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[FAQ
Forum Index » » Developer Feedback » » Suggestion: Completely Remove Stations as Playable Ships
 Author Suggestion: Completely Remove Stations as Playable Ships
JBud
Marshal

Joined: February 26, 2008
Posts: 1900
From: Behind you.
Posted: 2011-08-07 18:07   
We all have a love/hate relationship with stations, love em when we are in them, hate them when others are. I -- and many others -- believe that stations as playable ships, have no part in this game, however do play an important role. Here's what I propose:

Remove stations as playable ships.
Replace the current platforms with stations.
Reduce the limit for platforms dramatically.
Increase the build time, and resource cost for platforms dramatically.

This way stations can still take on their important roles, but as orbital or deep space stationary platforms of doom, instead of player ships of doom.

Post if you agree/disagree/or have more to add to this suggestion... @Developers, please be open while reading this and wait for player input before making any descisions
[ This Message was edited by: JBud on 2011-08-07 18:09 ]
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Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2011-08-07 18:09   
No. If we didn't want player controlled stations, we wouldn't have player controlled stations. But we do, so we do.
[ This Message was edited by: Pantheon on 2011-08-07 18:16 ]
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Aaron Lienhardt
Fleet Admiral

Joined: December 18, 2009
Posts: 76
Posted: 2011-08-07 18:48   
well sure stations are good when we r in them but bad when others have them but thats how the game is right?
if your alone and a station is capping your planets just bring some ai's and get a HC,SC or a CD and kill from a distance.
lately i'v been feeling an EAD is tougher than a UGTO SS because i had 4 pulse beams on my strike and i was beating the station up and it keeps shooting missiles but each wave gets blown up before reaching me Lol.
but an EAD can easily jump and beam me.
btw this is for the devs: thanks for the strike
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CM7
Midshipman
Faster than Light


Joined: October 15, 2009
Posts: 1812
Posted: 2011-08-07 20:42   
Its REALLY not hard to deal with stations.

One indictor can completly shut down a station spam.

I think stations are fine.
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The Stig
1st Rear Admiral
Praetorian Wolves


Joined: August 04, 2011
Posts: 14
From: killface
Posted: 2011-08-07 21:39   
flaw in plan detected: Worm Hole Generator
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CM7
Midshipman
Faster than Light


Joined: October 15, 2009
Posts: 1812
Posted: 2011-08-07 21:47   
Quote:

On 2011-08-07 21:39, The Stig wrote:
flaw in plan detected: Worm Hole Generator



bravo
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2011-08-07 22:14   
Quote:

On 2011-08-07 21:39, The Stig wrote:
flaw in plan detected: Worm Hole Generator




That's why they have either a HMA or WHG.

Someone suggested that they have both? Or have both but under a single cooldown?

I disagree. That would make them impervious to dictors. If they get dictored while carrying a HMA, then they should be stuck there for the duration.

Say no, to OP stations!
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µOmniVore
Grand Admiral

Joined: September 13, 2006
Posts: 171
Posted: 2011-08-07 22:23   
I like this idea i would much rather see Stations as defense fortresses with a crap load of weapons and defenses, you could just make Titans or Super Dreadnoughts as the next Tier after Dreads. the Fact that stations can move is a contradiction to the word. would also make the game more strategic imo because you can build a station and use it as a guardian to sy planets. maybe giving it the ability to just orbit planets.

Station - Verb: Put in or assign to a specified place for a particular purpose, esp. a military one: "troops were stationed in the town
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Lockerd
Fleet Admiral

Joined: June 01, 2007
Posts: 102
From: East Coast USA, New England, CT.
Posted: 2011-08-07 22:47   
or we could give stations more crucial roles, give them heavy defenses, but a ton of electronic warfare stuff, give the support stations a ton of defenses, the most of any station, but minimal weaponry, a ton of electronic warfare stuff,

give the combat stations, a strong set of armor, long range weaponry, or just scrap them all together and give stations new experimental tech to the game a basic prototype platform, i dont mean just for beta but give them the new pinical of weaponry have them change the face of warfare in darkspace, give them experimental tech, new shapes and such, give the UGTO stations new experimental armor which take more damage, or take energy weapons and chanel them into energy for the ship but be weaker, or electro magnetic hull which has stronger resistance but an energy grab and weaker to missiles,


the ICC stations new experimental shields which run on less energy, or new shields which can take more of an imact for more energy, or a new type of shield which can make energy weapons enhance the shield strength then colapse after it takes too much and then have it recharge up to 50 after it goes down, switch re-route for this. or give it a powerful micro star auxiliary generator, gives a massive boost in power but one drawback is back ground radiation, if you use the generator for so long it will start to damage the ship systems and then the hull.


Kluth, have exoskeleton armor which replaces organic, stronger and can take a few more hits but does not repair on its own and chitionus armor cant go over it, Plasma lined hull, absorbes more energy weapons and can regenerate faster but with a drawback of it needing to cool off or the hull will eat away, (this gives the kluth their element of neeeding to stick to hit and run) Stalker armor, basicly acts as a cloaking device but instead it would just be the armor itself, the cloaking device can be traded off for a singularity generator which creates an energy draining WH for anything not kluth within 1k gu and only lasts 10 seconds, also drains the launching ships energy reserves,

there is also weaponry

Core weapons have become standard weapons like, Partical Cannons, Rail Guns, PSI, etc, because as tech moves forward so does new developments in weapons and defense,

UGTO, Partical Assembly Cannon, only 3 allowed on any ship, Heavy and large weapons with large cooldown rates, each can take a layer off any ships defence, only one can be fired at a time, takes some chunk of energy, can also take out hull in 2 hits. ( not my most descriptive i Know)

ICC, Ion Bolt Missiles, only 3 allowed on any ship, does 3 times the damage of a Harpex, has the aperence of big blue orbs with aura, has splash damage which wipes out nearby ship engines and some energy, can be PD'd but takes more than 2 to take them out,

Kluth, PSI charge beam, Long charge rate for massive damage to an enemy ship, basicly like taking 20 heavy PSI guns and putting them into one beam, one energy draining attack, needs full energy to discharge, can easily hull any ship,

nothing here is definate, and these are just off the top of my head, but feel free to adapt off of them.
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2011-08-07 22:59   

Complicated.

I'd avocate deleting all stations, save the Support station. That's all that's needed seriously.

Looking at it. Why does anyone need a Battle/Line station (or Kluth equivalent... can't remember what it's called)? Because it's a tank!
But so is the EAD, or AD, or the Krill/Siphon combo. And it's nearly immobile. What it does is to serve as a huge assault tank that throws the game balance out.

Next, Command station. This is rarely used because it's a configuration that I would call "Halfway nowhere". Isn't really good for anything.


Probably what needs to be done is to retain the Support station, and merge the Command station's features into it. The SS has enough armor to tank it, has Dmg Ctrl, AOE. Since the "Command Aura" feature is forthcoming, we can just combine it in.



TL;DR?
Delete the BS/LS/(Kluth equivalent) and the Command stations
Retain the Support station classes and merge the command function into it.

We only need one class of station, really. And the SS is the most useful one of them all.




[ This Message was edited by: Kenny_Naboo[+R] on 2011-08-07 23:00 ]
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MrSparkle
Marshal

Joined: August 13, 2001
Posts: 1912
From: mrsparkle
Posted: 2011-08-08 10:20   
"Crucial roles" would make stations useful, but DS does not have "crucial roles". You either fight in a station, repair, or maybe build if you're nuts enough to use a new command station.

There's a command module that will add AOE buffs, but is that really a "crucial role"?

Stations just don't fit. They were OP before and the battle and command stations are now underpowered. They were fun back when it was all scenario and they were rare.

I'm wondering if an entire layout redesign is out of the question? That might be what they need. Take the missiles away from the SS and give to the BS (missiles are a much more effective offensive weapon than core weapons and heavy lasers), and give all stations at least 1 reload because it's silly that a BS or CS can't even resupply it's own jump fuel let alone anything else.

Something's just "wrong" about the stations and it's hard to point out just one fault. I think some brainstorming and round table discussion on them could be useful.
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Phellan
Grand Admiral

Joined: February 27, 2007
Posts: 220
From: Red Light District
Posted: 2011-08-08 10:27   
I'd mostly question the effectiveness of AI. Everytime I see the pirate stations in action I am rather disappointed. People underestimated the pure skill and tactics involved with using one, I sure did. However I do like the concept, I really do. I just wonder how much it would change the dynamics of battle...Maybe not even in a bad way but it would definitely be different. Not to mention, has anyone even tested how effective a station would be if it was non mobile or built in clusters around a planet? Oh wait, ugto have never mind.

[ This Message was edited by: Phellan on 2011-08-08 10:29 ]
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NoBoDx
Grand Admiral

Joined: October 14, 2003
Posts: 784
From: Germany / NRW
Posted: 2011-08-08 15:42   
Quote:

On 2011-08-08 10:20, MrSparkle wrote:
(...)
and give all stations at least 1 reload because it's silly that a BS or CS can't even resupply it's own jump fuel let alone anything else.
(...)



where is the point in limited ammo / fuel, if the station can refuel itself ?
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MrSparkle
Marshal

Joined: August 13, 2001
Posts: 1912
From: mrsparkle
Posted: 2011-08-08 20:59   
There is no point in limited ammo/fuel for a station, that's what I'm saying. Right now SS are the only viable station. Command stations may possibly be viable in some distant future, and battle stations have no use whatsoever. When they were able to reload themselves they at least had some use.

Here's another thing: Nest has fewer SI available per arc than the Krill. It has fewer SI per arc than before the patch, when it had 7. Now it has 6 per arc. Not sure if the human BS have the same nerf.

People have deleted them from their garages because they're so worthless now. And they are too. I've tried mine, I've held on to it, and it sucks even vs AI. The only time it's worthwhile is if an enemy gets in ruptor range, but who's gonna be dumb enough to get in ruptor range of a Nest? Is it's purpose to close jump lone enemies?

I agree that stations needed a nerf, but the battle and command stations weren't just nerfed, they were neutered.
[ This Message was edited by: MrSparkle on 2011-08-08 21:00 ]
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µOmniVore
Grand Admiral

Joined: September 13, 2006
Posts: 171
Posted: 2011-08-09 11:30   
Yea turning line/battle/Kluth Stations into slow assault ships with crawler drives is dumb might as well left them alone, stations in this game have no intended role what do you use a line for if someone gets close to you and you hope that the ion bb gun will do enough damage to soften them up.

like an eariler post you really only need one station a Supply,command, combat station that is a general purpose ship no need to dumb them down to increase the amount of ships ingame.

also all stations need fighters again why missiles were favored over missile/fighter beats me but it was a silly move.

you guys have weakened stations to a point where they are usless save for the new aoe thingy, other than that only fools use battle class stations.

this game needs tiered weapons again, those times stations were great. if anything and above all stations need to be removed as a playable ship and used as super large platforms that serve as deep space repair and resupply depots but also have the ability to defend them selves.
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