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Forum Index » » Developer Feedback » » Replace the Command Carrier
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 Author Replace the Command Carrier
Sardaukar
Admiral
Raven Warriors

Joined: October 08, 2002
Posts: 1656
Posted: 2012-06-23 11:14   
Quote:

On 2012-06-23 10:44, Bardiche wrote:
Also, why would you post in a thread about Command ships if you're "out of the loop" on their direction when the entire point is that given their direction it's not viable to use a Carrier? D:



Because the first post was in agreement, the second post was chastising something else, and the rest have been to humor you, of course.
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Fluttershy
Fleet Admiral

Joined: September 24, 2011
Posts: 778
From: Fluttershy
Posted: 2012-06-23 11:26   
nvm
[ This Message was edited by: Fluttershy on 2012-06-23 11:33 ]
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Ray[OU]
Marshal

Joined: December 07, 2010
Posts: 189
From: Some where in deep space, From another galaxy. [Origin Unknown]
Posted: 2012-06-23 11:27   
Bring the old CC back from when i started playing. soz i dont pay attention nor can remeber the gah! for got what i was gonna say.....point is bring back the old CC the one with bombs on it and i think it had 2 ECM and think 4 fighters. The one i QQed the hell out of when you nerfd the crap out of it. I WILL KILL FOR MY OLD CC BACK!!! Best watch your backs bud.

-AL
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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2012-06-23 12:51   
If the layout isn't going to be changed, can we at least get the name changed from "Command Carrier" to "Commode Carrier"? At least that way people will know what they're getting into when they spawn one.
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Mylith
Grand Admiral
Faster than Light


Joined: July 19, 2011
Posts: 507
From: Hivarin, CD+36*15693
Posted: 2012-06-23 13:39   
Quote:

On 2012-06-23 09:30, NoBoDx wrote:
Quote:

On 2012-06-23 09:15, Persistance wrote:
Personally, I think that the UGTO CD is actually balanced. It has enough firepower to stop a mandi/damage a CD but can't resist a AD or properly flown K'luth ships.




wait, its ok to have a commandship ( whos purpose isnt focused around combat) to stop a assault-dread alone ?



Unless you're flying the assault dread wrong or the CD is surrounded by 10000 platforms I fail to see how it could stop an AD alone.
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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2012-06-23 14:30   
What, the UGTO Command Dread? It's got enough firepower to stand up to an AD. Might not win, but that AD will have to take off for repairs after.

Of course, something a lot of people aren't thinking about is how effective it will be against Cruisers if it's loaded with Ion Torps.
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Mylith
Grand Admiral
Faster than Light


Joined: July 19, 2011
Posts: 507
From: Hivarin, CD+36*15693
Posted: 2012-06-23 14:58   
Quote:

On 2012-06-23 14:30, Talien wrote:
What, the UGTO Command Dread? It's got enough firepower to stand up to an AD. Might not win, but that AD will have to take off for repairs after.

Of course, something a lot of people aren't thinking about is how effective it will be against Cruisers if it's loaded with Ion Torps.


Repairs yes, but winning is iffy.

Unless something in beta has changed, ICC cruisers can dodge IT's at 150gu.


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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2012-06-23 16:32   
IT tracking actually seems to improve over distance up to a point from the tests I did, it seemed like they have a better chance at hitting around 300-400 GU than they do at 200, and past 400 they become easier to avoid. Can't say for sure whether that was because of lag/desynch/etc. or not, but that was the impression I got.
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µOmniVore
Grand Admiral

Joined: September 13, 2006
Posts: 171
Posted: 2012-06-23 18:03   
Well i hope what ever they decide concerning the CC i hope it is a balanced ship currently as i stated eariler it is a glorfied engineering ship. it is not effective at carrier bombing unless you have esscort destroyers with ther scanners but other than that the ship sucks.

Suggestion give the SCB and the CC a scanner then i would be happy till the icc is nerfed again

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Guyton (Angel of Death)
Marshal

Joined: January 25, 2004
Posts: 706
Posted: 2012-06-24 11:00   
To stay intuned with roleplay and gameplay purposes, I'll start with the naming of these two human factions and their dreadnoughts.

The UGTO Dreadnoughts and Stations carry a very specific trait that will never go without being noticed. Fighters. They have the Carrier Dreadnought as well as the Agincourt, representing a faction who specializes in fast response deployments.

The ICC Dreadnoughts and Stations carry their own specific trait. Long Range Weaponry such as Missiles. They have a Missile Dreadnought as well as a Bomber Dreadnought. Yet their Command class Dreadnought is labeled the Command Carrier.

For roleplay purposes I would suggest swapping both products name. Giving the UGTO a Command Carrier or Support Dreadnought. and ICC a Command Dreadnought. Also swapping out small features some may disagree to such an idea.

With the ICC being a defensive faction they would primarly specialize in quick building strategies. I would replace perhaps a fighter slot with an aditional Build Module, Supply Module, or additional shielding.

With UGTO being properly equiped with fighter technology I don't see why they couldn't get an additional fighter, supply or simply take the old ICC loadout.

Primarly these are Command class Dreadnoughts. They are not ment for frontal assault, if anything in their RolePlay purpose they are simply base managers for supplies, intelligence, and engineering.
[ This Message was edited by: Guyton (Angel of Death) on 2012-06-24 11:06 ]
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Fluttershy
Fleet Admiral

Joined: September 24, 2011
Posts: 778
From: Fluttershy
Posted: 2012-06-24 11:16   
Wait wait wait.
What makes ICC a "defensive faction"?

ICC have movable shields that repair quickly, pulse lasers/shields, and agilty.
UGTO have tough and adaptable armor, with strong close range weapons to deter closing in.
K'Luth have hull that can repair, cloak that lets them choose when to enter battle and avoid planet defenses, and a fair good number of forward disruptors that can provide PD if needed.
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Guyton (Angel of Death)
Marshal

Joined: January 25, 2004
Posts: 706
Posted: 2012-06-24 11:49   
Quote:

On 2012-06-24 11:16, Fluttershy wrote:
Wait wait wait.
What makes ICC a "defensive faction"?

ICC have movable shields that repair quickly, pulse lasers/shields, and agilty.
UGTO have tough and adaptable armor, with strong close range weapons to deter closing in.
K'Luth have hull that can repair, cloak that lets them choose when to enter battle and avoid planet defenses, and a fair good number of forward disruptors that can provide PD if needed.




Well during my near decade, they have always been considered defensive.

Defensive:

Long Range Weapons
-Fusion Torpedos
-Rail Guns
-Missiles
-Gauss (If you want to Include)

Planetary Shielding

Perks in Shield Boosting
-Active Shields
-Reactive Shields
-Aux Shielding
-Shield Rotation

Point Defense
-Pulse Wave
-Pulse PD

Shields are not offensive perks, they are there to protect your ship from Hull damage, a defensive advantage. Pulse tech protects you from missiles and fighters, defensive. Rails, missiles, and fusion are ranged weapons allowing you to engage your target from a distant, though this can be offensive but this is strictly siding with a defensive manner when assaulted.


[ This Message was edited by: Guyton (Angel of Death) on 2012-06-24 11:59 ]
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DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2012-06-24 12:23   
Can we get rid of the idea of "defensive faction", "offensive faction" and "balance faction"? We get nowhere with that prejudice.

Since each faction has its own weapon system, how about applying the same configuration to all command dreads? Either Command Carrier, Command Dread or Brood, we all use command class dreadnaught for the same purposes: bomb, build, support fleet and invading. Having different gadgets already made each ships distinguishing.

I suggest the configuration for all command dreads:
  1. 2 Build Drone & 2 Aft Mining Beam. Serves Build purpose.
  2. 4 Bomber Fighter & 1 Scanner. Serves Bomb purpose.
  3. 4 Heavy Cannon: 2 FL, 2 FR. 4 Dual-arc Beam and 2 Full-arc beam. Serves Invading purpose.
  4. 1 Command Drone. Serves Support purpose.

It's pretty funny that Brood has fighter but lacks scanner, Command Dread has mines and lacks bomb gadget, Carrier does not have any cannon.

I believe a survey with 2 steps will help us to have our best ships.
Step 1: Staff announce the specification of the ship: usage, number of gadgets. Any players are welcome to provide their configurations based on staff order and limit.
Step 2: Staff collect the configurations, make suitable adjust to match the conditions with the agreement from the designer then list the complete configurations in a survey. Fleet players vote the poll of the ship belongs to their fleet faction. Non-fleet player does not have priveledge to vote.
Follow step 1 and 2 will lead us to a fair configuration. Less discussion, less suggestion, less argument. Community product + public vote = folks' satisfaction.

I think when we have more weapon gadgets after next patch, we can open a contest like I say above for some ships, ie command dread.
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Bardiche
Chief Marshal

Joined: November 16, 2006
Posts: 1247
Posted: 2012-06-24 12:31   
ICC being 'defensive' is, still, an antiquated notion. Shields are just as defensive as armour is, and given that all factions have armour, you could argue they are all defensive by virtue of that.

Pulse devices point towards a stronger ability to defend themselves from projectiles, but it does not mean that they are defensive. Assuming ICC is defensive and K'Luth is offensive (in more ways than one), why then is it that ICC is beaten rather handily by K'Luth due to the shields collapsing faster than armour?

When it comes to fitting oneself for defence and setting up a protective net, UGTO excel; they are the ones who can dig in and increase their power through supply platforms, ships and planets. They are also the ones who will be able to eliminate Fighters from outside everyone else's range. (unless K'Luth AssDis can reach 300gu)

Being able to engage evenly at all ranges just means ICC is less reliant on closing the distance, it doesn't mean they are "long ranged" or "defensive"; after all, ICC has no tools to actually maintain that range other than using smaller ships than their opponents.

Thus. Any argument that ICC should specialise in 'x' is silly.


The K'Luth Brood has 4 fighters, 4 heavy cannons, 2 core weapons and a respectable array of beams alongside two mining beam slots. All things considered it is the most balanced of Command vessels, being able to deploy ECM, construct platforms, acquire materials, bomb planets and fend off small ships trying to take it out.

I think a similar setup for the Command Carrier, replacing some beams for cannons would be a nice thing.
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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2012-06-24 13:35   
In it's current configuration the CC is a liability rather than an asset, it'd be better to fly a Toad or Guppy since they only have 2 less Fighter bays, are much more survivable due to better speed/maneuverability, and are less of a priority target. And in the Guppy's case, it actually has some semblance of offensive armament. Hell, just give ICC a Command Cruiser instead.


A bit off topic but since it was brought up.....on faction specials Pulse Shield is garbage since it was changed. Not only is it now the least useful of the 3, it's also the least effective at what it does out of the 3. Cloak doesn't only have a 60% chance of hiding you when used, and Flux Wave doesn't only have a 60% chance of damaging enemy ships when used.
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