   
Probably going get flamed but here goes...

We're constantly told that every ship in DarkSpace has it niche usage. That's fine. Where it falls short is there are only 8 ship slots on your garage. That's not nearly enough to even put the "niche usage" idea into practice.

Currently, when you scrap a ship from your garage, you lose all your enhancements from it. So one way of bypassing the 8 ship slot issue is to return all the enhancements when a ship is removed from the garage. Perhaps just for the last two slots of the garage even, so you at least get two "free" slots to use.

Or, increase the number of ship slots.

Oh, before anyone says just pay for the enhancements again, some enhancements are not available for purchase.
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Sens [R33]
Admiral

Joined: September 27, 2008
Posts: 1020
From: Edge of th...
Posted: 2010-05-01 22:23   
One would expect players to specialize, a fully modded garage can cost up to $65, and thats nothing to sneer at. In fact, you don't need a fully modded engineer, recon scout, or command dread to be effective. So you want to have multiple stations and dreads? Well that's your choice, but if you diversify, 8 slots is more than enough to handle any situation. Pesonally, I only use 6 slots and leave two for cheap ships like scouts, transports, or suppies. On hand I have an interdictor, supply station, assault dread, heavy cruiser, assault cruiser, and command dread. Thats enough to handle pretty much any situation wouldn't you say?

[ This Message was edited by: Sensitivity on 2010-05-01 22:24 ]
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-05-02 00:24   
I'm all for the idea of returning enh to garage when u remove them from yr ships.
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Nightsabre
Marshal

Joined: February 21, 2005
Posts: 66
Posted: 2010-05-02 00:29   
I either want more ships or my enh back too. As I play more than one faction its imposible to not use up the 8 slots. But I have an idea that I would go for too. Make it so that you can use 8 slot on each faction if you want that would work for me. And hide the ships that are of different factions. That way you get 8 ships only but also get the ability to play different factions if you want.
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Borgie
Chief Marshal
Pitch Black


Joined: August 15, 2005
Posts: 2256
From: close by
Posted: 2010-05-02 04:17   
Quote:

On 2010-05-01 22:23, Sensitivity wrote:
One would expect players to specialize, a fully modded garage can cost up to $65, and thats nothing to sneer at. In fact, you don't need a fully modded engineer, recon scout, or command dread to be effective. So you want to have multiple stations and dreads? Well that's your choice, but if you diversify, 8 slots is more than enough to handle any situation. Pesonally, I only use 6 slots and leave two for cheap ships like scouts, transports, or suppies. On hand I have an interdictor, supply station, assault dread, heavy cruiser, assault cruiser, and command dread. Thats enough to handle pretty much any situation wouldn't you say?

[ This Message was edited by: Sensitivity on 2010-05-01 22:24 ]




i keep 3 combat ships,1 station,dictor, leaves me 3 slots open for whats needed. i don't see why it would be hard for a ugto player that only has 4 really good ships at admiral rank or better.
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Sixkiller
Marshal
Courageous Elite Commandos


Joined: May 11, 2005
Posts: 1786
From: Netherlands
Posted: 2010-05-02 04:37   
Battle Station, Command Station, Supply Station, Elite Assault Dread, Battle Dread, Battle Cruiser, Interdictor, Heavy Transport. 8 slots. must say i dont really require more. If i need something, i scrap the transport, and spawn either a supply ship or an engineer. however, i can imagine some people want a command dread in there to. I also still support the idea of BUYING more garage slots.
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Starcommander
Marshal

Joined: December 14, 2005
Posts: 579
From: In your base, stealing your cookies
Posted: 2010-05-02 05:38   
buy more slots is a good idea. I have all 3 types of stations, AD, HC, guppy for a keepsake and the last 2 slots are for situational things but usually sit at a engiee/transport and a CD. 8 is nice since I am still used to (even after all this time with the 6 that we had when I started.
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Nimitz
Fleet Admiral
Courageous Elite Commandos


Joined: April 19, 2005
Posts: 141
From: Melbourne, Australia
Posted: 2010-05-02 06:28   
I've got 3 cruisers, 2 dreads, Heavy Sup and Scout. I haven't got anything yet to fill the last slot, so it's shared between a hvy transport or extractor. Soon to come may be a station and/or EAD.

There are accusations floating about that people always fly the biggest ship, well with just 8 slots, I might have to do that now!

I also support the option of paying for more slots. At least it's an option rather than none.
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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2010-05-02 08:20   
We're toying with being able to purchased additional slots. It's something I'd personally like to see. We're also looking into ways to restrict large ships being spawned within quick succession.

Two birds, one torpedo.
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Glaceon
Fleet Admiral

Joined: January 08, 2010
Posts: 141
Posted: 2010-05-02 10:29   
yea moar ship slots =( cause i have to keep the "collectors item" guppy carrier cruiser in my ship select
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Borgie
Chief Marshal
Pitch Black


Joined: August 15, 2005
Posts: 2256
From: close by
Posted: 2010-05-02 11:20   
Quote:

On 2010-05-02 08:20, BackSlash wrote:
We're toying with being able to purchased additional slots. It's something I'd personally like to see. We're also looking into ways to restrict large ships being spawned within quick succession.

Two birds, one torpedo.




thats a service i might think about paying for
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Azreal
Chief Marshal

Joined: March 14, 2004
Posts: 2816
From: United State of Texas, Houston
Posted: 2010-05-02 21:56   
Nymph - Because it reminds me of the old Claw. Also needed a small ship for my rare pirate enhancements. Was my old RR farmer.

Transport - Because sometimes you just need to survive the drop.

Clavate - Have to have a bomber, and the Clav is very effect if modded correctly

Piercer - Currently have one modded, but I consider it a drop ship if I need a slot.

Ganglia - Hey, if your gonna give me a missle spammer, dont blame me if I mod it for distance and spam away.

Krill - Modded for heavy damage.

Krill - Modded for rapid fire

Colony - I hate stations. How many times do I have to say it. I think I have a few mods on it, but not anything I have bought. I use it to build and for capping yellow in safer servers. This is for sure a drop ship.

My ships are modded for my style. I have credits to burn, which allows me to drop a fully modded blue ship with 18 dura left if I feel the need. Two of my ships contain rare mods that I wont drop at all.

Extra slots are nice, but there is a whole area of tactics that come to play when choosing a ship to spawn. I would hate to see that lost.

I'm truly torn on the idea of purchasing additional slots. One side of me says that it would be cool to have extra ships. The other side of me ponders what more strategic aspect will become watered down by it's addition.
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