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[FAQ
Forum Index » » Developer Feedback » » Ship Upgrades
 Author Ship Upgrades
Musashi Miyamoto
Admiral

Joined: October 30, 2010
Posts: 51
Posted: 2011-06-03 22:05   
Ship Upgrades

HULL UPGRADES

reinforced hull - doubles hull hp. costs as much as the ships hull.

ablative hull - reduces damage done by missiles by 25% to the hull. cost 2500 resources. requires reinforced hull.

reflective hull - reduces damage done by energy weapons by 25% to the hull. 2500 resources. requires reinforced hull.

stealth hull - reduces ship signature by 25%. requires reinforced hull, ablative hull, and reflective hull. costs 7500 resources.

stealth hull Mk 2 - reduces ship signature by 20%. (scouts only). costs 12500 resources

Nano repair hull - Hull regenerates slowly. can be upgraded multiple times. Lvl 1 +1 hp per second +5% 1000 resources. Lvl 2 +2 hp per second

+10% hull 2500 resorces (3500 resources total). Lvl 3 +3 hp per second +15% hull 5000 resources (8500 resources total) Note: Hull hp % upgrades

do not carry on to next lvl therefore lvl 2 only provides +10% added hull hp and Lvl 3 offers only 15% extra hull hp from normal. Hull % added

only increases hull hp by the base hull hp and doesnt interact with reinforced hull.

PROPULSION UPGRADES

Energy efficient - engines produce 25% more energy and adds 25% more energy storage. (engines produce 10% energy at maximum speed. cost 5000

resources .

Advanced storage tecnigues - increases energy and jump drive fuel storage by 25%. costs 10500 resources. requires energy efficient.

solar sail - increases maximum ship speed by 50% and increase jump drive speed by 25%. costs 10000 resources

antimatter jump drive - increases jump drive speed by 50%. costs 12500 resources.

stealth drive - reduces energy signature from jumping by 75%. costs 20000 resources.

ftl drives - changes the jump drive to an ftl drive allowing jumping in an interdiction field. cost 750000 resources.

solar powered drive - -25% jump drive fuel usage in the sunlight.

WEAPON UPGRADES

energy focuser - +25% to energy weapons range and damage. costs 2500 resources.

advanced tracking system - +50% turn rate for missles and 25% more damage from them with 5% chance to deal doubled damage. costs 2500 resources.

HE torpedos - increases splash radius by 50% and increases damage by 25%. costs 2500 resources.

reload - -50% reload time and -25% to energy cost for all weapons. costs 7500 resources.

ARMOR UPGRADES

Emergency bulkheads - +25% armor hp. costs 2500 resources.

armor redundancy - +50% armor regeneration. Costs 2500 resouces (ugto only)

stealth armor - provides 3 minutes of optical camoflage. does not work against scanners. weapons fire on the ship disables it as well as weapons

fired by ship. permanent-25% ship signature from the ship +25% armor hp. 7500 resources.

solar collectors - provides extra energy for the ship when in direct sunlight. also recharges provides 10% faster recharge rates when in direct

sunlight. costs 2500 resources.

MINING BEAM UPGRADES

Er beam - doubles the range of the mining beam. 500 resources

Energy efficiency - -50% energy cost of mining beams. 2000 resources.

triple efficiency - 3x mining yield +100% mining rate. 5000 resources

extra mining beam - +1 slot for mining beam. Mining ships only. 10000 resources

ELECTRONIC WARFARE UPGRADES

Er ecm - -50% effectiveness loss from distance +25% effective ange for ecms. 500 resources.

Er eccm - -50% effectiveness loss from distance +25% effective ange for eccms. 500 resources.

Er scanner - -50% effectiveness loss from distance +25% effective ange for scanners. 500 resources.

Energy efficient ecm - -50% energy consumption for ecms. 1500 resources.

Energy efficient eccm - -50% energy consumption for eccms. 1500 resources.

Energy efficient scanner - -50% energy consumption for scanners. 1500 resources.

SHIELD UPGRADES (ICC ONLY)

energy efficient - -50% energy consumption for shields. 2000 resources

Ion shielding - + 25% shield regeneration. 5000 resources

emergency shielding - +75% shield hp. for every reactor onboard ship +5% shield strength. 1000 resources.

INTERDICTOR UPGRADES (INTERDICTOR SHIPS ONLY)

er interdictor - +25% interdictor range +10% energy consumption. 7500 resources

advanced interdictor - prevents ftl drives from activating. 750000 resources

energy efficient -15% energy consumption. 7500 resources.

SPECIAL UPGRADES

efficient tractor - +25% tractor beam strength. 500 resources.

repulser (tractor beam upgrade) - allows tractor beams to push objects away. 250 resources

energy efficient tractor beam - -50% energy consumption from tractor beams. 500 resources.

energy efficient reactor - +25% energy production and storage by auxilary reactors. 1000 resources

WORMHOLE UPGRADES

double charge - doubles recharge rate of wormholes increases wormhole range by 5% increases wormhole duration by 10%. 10000 resources

energy efficient wormhole - -50% energy cost for wornholes. +5% wormhole range +10% wormhole duration. 5000 resources

er wormhole - +25% wormhole range +10% wormhole duration. 10000 resources

wormhole efficiency - +25% wormhole duration +5% wormhole range 5000 resources.

CARRIER UPGRADES

Fighter Hull Upgrade - +20 fighter hp pulse waves will only do 10 damage to fighters with this upgrade.

Bay upgrade - +5 fighter capacity

Fighter constructor upgrade - New fighters can be built so long as there are 50 resources onboard the ship. +1 fighter every 5 secs. Note: Constructer can only resupply fighter bays and then only if the max fighter limit hasnt been reached.

Fighter Damage - +10 fighter weapons damage

Fighter engine - +50% fighter speed.

Fighter laser - +1 small CL. Small cl never misses, has 50au range, and does 10 damage per hit.

Rapid fire upgrade - +100% weapons fire rate for fighters.

Added Shield - +1 small shield shield protects fighter from 5 damage. ICC only

Added Armor - +1 small armor protects fighter from an additional 10 damage. UGTO and K'luth only.

SHIP UPGRADES

Added armor - +1 hull slot Cost 20000 resources

Added Shield - +1 Shield slot (ICC only) 20000 resources

Added Energy Weapon - +1 Laser slot 20000 resources

Added Launchers - +1 projectile slot 20000 resources

Added Engine - +1 Engine Slot 20000 resources

Added Reactor - +1 reactor slot 20000 resources

Added Tracor Beam - +1 tractor slot 5000 resources

Extra Storage - +1 cargo slot 5000 resources

Added construction drone - +1 construction slot 25000 (engineer ships only)

Added resupply - +1 resupply slot 10000 resources (resupply ships and stations only)

Note: ship upgrades cannot be taken twice for each and also ships are can have only a limited number of upgrades

Scout = 1 added slots

Frigate = 2 added slots

Dessie = 3 added slots

Cruiser = 4 added slots

Dread = 5 added slots

Station = 6 aded slots

Ship Specialization

Combat Specialization

Projectile Specialization - Projectile damage +75%, range +50, fire rate +50% energy weapons range, damage, fire rate -50% and -5% energy production. 2000 resources

Energy Specialization - Energy weapon damage +75%, range +50%, fire rate +50%, projectile range, damage, fire rate -50%, and -5% energy production. 2000 resources

Rapid Reload Specialization - +100% weapons fire rate, -50% energy production 2000 resources

Balanced - no bonuses or drawbacks.

Energy Specialization

Power saver - +50% energy storage -25% energy production 2000 resouces

Max performance - +50% energy production -75% energy storage 2000 resources

Balanced - no bonuses or drawbacks.

Repair Specialization

Repair prioritization - +50% repair rate of components and +25% armor regeneration. -25% energy production 2000 resources

Balanced - no bonuses or drawbacks.

Drone Specialization

Fast drones - -50% build time, -15% energy production. 2000 resources

Balanced - no bonuses or drawbacks.

combat specializations are separate from all other types of specializations as well as all other specializations.

Everything is debatable if you have any suggestions feel free to do so.

_________________


Forger of Destiny
Chief Marshal
We Kick Arse


Joined: October 10, 2009
Posts: 826
Posted: 2011-06-04 00:59   
Do you realise that there is no specific 'standard' ship hull in DarkSpace, which could be modified with these upgrades? And, do you also realise that things capable of improving a ship's strength called 'enhancements' exist? We don't need a second set of enhancers by the name of upgrades.

Resources as medium of exchange for upgrades? One can just build a terran planet (or worse, home planet) specialised in mining resources, and in a few hours a dozen players will have every upgrade.

The idea of upgrades which can improve the performance of a ship substantially over other similar ships without the expenditure of real money does not have a reason to be implemented, nor does it have enough limiting factors to keep the system from becoming unbalanced.

Why should you be permitted the possession of a ship that is superior than other ships, if you haven't earned or bought the right to it?

Sorry to say, but you apparently wasted a lot of time on devising something unimportant to the game. Had this been a suggestion about new types of enhancements, it would have a chance to be implemented ingame.

[ This Message was edited by: Brahmastra*SCO2*(COPS) on 2011-06-04 01:09 ]
_________________
Forging legends and lives outside till naught remains inside.


Rebel Retribution
Grand Admiral

Joined: January 23, 2006
Posts: 41
From: Hillsboro, OR
Posted: 2011-06-04 01:18   
what he said ^
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Grand Admiral of the assualt ship C.S.S. ADN-91 Nikoli Tesla and Fleet Flag Ship C.S.S. CC-289 Robert Goddard
\"Si vis pacem para bellum\"

  Email Rebel Retribution
CM7
Midshipman
Faster than Light


Joined: October 15, 2009
Posts: 1812
Posted: 2011-06-04 04:32   
i can see your passion.

but with only four days of in game time, id like to kindly ask, that you put more time into the game, unlock all ships, befor suggesting how to make it better.

Right now, Dreadnaughts probably look like a own all ship.. And stations like the GODs of olympia...

Time will give you proper perspective on DS ballance, and why things are the way they are.

happy hunting
_________________
Defiance and Opposition, a tribute to teamwork. I will remember always
339,144

Ravendark
Marshal
Sanity Assassins


Joined: July 01, 2010
Posts: 443
Posted: 2011-06-04 05:39   
"stealth armor - provides 3 minutes of optical camoflage. does not work against scanners. weapons fire on the ship disables it as well as weapons" now isnt that like having a cloak device? its silly. althou idea is very teasing, but its way out of this game. if you could adapt these ideas into form of enhancments, might actually work
_________________


Drafell
Grand Admiral
Mythica

Joined: May 30, 2003
Posts: 2449
From: United Kingdom
Posted: 2011-06-04 06:42   
@Musashi Miyamoto: Thank you for our feedback. It is good to see people trying to come up with ideas to improve DarkSpace. Unfortunately your current suggestions do not fit the vision of DarkSpace that we are currently working towards.

@Everyone Else: Just because a player has limited game times does not mean that something they suggest may not be of use. Often some of the best and most obvious improvements come from those players.
This kind of input is encouraged, even if it seems the Staff largely ignore what is suggested.

_________________
It's gone now, no longer here...Yet still I see, and still I fear.rnrn
rnrn
DarkSpace Developer - Retired

  Goto the website of Drafell
Nax
Marshal

Joined: May 12, 2005
Posts: 768
Posted: 2011-06-04 09:01   
I like that last part. Some of the best idea's come from those who weren't part of the current scheme and aren't *invested* in it personally.
_________________


Musashi Miyamoto
Admiral

Joined: October 30, 2010
Posts: 51
Posted: 2011-06-06 10:26   
Quote:

On 2011-06-04 00:59, Brahmastra*SCO2*(COPS) wrote:
Do you realise that there is no specific 'standard' ship hull in DarkSpace, which could be modified with these upgrades? And, do you also realise that things capable of improving a ship's strength called 'enhancements' exist? We don't need a second set of enhancers by the name of upgrades.

Resources as medium of exchange for upgrades? One can just build a terran planet (or worse, home planet) specialised in mining resources, and in a few hours a dozen players will have every upgrade.

The idea of upgrades which can improve the performance of a ship substantially over other similar ships without the expenditure of real money does not have a reason to be implemented, nor does it have enough limiting factors to keep the system from becoming unbalanced.

Why should you be permitted the possession of a ship that is superior than other ships, if you haven't earned or bought the right to it?

Sorry to say, but you apparently wasted a lot of time on devising something unimportant to the game. Had this been a suggestion about new types of enhancements, it would have a chance to be implemented ingame.

[ This Message was edited by: Musashi Miyamoto on 2011-06-06 10:33 ]




This is why the resource cost has to be debatable and also these upgrades are permanent how about 1 billion resources per upgrade would that make u happy OR 500 dollars to get 1. Im not saying that its perfect and also 200 tech would be a requirment of all of them making mining facilities too few to get them in just a few hours. Enhancers as far as i know only last a short time. Uprades are PERMANENT and then if that still doesnt make u happy or satisfied then every time a ship with upgrades is destroyed itll cost 100 million resources per upgrade just to fly it again or all upgrades are lost. still not satisfied with that heres another rule any ship with upgrades cannot have ANY enhancers applied to it regardless of what they do even if it does something not related to combat. its critics like you that make player feel bad about posting new ideas and may nvr post another idea again because they think some1 like u is just gonna tear it down again. I myself am a high critic "but saying an idea is a waste of time is more along the lines of bullying" which my friend once said. I personnally would nvr say something as vicious as that, i know a lot of ppl take their time to come up with ideas only for some1 to shoot it down with words like that.
_________________


*FTL*Soulless
Marshal

Joined: June 25, 2010
Posts: 787
From: Dres-Kona
Posted: 2011-06-06 10:29   
I think they should be lost when your ship is killed/dies.
_________________
We are Back from the shadows.


  Email *FTL*Soulless
Support Vessel Hinakata
2nd Rear Admiral

Joined: March 13, 2011
Posts: 3
Posted: 2011-06-06 15:28   
Just to letcha know buddy, the interdictor class ships Interdictor Subsystem already DOES stop all FTL traffic, AND prevents FTL from being used inside it's range when turned on. Sad to say, your idea about the dictors is kinda useless.

Otherwise, I like alot of your suggestions.
_________________
Assault Ship Basroil, Support Vessel Hinakata

CM7
Midshipman
Faster than Light


Joined: October 15, 2009
Posts: 1812
Posted: 2011-06-06 21:38   
Quote:

On 2011-06-04 09:01, Nax wrote:
I like that last part. Some of the best idea's come from those who weren't part of the current scheme and aren't *invested* in it personally.



Maybe.. But even after nearly two years, and 70 days of in-game time, I only have 1/3 of the picture. I just feel like one should at least have experience in what he/she is trying to change. Especially so when it comes to game play mechanics.
_________________
Defiance and Opposition, a tribute to teamwork. I will remember always
339,144

Dakili
Fleet Admiral

Joined: June 07, 2007
Posts: 86
From: Quebec
Posted: 2011-06-07 01:15   
Why not.. losing them once you die. BUT..... You CANT have thoses upgrades and enh at the same time. But Id say to up the res cost at least by 10x for some stuff if not even more.
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Would you be quite gentle as to take this coffee cup in the face and get knocked uncounscious my dear friend.


Enterprise
Chief Marshal

Joined: May 19, 2002
Posts: 2576
From: Hawthorne, Nevada
Posted: 2011-06-07 05:06   
Quote:

On 2011-06-04 06:42, Drafell wrote:

@Everyone Else: Just because a player has limited game times does not mean that something they suggest may not be of use. Often some of the best and most obvious improvements come from those players.
This kind of input is encouraged, even if it seems the Staff largely ignore what is suggested.





They are also usually the most basic and easy to implement ones. And outside perspective is nice. Radical introductions that fundamentally change the balancing dynamic in the game and would require plenty of time to implement, code and test... not so much. There is a world of difference between suggesting that there should be an enhancment that removes your ship trails and a suggestion that there should be free, easy to aquire upgrades that drastically increase your ships potential.

I'd say this one would definitely fall into the second catagory. So yeah, I would definitely say play the game a bit more before leaping to wild boundaries.




-Ent
_________________


Blackjack [DBL]
Grand Admiral
Faster than Light


Joined: February 25, 2011
Posts: 344
From: The land of venomous reptiles.
Posted: 2011-06-07 20:14   
if they have such a powerful advantage, there should be a weakness like,

Experimental Reactor: increases energy, massive explosion when killed.

If they have such powerful benefits, there should be a weakness or possibly 1 or 2 health.
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Names I used: Da Bes Loser, Perseverance, Loyalty.

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