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[FAQ
Forum Index » » English (General) » » new mines
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 Author new mines
Mylith
Grand Admiral
Faster than Light


Joined: July 19, 2011
Posts: 507
From: Hivarin, CD+36*15693
Posted: 2013-05-08 22:18   
sound awesome. It should give a good reason to use smaller minelaying ships that can easily get away from the blast.
Around what radius will the blast have?



If it wasn't for the rank changes, 1.7 would be purely awesome(but that's another topic altogether...).
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Brutality
Marshal

Joined: May 25, 2009
Posts: 659
From: Alaska, USA
Posted: 2013-05-08 23:28   
Should be able to tell by looking at the new tool tips that you can see by scrolling over the gadget. I believe they scale with ship hull, but don't quote me on that as I don't know for sure.
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PsyCrow
Admiral

Joined: June 21, 2012
Posts: 56
Posted: 2013-05-09 15:13   
The time bomb mines mean that they can't be stacked to ridiculousness on gate exits, so that's good, it was one of the things holding them back from being buffed.

To become useful, the mines will need to do more damage and have a wider blast radius, and this should be doable now without fear of them being overpowered on gates.

If a mine layer sticks around to drop in one spot, they'll just hurt themselves far more than anything.
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DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2013-05-09 15:58   
There is definitely no dread with mine role with this new mechanics.


Just test the new mines again. The damage seemed to drop a lot. In an ICC frigate, I could FF more than 8 times before SD. In an UGTO frigate, I could FF more than 4 times without reaching hull. Ship speed was 0 in all cases, just rotated the ship.
[ This Message was edited by: DiepLuc on 2013-05-09 16:26 ]
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Walrus of Apathy
Admiral
Templar Knights


Joined: August 07, 2005
Posts: 466
From: Dorans Basement
Posted: 2013-05-09 18:25   
Quote:
On 2013-05-09 15:58, DiepLuc wrote:
There is definitely no dread with mine role with this new mechanics.




Yeah.... bout that.....
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  Email Walrus of Apathy
Sheraton*XO*
Chief Marshal
Faster than Light


Joined: January 18, 2013
Posts: 482
From: Keel Mountains
Posted: 2013-05-09 22:44   
Quote:
On 2013-05-09 18:25, Walrus of Apathy wrote:
Quote:
On 2013-05-09 15:58, DiepLuc wrote:
There is definitely no dread with mine role with this new mechanics.




Yeah.... bout that.....




Oh. Walrus......Tell us you didn't? Please?
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Twilit Keel Mountains traversed at last we met a dragon who spoke thus: \"Sheraton am I who interprets the signs.\"

Doran
Chief Marshal
Galactic Navy


Joined: March 29, 2003
Posts: 4032
From: The Gideon Unit
Posted: 2013-05-10 09:44   

_________________


DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2013-05-10 10:36   
If there are going any modification to the new mechanics, I would suggest:
  • Increase delaying time. Whenever a dread moves faster than 14gu/s, it will not get hit by its own mines. Smaller ship can manually detonate the mines at will. A minelaying dread is still favorable, such as UGTO command dread.
  • No restriction of volley. In beta, only until the mines explode would the minelayer drop the next set. Since mine has short delaying time now, there is no need to limit how many times we drop mines periodically.
  • Negative signature, even -0.1 is grateful. There is no doubt about this.

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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2013-05-10 14:21   
Quote:
On 2013-05-09 22:44, Sheraton *XO* wrote:
Quote:
On 2013-05-09 18:25, Walrus of Apathy wrote:
Quote:
On 2013-05-09 15:58, DiepLuc wrote:
There is definitely no dread with mine role with this new mechanics.




Yeah.... bout that.....




Oh. Walrus......Tell us you didn't? Please?




Um... yeah...


That's why I suggested having swappable mines...?
Old type and the new ones....






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


Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2013-05-10 20:25   
Quote:
On 2013-05-10 10:36, DiepLuc wrote:
If there are going any modification to the new mechanics, I would suggest:
  • Increase delaying time. Whenever a dread moves faster than 14gu/s, it will not get hit by its own mines. Smaller ship can manually detonate the mines at will. A minelaying dread is still favorable, such as UGTO command dread.
  • No restriction of volley. In beta, only until the mines explode would the minelayer drop the next set. Since mine has short delaying time now, there is no need to limit how many times we drop mines periodically.
  • Negative signature, even -0.1 is grateful. There is no doubt about this.





I think that's the general idea. The larger the minelayer ship is, the longer the 'fuse'



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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2013-05-11 02:47   
We need mines that look like flaming bags of poo that we can leave outside neighboring planets' shipyards.
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Adapt or die.

Hakketak
Grand Admiral

Joined: March 24, 2009
Posts: 301
Posted: 2013-05-11 05:23   
The mines look good exploding, but deal very little damage. This was tested with luth new minelayer dessie vs icc new dessie, very briefly. damage range of 40 gu is ok.

They explode so fast, that trying to steer an enemy a ship or keep it away from certain part of space is now less likely. I'd like to see them last 3 seconds longer, with a 2 sec recharge time after dropping first load of mines, untill im able to drop 2nd load. That way the mines become more usable, but i cant overspam them.

So the auto detonate still included but taking longer, and the no recharge time removed.

How you all feel about that?
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"I shouldn't be alive"

PsyCrow
Admiral

Joined: June 21, 2012
Posts: 56
Posted: 2013-05-12 05:39   
I think I liked the idea that the apathetic walrus had with the mines that shoot you.
Sadly, that idea was shot down.

Mines should really be redone entirely, think of something like this:

-All mine laying ships to have only ONE launcher.
-Gadget level determines strength, radius, and max number of mines. (higher levels could have better but fewer mines)
-Mines would behave as a short ranged planetary offense base with a visible radius circle.
-Mines would not stack, either you are in the field and being damaged, or not. You would only take damage from the best one.
-The faster a ship flies through the mines, and the higher its mass, the more damage that is dealt.
-The mine field spreads out damage on ships within the field on all arcs. (a ship with no aft armor chasing you and plowing through will take damage to hull)

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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2013-05-12 07:59   
How many things do we want to make AoE, or operated by statistics?

First Planetary defence, then Repair fields.

Do we want to dumb down mines too?
It used to be a weapon that not many knew how, or were willing or patient enough to use. It required more than a modicum of skill.

Ditto repping and planetary defs. They used to be hard to do or defeat.


What's next? Make combat roll based?





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


GunsOfHonor
Fleet Admiral

Joined: July 31, 2011
Posts: 191
Posted: 2013-05-12 11:58   
Since i enjoy trolling with Minelayers, i have begged for the buff of mines to make them actually useable in a fleet.

My ideas...
-Increase the damage a lot! Right now they can't break an armor or shield arc on any ship. (Probably not even a scout)
-GET RID OF THE DROP LIMIT!!! This is the biggest reason why mines are terrible. People say they used to be abused... Well yea they're MINES! They're designed to be deadly and planted in vast numbers.
-Decrease the signature! Anything can see them. something with ECM on can still spot them.
-Different detenations. Like real mines allow the player to equip mines that have fuses like Proximity fuses or Contact fuses.
-Different types- Mines that are stationary, free floating, and magnetic seeking.

Design the mines like real mines. They are very explosive, planted in vast numbers, hard to detect, and varies in type....
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