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[FAQ
Forum Index » » English (General) » » capped ships
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 Author capped ships
BLADERUNNER2019
Chief Marshal
Ravenous Wolfpack Clan


Joined: December 18, 2010
Posts: 140
Posted: 2013-08-04 12:39   
Hi,
Just an idea....what if capped ships were harder to kill and more powerful then normal ships?

It would make getting your ship capped an actual liability, and make capping a ship actually worthwhile.

Basically, it would enhance a lackluster and superfluous part of the game.

What do you think?

Cheers!
[ This Message was edited by: The Phantom of Darkspace on 2013-08-04 12:41 ]
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+=Nemesis
Chief Marshal

Joined: April 26, 2011
Posts: 32
Posted: 2013-08-04 13:20   
Maybe a kind of control the caped ships,)
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Ravendark
Marshal
Sanity Assassins


Joined: July 01, 2010
Posts: 443
Posted: 2013-08-04 13:22   
i think of situation when overwhelming enemy forces decide to cap already minor defenders. giving them even greater advantage. then again so can defenders. but if they arent kluth, they are going to have hard time capping...
what about the pirates? they're gonna wreak havock everywhere they come.
oh and other factions are going to qq alot how this favors kluth..

instead of buffed capped ship, i would suggest that capped ship would either have temporary aura wich would give nurfs to any ships from its fromer owners faction or give small "targeting" boost to cappers faction... or temporary reveal all ships withing 10k gu. even cloaked ships... like ping every 15-30 secs.
simply because when ship is capped, enemy has control of navs and coms of the enemy ship, right? giving bonuses in other words
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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2013-08-04 16:36   
Just having a capped ship be set to defend the person that capped it would be plenty. Remember AI is dumb, so anything fancy like an aura or whatever would just be a waste.
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2013-08-04 20:14   

Actually, I think the capper should get a reward for capping the ship, such as the ability to directly command it like purchased AI. heh.

That should make things interesting.


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Kesari
Vice Admiral
My Little Pony


Joined: June 21, 2012
Posts: 29
Posted: 2013-08-05 01:53   
Instead of 1 point per ship capture, grant 1 point for every 100,000 health.

Capture points = (hull_max / 100 000)

Scout: 0.3
Frigate: 0.5
Destroyer: 1.6
Cruiser: 4.0
Dread: 10.4
Station: 24.6

This would make capturing larger ships actually worth it.
Right now with the current system it's better to cap idle frigates in scenario.

You could also use resources instead of hull, or use an equation with deminishing returns (sqrt?), but the overall idea is to give a higher reward for ships which are more difficult to capture.
[ This Message was edited by: Kesari on 2013-08-05 01:56 ]
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Sheraton*XO*
Chief Marshal
Faster than Light


Joined: January 18, 2013
Posts: 482
From: Keel Mountains
Posted: 2013-08-05 08:34   
Quote:
On 2013-08-05 01:53, Kesari wrote:
Instead of 1 point per ship capture, grant 1 point for every 100,000 health.

Capture points = (hull_max / 100 000)

Scout: 0.3
Frigate: 0.5
Destroyer: 1.6
Cruiser: 4.0
Dread: 10.4
Station: 24.6

This would make capturing larger ships actually worth it.
Right now with the current system it's better to cap idle frigates in scenario.

You could also use resources instead of hull, or use an equation with deminishing returns (sqrt?), but the overall idea is to give a higher reward for ships which are more difficult to capture.
[ This Message was edited by: Kesari on 2013-08-05 01:56 ]



A slight addendum to your post: I find capping platforms in scenario is easier than capping ships since they are stationary. Also, capping stations is ironically much easier than capping frigates and destroyers because they have a larger cargo capacity which allows for more infantry to be deposited on them at once.

-Sheraton
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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2013-08-05 08:55   
Quote:
On 2013-08-05 08:34, Sheraton *XO* wrote:
Also, capping stations is ironically much easier than capping frigates and destroyers because they have a larger cargo capacity which allows for more infantry to be deposited on them at once.



This is true. Also true that the smaller a ship is the harder it is to capture unless you sneak up on it while cloaked when it's orbiting a planet. Ever try unloading troops on a moving Scout or Frigate? Good luck with that.
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Adapt or die.

Code Red
Chief Marshal
Non Omnis Moriar


Joined: September 08, 2007
Posts: 184
Posted: 2013-08-05 09:28   
More points for the smaller the ship is definitely the better way forward as grabbing a hvy tranny and dropping on a stat is much easier than as said above a scout or frigate or MI cruiser.
But I wouldnt include ai planet hugging ai (engi/trannies) in this as luth have significant advantage in this.
[ This Message was edited by: Code Red on 2013-08-05 09:35 ]
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Hiigaran
Marshal
Sanity Assassins


Joined: July 07, 2007
Posts: 27
Posted: 2013-08-05 11:20   
I always imaganed ship caping to go like this:
-You captured an enemy dread and now you can chose in your garage.

but this would be too easy so what if after a ship has been captured there would be a button (only the owner could see/use it) that would tell they ai to go to the nearest SY and dock. if that AI made it then it would appear in the ship garage of the player and it would be usable for 1 death only or 24h
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DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2013-08-05 11:23   
I wonder if this is an issue with capture ship.
When I captured a carrier type, the red fighters don't come back to the mothership. They keep flying around.
I can't tell more because my game resolution is low, graphics details is also low so that I didn't able to see the what happen with those fighters after that.
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AdmiralChaos
Chief Marshal

Joined: October 08, 2008
Posts: 274
Posted: 2013-08-05 12:25   
Quote:
On 2013-08-05 11:20, | Dark Vaygr | wrote:
I always imaganed ship caping to go like this:
-You captured an enemy dread and now you can chose in your garage.

but this would be too easy so what if after a ship has been captured there would be a button (only the owner could see/use it) that would tell they ai to go to the nearest SY and dock. if that AI made it then it would appear in the ship garage of the player and it would be usable for 1 death only or 24h



I would love this
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For the truth shall set you free,
I'll turn the screws of vengeance,
And bury you with honesty.

I'll make all your dreams come to life,
And slay them as quickly as they came.

Ardex
Fleet Admiral

Joined: January 17, 2012
Posts: 14
Posted: 2013-08-06 05:48   
+1 to making ships more likely to cap and better rewards for capping other players.
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2013-08-06 05:57   
Quote:
On 2013-08-05 12:25, AdmiralChaos [Steady] wrote:
Quote:
On 2013-08-05 11:20, | Dark Vaygr | wrote:
I always imaganed ship caping to go like this:
-You captured an enemy dread and now you can chose in your garage.

but this would be too easy so what if after a ship has been captured there would be a button (only the owner could see/use it) that would tell they ai to go to the nearest SY and dock. if that AI made it then it would appear in the ship garage of the player and it would be usable for 1 death only or 24h



I would love this




24h might be too long.

Making the ship unavailable for even as little as 15 mins would impact the player or even his faction, if that capped ship was heavily enhanced and if it was needed to attack/defend a planet.


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DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2013-08-06 09:06   
Instead of inserting [CAPTURED] tag, can the victim have [ALLY] tab? It means, the captured one will act as a real ally NPC to the capturer.
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