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 Author Dev log1
MrSparkle
Marshal

Joined: August 13, 2001
Posts: 1912
From: mrsparkle
Posted: 2010-05-17 23:57   
[quote]
On 2010-05-13 13:30, BackSlash wrote:
Quote:

We're still recovering from 1.483. These "new directions" every month are one direction we're still heading towards. 1.483 ruined the game, its design, and how the factions worked. The original designs of the factions were never scrapped, removed, forgotten, or modifier. They're still there, and we still aim for all of them to play their roll.

This game will never be a single faction in 3 different skins. Each is designed to play differently.

Trying to fix the mess that was left for few of us to clean up is not an easy job. It's very, very easy for a player to point a finger and say "FIX IT" or "CHANGE IT" because of . The simple fact of the matter is that it's not that easy. You can change a value here and there, but it can cascade in a completely different way than you intended.

Remember that we're doing this for free, without pay, in our free time, when we can. We're essentially fixing the game, and it doesn't help when some of you moan constantly and have kneejerk reactions to small tweaks. It's expected (as is with every gaming community) when a value is moved in the opposite way to the way you personally want. But what you personally want is not always how things are meant to be.

You all have your individual views of DarkSpace. Not one of them will coinside with anyone elses.

If this tweak is affecting you, then you weren't playing K'luth as it was intended. Forget all you learnt from 1.483, and how has become. The original designs still apply, they're still what we aim for, and what we're working towards.
[ This Message was edited by: BackSlash on 2010-05-13 13:34 ]



Without getting into the other 4 pages of this post, and without testing the changes yet (real life is a pain right now), it seems like the change is minor and won't affect larger ships much, but will affect destroyers and smaller ships more.

And like Pakhos said, close range combat is not the option it used to be, so don't try to force Kluth to fight at close ranges in this version; not that the cannon range adjustment forces that but just for future consideration if this change is supposed to be the beginning of a trend of reducing all Kluth weapon ranges.

Quote:
- Tweaked K'luth cannon ranges slightly. This should bring them more towards the ranges we intended them to fight at.



The question is what range are they intended to fight at? Original intention was to fight at close range, but that was when they did massive damage in 1 alpha and sustained massive damage in return, without platforms or the defense bases we have today that complicate things.

Just keep in the back of your mind that if the intention is to make Kluth a close range faction again, close range only = suicide near enemy planets , which would just further encourage humans to planet hug and Kluth to lurk in deep space. The current ranges are pretty good for all factions, and I'd suggest not messing with them much now.

I'm not nearly as concerned about the cannon range adjustment as I am about possible future changes which this might be the first of, like next is nerf to SI range, then maybe PSI and shredder range or even complete removal of Ganglia because it's a long range ship for a close range faction, etc.

1.5 is a good version, don't change it too much if that's the plan.
_________________


BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2010-05-18 00:13   
I think this topic has run its course and cascaded way off-topic at times. People seem to be complaining for complainings sake now without thinking what they're writing through.. As a result I'm going to lock the thread. Feedback noted.
[ This Message was edited by: BackSlash on 2010-05-18 00:18 ]
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