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[FAQ
Forum Index » » Developer Feedback » » Carrier Changes
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 Author Carrier Changes
Talar
Vice Admiral

Joined: July 10, 2004
Posts: 39
From: San Diego
Posted: 2010-10-03 07:53   
I have noticed, not many use carriers these days.
so i am recommending a change to them.

Carriers are often the most feared ship in most space mmos and the counter to dreads, but in ds this is far and few between, being a planetary combat ship in general.


I recommend the following changes.
Carriers gain highest defense of their class.
Carriers now carry 6-8 Fight ports (the compontant) as opposed to 3-4.
and the fighter slots now carrier 15-25 fighters each.

Anti-ship fighters gain some more defense (not being able to be shot by 1 pulse beam etc)

Anti-planetary fighters recieve a nerf (as carriers with larger fighter groups would decimate).

New Ecm Fighters. (anti-sensor fighter; minor attack and defense)
New eccm fighter (anti-ecm fighter; minor attack and defense)

Let me know what you think
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DubStep Santa
Marshal

Joined: July 23, 2004
Posts: 80
From: Atlanta GA
Posted: 2010-10-03 08:07   
carriers are still used, hell i even use mine from time to time

the problem with carriers is they are used much like the icc Missle Dread its not a ship of the line it stays back with stations or planets to launch its payloads (fighters) but people use it to jump kluth battle groups or icc stations head on and expect to win cause its a dread, so it gets a bad rap

the ship is fine(The pilots just suck)
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Talar
Vice Admiral

Joined: July 10, 2004
Posts: 39
From: San Diego
Posted: 2010-10-03 08:18   
Na i dont agree. the use of carriers is few and far between and is situational at best.

IT needs a beef, both in defense and firepower.
longer range is fine, but meh 4 fighters and 4 slots = ghetto
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DubStep Santa
Marshal

Joined: July 23, 2004
Posts: 80
From: Atlanta GA
Posted: 2010-10-03 08:28   
Quote:

On 2010-10-03 08:18, Mikiel Abdullah wrote:
Na i dont agree. the use of carriers is few and far between and is situational at best.

IT needs a beef, both in defense and firepower.
longer range is fine, but meh 4 fighters and 4 slots = ghetto



SURE! LETS PUT 10 CORE WEAPONS ON IT AND GIE IT THE HULL RATEING OF 5 STATIONS

Brb doing that now !
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Borgie
Chief Marshal
Pitch Black


Joined: August 15, 2005
Posts: 2256
From: close by
Posted: 2010-10-03 08:33   
Quote:

On 2010-10-03 07:53, Mikiel Abdullah wrote:
I have noticed, not many use carriers these days.
so i am recommending a change to them.

Carriers are often the most feared ship in most space mmos and the counter to dreads, but in ds this is far and few between, being a planetary combat ship in general.


I recommend the following changes.
Carriers gain highest defense of their class.
Carriers now carry 6-8 Fight ports (the compontant) as opposed to 3-4.
and the fighter slots now carrier 15-25 fighters each.

Anti-ship fighters gain some more defense (not being able to be shot by 1 pulse beam etc)

Anti-planetary fighters recieve a nerf (as carriers with larger fighter groups would decimate).

New Ecm Fighters. (anti-sensor fighter; minor attack and defense)
New eccm fighter (anti-ecm fighter; minor attack and defense)

Let me know what you think



i see people using carrier dreds all the time. killed a few of them yesterday. as thor said its not the ship that sucks, its hte pilot
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YIIMM
Grand Admiral

Joined: June 16, 2005
Posts: 851
From: Barcino, Hispania Tarraconensis
Posted: 2010-10-03 08:33   
The problem with carriers is that their primary weapon, fighters, need an overhaul.


This is already in progress, though.
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-10-03 09:18   

Yeap, as YIIMM said.

Fighters need to be more lethal. Right now, they're a joke.
So I'd wait for the overhaul.

But I also hope they merge the Carrier and Command classes. Right now I don't see a use for the Command class, other than a fanciful, but non-functional (or even dysfunctional) engie/extractor.

Once they've combined the Command and Carrier into one (like the ICC Carrier) then perhaps they can introduce a new class of dread. I hope this is being looked into for the dread refactoring.

Thx

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NoBoDx
Grand Admiral

Joined: October 14, 2003
Posts: 784
From: Germany / NRW
Posted: 2010-10-03 10:38   
Quote:

On 2010-10-03 07:53, Mikiel Abdullah wrote:
Carriers now carry 6-8 Fight ports (the compontant) as opposed to 3-4.
and the fighter slots now carrier 15-25 fighters each.

Anti-ship fighters gain some more defense (not being able to be shot by 1 pulse beam etc)



not going to happen
why? because fighters create massive server-load (afaik each fighter cause double the load missles do)

and currently the design-trend is going away from massive missle-spam
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Zero28
Grand Admiral

Joined: August 25, 2006
Posts: 591
Posted: 2010-10-03 12:42   
Carriers arn't as bad as you might think, the UGTO carrier dread, got some firepower to rival cruisers, and enough ECCM slots to make a luth's nightmare come true, however it is not a front line ship, it should stay at the back, and be protected

As for agincourt. I still have mine, fully enhanced for weapon damage (fighter damage) even then its hardly anything atm. the MD outdamage it with his tons of missles. the the luth jsut cloak when they see missles or fighters coming.

Ok the fighters do got a range higher than anythign else, but there speed and firepower are negligable

i only think its the fighters that needs a little buff, but i heard its comeing with the fighter interface and stuff so , gotta wait til then

[ This Message was edited by: Zero28 on 2010-10-03 13:20 ]
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Gin Ichimaru
Grand Admiral

Joined: March 17, 2006
Posts: 110
From: Undisclosed
Posted: 2010-10-03 20:34   
Quote:

On 2010-10-03 12:42, Zero28 wrote:
Carriers arn't as bad as you might think, the UGTO carrier dread, got some firepower to rival cruisers, and enough ECCM slots to make a luth's nightmare come true, however it is not a front line ship, it should stay at the back, and be protected

As for agincourt. I still have mine, fully enhanced for weapon damage (fighter damage) even then its hardly anything atm. the MD outdamage it with his tons of missles. the the luth jsut cloak when they see missles or fighters coming.

Ok the fighters do got a range higher than anythign else, but there speed and firepower are negligable

i only think its the fighters that needs a little buff, but i heard its comeing with the fighter interface and stuff so , gotta wait til then

[ This Message was edited by: Zero28 on 2010-10-03 13:20 ]




I agree cause i love my God Killing Aggy, i use it against anything moving(except Luth on occasions).
My aggy is full of Weapon Condensors which greatly increase the fire rate(I think with fighters) And my favorite snack is Stations, Yum !

One of my favorite Front Line Ships

But they do need to test if certain enchancments work on fighters cause I'm Skeptical when it comes to putting weap enchances on my aggy.
:/

[ This Message was edited by: Gin Ichimaru on 2010-10-03 20:42 ]
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Katejina
Grand Admiral
Galactic Navy


Joined: February 13, 2010
Posts: 73
From: katejina
Posted: 2010-10-03 21:02   
Or what should happen is each "fighter slot" sends out 4 fighters which each does 25% the damage of the ones right now so 4 fighters = damage of 1 right now this make Pd on fighters harder yet have not to OP
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-10-03 21:41   
Quote:

On 2010-10-03 21:02, Katejina wrote:
Or what should happen is each "fighter slot" sends out 4 fighters which each does 25% the damage of the ones right now so 4 fighters = damage of 1 right now this make Pd on fighters harder yet have not to OP




And increase the server load?

Yes more fighters wld be nice visually. Alternatively, make them hurt more.
But no matter what, Carriers will always be a nice meal for Kluth dreads.

Maybe what needs to be revamped with the fighters are a way to directly control each fighter wing or group, just like the way it's done in Homeworld. That coupled w a 8000gu range.
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BackAlley
Marshal
Galactic Navy


Joined: September 24, 2002
Posts: 203
From: Pittsburgh,Pa. USA
Posted: 2010-10-03 23:00   
How about having the fighters reaquire there targets when a ship uncloaks or signature goes up.....
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*FTL*Soulless
Marshal

Joined: June 25, 2010
Posts: 787
From: Dres-Kona
Posted: 2010-10-03 23:35   
Quote:

On 2010-10-03 21:41, Kenny_Naboo[+R] wrote:
Quote:

On 2010-10-03 21:02, Katejina wrote:
Or what should happen is each "fighter slot" sends out 4 fighters which each does 25% the damage of the ones right now so 4 fighters = damage of 1 right now this make Pd on fighters harder yet have not to OP




And increase the server load?

Yes more fighters wld be nice visually. Alternatively, make them hurt more.
But no matter what, Carriers will always be a nice meal for Kluth dreads.

Maybe what needs to be revamped with the fighters are a way to directly control each fighter wing or group, just like the way it's done in Homeworld. That coupled w a 8000gu range.




So what you can directly controll the fighters( you controll them like your ship). Though they do need to be able to be retasked and not just sent out and come home
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-10-03 23:49   
Quote:

On 2010-10-03 23:35, *soulless *TO* wrote:
Quote:

On 2010-10-03 21:41, Kenny_Naboo[+R] wrote:
Quote:

On 2010-10-03 21:02, Katejina wrote:
Or what should happen is each "fighter slot" sends out 4 fighters which each does 25% the damage of the ones right now so 4 fighters = damage of 1 right now this make Pd on fighters harder yet have not to OP




And increase the server load?

Yes more fighters wld be nice visually. Alternatively, make them hurt more.
But no matter what, Carriers will always be a nice meal for Kluth dreads.

Maybe what needs to be revamped with the fighters are a way to directly control each fighter wing or group, just like the way it's done in Homeworld. That coupled w a 8000gu range.




So what you can directly controll the fighters( you controll them like your ship). Though they do need to be able to be retasked and not just sent out and come home




Yes. So you can control the fighters.

Either by way of RTS style point and click to move, or even jump into the fighter groups themselves and fly them manually.

Interesting idea ain't it?
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