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 Author here's your game balance
Died~2000~Deaths[+R]*CC*
Chief Marshal
Army Of Darkness


Joined: February 08, 2010
Posts: 540
From: Spokane WA.
Posted: 2012-03-26 23:43   
Quote:

On 2012-03-26 23:06, Kaepora wrote:
Quote:

On 2012-03-26 07:32, Toby D Syded wrote:
Quote:

On 2012-03-26 06:59, Fluttershy wrote:
You don't have to aim, you just slow to 0, press J, and mash the space bar.

It's 2 clicks short of a INSTANT WIN BUTTON



ill give it to you on that one...

suggestion :- devices cannot be activated or deactivated while in jump
suggestion :- devices cannot be activated 5 seconds after jump aborts/completes.

+1 to nerfing pointjump
+1 to nerfing immediate cloaking after jump
+1 to fluttershy for grasping the main issue at hand
[ This Message was edited by: Toby D Syded on 2012-03-26 07:33 ]




I like this.

And lots complain about not being able to track kluth. This isnt a game changer, it just actually makes them slightly more killable.

i'm gonna stop reading this topic it's starting to anoy me now.
_________________


  Email Died~2000~Deaths[+R]*CC*
Deth *CO2*
Chief Marshal
Army Of Darkness


Joined: March 22, 2010
Posts: 193
Posted: 2012-03-26 23:50   
Quote:

On 2012-03-26 07:32, Toby D Syded wrote:
Quote:

On 2012-03-26 06:59, Fluttershy wrote:
You don't have to aim, you just slow to 0, press J, and mash the space bar.

It's 2 clicks short of a INSTANT WIN BUTTON



ill give it to you on that one...

suggestion :- devices cannot be activated or deactivated while in jump
suggestion :- devices cannot be activated 5 seconds after jump aborts/completes.

+1 to nerfing pointjump
+1 to nerfing immediate cloaking after jump
+1 to fluttershy for grasping the main issue at hand
[ This Message was edited by: Toby D Syded on 2012-03-26 07:33 ]



How about no shields on after jump for 5 seconds, or for UGTO no torpedos for 5 seconds
_________________


Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2012-03-27 00:20   
Quote:

On 2012-03-26 23:06, Kaepora wrote:
Quote:

On 2012-03-26 07:32, Toby D Syded wrote:
Quote:

On 2012-03-26 06:59, Fluttershy wrote:
You don't have to aim, you just slow to 0, press J, and mash the space bar.

It's 2 clicks short of a INSTANT WIN BUTTON



ill give it to you on that one...

suggestion :- devices cannot be activated or deactivated while in jump
suggestion :- devices cannot be activated 5 seconds after jump aborts/completes.

+1 to nerfing pointjump
+1 to nerfing immediate cloaking after jump
+1 to fluttershy for grasping the main issue at hand
[ This Message was edited by: Kenny_Naboo[+R] on 2012-03-27 00:37 ]




I like this.

And lots complain about not being able to track kluth. This isnt a game changer, it just actually makes them slightly more killable.




Interesting. OK, I'll bite on this idea.
- Kluth can't cloak for 5 seconds after jump.


Add also:
- ALL faction ships can't fire 5 seconds after jump too.
- ICC Shields also down and takes 5 secs to be ready to go again.


Since we can all say that the JD sorts of drains or disrupts all ship's systems.

So immediately after you exit a jump, your ship starts to recalibrate itself... 5 secs till systems return to normal. All you have are your engine and helm control. Everything else resets.


How about that?

I think it's only logical and fair that jump effects affect all ships from all factions as a whole. Think about this. Why only cloak gets affected? Why not firing too? Why not shields too? So now, you can't just PJ a ship and kill it. You have no weaps for 5 secs! Problem solved.

But then, you can't JUMP directly into an assault either. The enemy on the other side is already there and ready to fire. But you can't..... for 5 secs.




_________________
... in space, no one can hear you scream.....


Lithium
Chief Marshal

Joined: June 29, 2003
Posts: 109
Posted: 2012-03-27 01:09   
Starting JD drains 50% energy of a battery.
And it drains 1% every 2000 gu travel.
Once your energy has run out while in jumping, your JD stops jumping.
And you can't even start jumping without higher than 50% energy.

Death march is coming lol.
_________________




Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2012-03-27 01:11   
Quote:

On 2012-03-27 01:09, Lithium wrote:
Starting JD drains 50% energy of a battery.
And it drains 1% every 2000 gu travel.
Once your energy has run out while in jumping, your JD stops jumping.
And you can't even start jumping without higher than 50% energy.

Death march is coming lol.




JD already uses its own fuel so that point is moot.


_________________
... in space, no one can hear you scream.....


Lithium
Chief Marshal

Joined: June 29, 2003
Posts: 109
Posted: 2012-03-27 02:16   
Quote:

On 2012-03-27 01:11, Kenny_Naboo[+R] wrote:
Quote:

On 2012-03-27 01:09, Lithium wrote:
Starting JD drains 50% energy of a battery.
And it drains 1% every 2000 gu travel.
Once your energy has run out while in jumping, your JD stops jumping.
And you can't even start jumping without higher than 50% energy.

Death march is coming lol.




JD already uses its own fuel so that point is moot.






JD is a gadget of a ship.
It's no wonder JD needed energy of a ship.

Torpedos have its own ammo but they use energy.
Missiles use much energy for just reloading.
_________________




Gejaheline
Fleet Admiral
Galactic Navy


Joined: March 19, 2005
Posts: 1127
From: UGTO MUNIN HQ, Mars
Posted: 2012-03-27 04:42   
Okay, from discussions with Pantheon, I'm led to believe "can't activate devices" INCLUDES the devices known as weapons.
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[Darkspace Moderator] [Galactic Navy Fleet Officer]


Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2012-03-27 04:46   
Quote:

On 2012-03-27 02:16, Lithium wrote:
Quote:

On 2012-03-27 01:11, Kenny_Naboo[+R] wrote:
Quote:

On 2012-03-27 01:09, Lithium wrote:
Starting JD drains 50% energy of a battery.
And it drains 1% every 2000 gu travel.
Once your energy has run out while in jumping, your JD stops jumping.
And you can't even start jumping without higher than 50% energy.

Death march is coming lol.




JD already uses its own fuel so that point is moot.






JD is a gadget of a ship.
It's no wonder JD needed energy of a ship.

Torpedos have its own ammo but they use energy.
Missiles use much energy for just reloading.




That is true. But however it is implemented, it should have a practical purpose... and not used as a knee-jerk nerfpatch or breakfix which will have side effects on other aspects of gameplay.


_________________
... in space, no one can hear you scream.....


Sops
Marshal
Galactic Navy


Joined: March 07, 2004
Posts: 490
Posted: 2012-03-27 04:47   
Well the logical real world implementation as well as the way it seems to work in the game would be for the JD to store the energy required for operate in a dedicated capacitor that is kept fully charged. The system only draws power from the ships primary power pool to refill the capacitor after a jump. This gives you the cool down/recharge time between jumps.
_________________


Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2012-03-27 04:50   
Quote:

On 2012-03-27 04:42, Gejaheline wrote:
Okay, from discussions with Pantheon, I'm led to believe "can't activate devices" INCLUDES the devices known as weapons.




Indeed.

This could be a solution to your PJ-alpha QQ.

5 seconds. Is that a workable amount of time?

I can understand how this could benefit small ships. Dreads can no longer PJ them and one-shot them to pieces.

Kluth will also no longer be able to instacloak. They'll have to coast a bit.
Likewise, any ship which pursues the Kluth can only emerge from FTL just in time to see him cloak, but not able to fire. IMO, this is sort of back to square one, but anyhoo......

The downside?

Any human assault on Kluth space will be very edgy at the start. Imagine jumping into an area and having Kluth decloak around you immediately and begin their alpha attacks. You can't fire for 5 secs. For ICC... your shields are also down. How does that bode?


_________________
... in space, no one can hear you scream.....


Fluttershy
Fleet Admiral

Joined: September 24, 2011
Posts: 778
From: Fluttershy
Posted: 2012-03-27 05:06   
if ICC have their shields dropped, and K'Luth have their cloak disabled, what of UGTO?

5 seconds might be a bit too long, main intent is to allow a bit for the clients to catch up with one another. I'm running at 30ms ping, and that doesn't account for the 2 second server tick rate.
Even with that 30ms, I get hit by beams from a ship that hasn't even appeared.
[ This Message was edited by: Fluttershy on 2012-03-27 05:07 ]
_________________


DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2012-03-27 05:13   
Quote:
On 2012-03-26 17:05, Fattierob wrote:
The calculation is as follows:
Jump Distance = Distance - ((ship1's radius + ship2's radius) * 2) - (Ship1's current speed * 30)


I swear this calculation, and other formula, collected and published in a public document, can be a very handful manual for player to practice. You can actually engineer a practice section with lessons for these calculation.
_________________


Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2012-03-27 05:59   
Quote:

On 2012-03-27 05:06, Fluttershy wrote:
if ICC have their shields dropped, and K'Luth have their cloak disabled, what of UGTO?

5 seconds might be a bit too long, main intent is to allow a bit for the clients to catch up with one another. I'm running at 30ms ping, and that doesn't account for the 2 second server tick rate.
Even with that 30ms, I get hit by beams from a ship that hasn't even appeared.
[ This Message was edited by: Fluttershy on 2012-03-27 05:07 ]



30ms ping???

I'm regularly running at 200ms ping and I don't have any lag. Nor have I pestered or whine to the devs to nerf other ships, players or factions to pander to my needs.

Why don't u just go upgrade your PC instead? It'll save the unpaid, volunteer devs some time and work which can be better spent elsewhere?


_________________
... in space, no one can hear you scream.....


CM7
Midshipman
Faster than Light


Joined: October 15, 2009
Posts: 1812
Posted: 2012-03-27 06:28   
i for one am totaly against any kind of JD nurf.

I know it looks great on paper, but as ICC one of the main things that keeps me alive is the ability to make 1kgu jumps to keep range on my target.

Saves me from being captured by lame kluth tranny rushes.

Keeps me from being lunch to a perfectly cloaked kluth siphon appearing on the rear of my and blowing me a new one.

Helps me dodge pesky shroud missiles.


I use it offensivly too... but its far more an integral point of my defense. Just as much so as my shields. (why you think ICC been asking for faster JD for the longest time)

[ This Message was edited by: Defiance*CO* on 2012-03-27 06:41 ]

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

Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2012-03-27 08:31   
Someone made a suggestion about stopping weapons and gadgets after jump, I like it, but not for any other reason than it solves practically all the desync issues pertaining exiting jump on your client and initiating a cloak or firing weapons before the server exits jump.

And it certainly wouldn't be for any longer than a second. That's the only reason I like that idea.

I don't think arbitrary values to stop people doing things after they exit jump is the right way to go (other than doing it to stop some edge desync cases). I'd much rather increase the difficulty of point jumping so that those who do it, have a right to say they're skilled.

Right now (and I don't mean this as a way to brag), all I do is ctrl+click past the intended jump target and I always land within 50-100 gu of them. I don't think, I don't even look at the distance. I wouldn't say it requires any skill - just knowledge and getting used to it.

As I said above, I'd much rather increase the skill requirements of getting a spot-on jump to a target, so those who do it earn the right to say they're skilled (rather than saying something that's dead easy requires skill).

I had tossed around ideas internally about maximum jump initiation speeds, so that dreads would require to slow down before jumping (the speed require would obviously be higher the smaller the ship). But all that does is slow things down a tad (not neccessairly a bad thing mind you).

I have also discussed variations in how the jump math works so that you have a chance to overshoot and undershoot, as well as a greater chance to the larger your ship is.

Would it be ok to impliment maximum jump initiation speeds, as well as a random variable that is increased/decreased based on how fast you're going and the size of your ship? It wouldn't be a huge variable, but you'd have to expect a bit of unknown when plotting a 'calculated' jump to the degree of say, -120gu to +120gu.
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