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 Author Resource sub-types
Fluttershy
Fleet Admiral

Joined: September 24, 2011
Posts: 778
From: Fluttershy
Posted: 2012-05-09 04:33   
Does anyone know what the deal is with these? Metals, Hyper Matter? Cryo Metals? Oxygen? Dark Matter?

As far as I know, the only obviously important one seems to be "Metals" since it's necessary to have on a planet in order to refit many ship systems.
I think a planet also needs metals to be mined with an extractor, but not 100% sure on that.
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Fatal Afro Man *NCO*
Marshal
Fatal Squadron


Joined: September 09, 2006
Posts: 201
Posted: 2012-05-09 04:49   
There used to be Resource sub-types.
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Eledore Massis [R33]
Grand Admiral
Templar Knights


Joined: May 26, 2002
Posts: 2694
From: tsohlacoLocalhost
Posted: 2012-05-09 04:51   
They are Left over parts of the old Resource types.
We had 8 or 9 of them if i recall correctly. and spawning a ship required a certain amount of some of them.
e.g: Mines would extract resources based on the rarity of the resource. Metal would be the fastest, Heavy metal half that slow. Urdanium about 1/20 of metal speed. DarkMatter about 1/60. etc.
Both where minable with planetairy structures & Shipboard Mining beams


But indeed the Metal Flag is still required on planets to do a lot of things. Mostly this this was just a left over from the old system. but we may use it to possibly limit or enhance various options.

e.g. Giving the ShipYard a Cryometal requirement Flag to build. Or increasing Mining output when Heavy Metals are located on the planet.
These are things we have tought over with the dev Team, some ideas old, some fresh.

Hope this answered most of your question..

E.
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Fluttershy
Fleet Admiral

Joined: September 24, 2011
Posts: 778
From: Fluttershy
Posted: 2012-05-09 06:18   
Much appreciated, thank you
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Azreal
Chief Marshal

Joined: March 14, 2004
Posts: 2816
From: United State of Texas, Houston
Posted: 2012-05-09 07:00   
Those are leftovers of a time when planets mattered and were worth fighting over.

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Enterprise
Chief Marshal

Joined: May 19, 2002
Posts: 2576
From: Hawthorne, Nevada
Posted: 2012-05-09 07:03   
Quote:

On 2012-05-09 07:00, Azreal wrote:
Those are leftovers of a time when planets mattered and were worth fighting over.





Build shipyards on every planet.




-Ent
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Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2012-05-09 07:14   
As eledore said, we have some things planned with regards to those mineral types that should shake things up a bit and hopefully further differentiate planets.


If you all have any suggestions for ways to make planets more awesome, then please go ahead and suggest them if they're new ideas (not along the lines of "please re add fighter bases", et all)
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2012-05-09 08:05   
Quote:

On 2012-05-09 04:51, Eledore Massis [R33] wrote:
They are Left over parts of the old Resource types.
We had 8 or 9 of them if i recall correctly. and spawning a ship required a certain amount of some of them.
e.g: Mines would extract resources based on the rarity of the resource. Metal would be the fastest, Heavy metal half that slow. Urdanium about 1/20 of metal speed. DarkMatter about 1/60. etc.
Both where minable with planetairy structures & Shipboard Mining beams






Why was this feature removed?

It couldn't have added to CPU load. Plus it made planets matter, as well as large ships harder to spawn or build.

Any reasons?


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Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2012-05-09 09:19   
Quote:

On 2012-05-09 08:05, Kenny_Naboo[+R] wrote:
Quote:

On 2012-05-09 04:51, Eledore Massis [R33] wrote:
They are Left over parts of the old Resource types.
We had 8 or 9 of them if i recall correctly. and spawning a ship required a certain amount of some of them.
e.g: Mines would extract resources based on the rarity of the resource. Metal would be the fastest, Heavy metal half that slow. Urdanium about 1/20 of metal speed. DarkMatter about 1/60. etc.
Both where minable with planetairy structures & Shipboard Mining beams






Why was this feature removed?

It couldn't have added to CPU load. Plus it made planets matter, as well as large ships harder to spawn or build.

Any reasons?




Right now each planet has one resource count.
Back then, they had 9, so you essentially had 9x the load just updating the resources every update.
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2012-05-09 10:02   
Quote:

On 2012-05-09 09:19, Pantheon wrote:
Quote:

On 2012-05-09 08:05, Kenny_Naboo[+R] wrote:
Quote:

On 2012-05-09 04:51, Eledore Massis [R33] wrote:
They are Left over parts of the old Resource types.
We had 8 or 9 of them if i recall correctly. and spawning a ship required a certain amount of some of them.
e.g: Mines would extract resources based on the rarity of the resource. Metal would be the fastest, Heavy metal half that slow. Urdanium about 1/20 of metal speed. DarkMatter about 1/60. etc.
Both where minable with planetairy structures & Shipboard Mining beams






Why was this feature removed?

It couldn't have added to CPU load. Plus it made planets matter, as well as large ships harder to spawn or build.

Any reasons?




Right now each planet has one resource count.
Back then, they had 9, so you essentially had 9x the load just updating the resources every update.





Sounds like quite a bit. Comparatively speaking, was it as much or bad as the old planet def?
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Admiral C. Wilson
Admiral

Joined: July 06, 2010
Posts: 262
From: Arkansas
Posted: 2012-05-09 10:04   
Quote:

On 2012-05-09 07:14, Fattierob wrote:
As eledore said, we have some things planned with regards to those mineral types that should shake things up a bit and hopefully further differentiate planets.


If you all have any suggestions for ways to make planets more awesome, then please go ahead and suggest them if they're new ideas (not along the lines of "please re add fighter bases", et all)



+1
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Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2012-05-09 18:27   
Quote:

On 2012-05-09 10:02, Kenny_Naboo[+R] wrote:
Quote:

On 2012-05-09 09:19, Pantheon wrote:
Quote:

On 2012-05-09 08:05, Kenny_Naboo[+R] wrote:
Quote:

On 2012-05-09 04:51, Eledore Massis [R33] wrote:
They are Left over parts of the old Resource types.
We had 8 or 9 of them if i recall correctly. and spawning a ship required a certain amount of some of them.
e.g: Mines would extract resources based on the rarity of the resource. Metal would be the fastest, Heavy metal half that slow. Urdanium about 1/20 of metal speed. DarkMatter about 1/60. etc.
Both where minable with planetairy structures & Shipboard Mining beams






Why was this feature removed?

It couldn't have added to CPU load. Plus it made planets matter, as well as large ships harder to spawn or build.

Any reasons?




Right now each planet has one resource count.
Back then, they had 9, so you essentially had 9x the load just updating the resources every update.





Sounds like quite a bit. Comparatively speaking, was it as much or bad as the old planet def?




It was for our poor old old old server, which was a 700Mhz something or other (servers weren't so fast in those days).

Times are different now and we could easily have this, but it's just a case of having the time to add the system in.
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Fluttershy
Fleet Admiral

Joined: September 24, 2011
Posts: 778
From: Fluttershy
Posted: 2012-05-09 19:22   
Now that you have that shiny new server, maybe you could tweak the planet info to update without us having to force an update by sending the camera to the far side of the map.
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Enterprise
Chief Marshal

Joined: May 19, 2002
Posts: 2576
From: Hawthorne, Nevada
Posted: 2012-05-09 19:40   
Planets aren't important because making them important hinders players from "smooth gameplay". Which is just people wanting to not have to do anything but pick a ship and shoot at another.

If DS played like a true RTS-like game, resources would be scarce and absolutely vital, important buildings would be harder to make and maintain, the amount of ships a faction can have of certain types would be limited. Modes of fast travelling would not only be expensive, but rare.

Darkspace has none of these things.. planets are easy to capture and maintain.. resources are overabundant and easy to aquire. There is nothing stopping you from building shipyards or interdictors or depots anywhere. There is nothing stopping a faction from fielding as many of its strongest ships as possible, regardless of the reality of it.

It would be pretty easy to make planets important, actually. The problem is that players don't really want them to be important, because then they actually have to worry about losing one. They actually have to care to have that planet on their side. They would actually have to work to make sure their faction had the resources to spawn ships, and would use the amount of ships their faction could support wisely.

But its more fun and entertaining to just spawn anything and throw it at the enemy.

Its because of this I have the realization that the only reason players prefer the MV is because its a.) easier to spawn the ships they want and b.) the ships they want are much more powerful.

If players really, really wanted important planets, they'd have them. History has shown otherwise.




-Ent


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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2012-05-09 23:27   
Quote:

On 2012-05-09 19:40, Enterprise wrote:

It would be pretty easy to make planets important, actually. The problem is that players don't really want them to be important, because then they actually have to worry about losing one. They actually have to care to have that planet on their side. They would actually have to work to make sure their faction had the resources to spawn ships, and would use the amount of ships their faction could support wisely.

But its more fun and entertaining to just spawn anything and throw it at the enemy.

Its because of this I have the realization that the only reason players prefer the MV is because its a.) easier to spawn the ships they want and b.) the ships they want are much more powerful.

If players really, really wanted important planets, they'd have them. History has shown otherwise.




So what do you think the effect would be like if all those resources sub-types were reintroduced as key elements in construction and shipbuilding?

Everytime you wanted to spawn a new ship (non gate-spawnable), you'd have to take into account the SY planet's res. Everytime one of your garaged ships got destroyed, respawning them would entail the same costs.

I think that combat would be a bit more scarce, since people might be afraid to lose their ships for fear of not being able to respawn. But the other activities like mining, building, transporting may rise in support of the economy needed to keep the war effort running.

There are many space MMOs (in fact, most) that are like that. Building and trading are in the forefront as much as combat.


The question is, what is the Dev team's vision for the game?






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