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[FAQ
Forum Index » » English (General) » » General questions about the future of DS.
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 Author General questions about the future of DS.
Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2013-11-05 03:09   
Quote:
On 2013-11-04 20:43, Sheraton *XO* wrote:
Quote:
On 2013-11-04 18:59, Chewy Squirrel wrote:
Quote:
On 2013-11-04 16:21, Faustus wrote:
I will say, we are going to focus a lot of giving you a reason to fight over the planets and keeping them under your control..

I suspect that "Resources" will become much like credits, except you will earn resources entirely in-game from the planets that your faction/team/fleet controls.



Sploosh



The first part of that is how I recall the game being a LONG time ago. You had to use something like credits and resources to reequip the items on your ships.

-Sheraton





The way I interpret it, there will be 2 types of currency in game.

Credits will remain the currency which players can buy with real money to purchase and equip enhancements on their ships. This shouldn't change as it is the source of income to sustain the game.

Resource will be an internal currency of sorts for everything else, from building ships, plats, and whatever future infrastructure your factions needs.

I can only hope that resources, if they are once against split up into types, can be traded or bartered in the game. Something along the lines of 100 Urdanium = 1 Hypermatter, or something to that effect.


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


AdmiralChaos
Chief Marshal

Joined: October 08, 2008
Posts: 274
Posted: 2013-11-05 06:40   
Quote:
On 2013-11-04 20:43, Sheraton *XO* wrote:
Quote:
On 2013-11-04 18:59, Chewy Squirrel wrote:
Quote:
On 2013-11-04 16:21, Faustus wrote:
I will say, we are going to focus a lot of giving you a reason to fight over the planets and keeping them under your control..

I suspect that "Resources" will become much like credits, except you will earn resources entirely in-game from the planets that your faction/team/fleet controls.



Sploosh



The first part of that is how I recall the game being a LONG time ago. You had to use something like credits and resources to reequip the items on your ships.

-Sheraton




Planets generated credits for your team so you could pull ships from the gate

Player earned credits via missions were for refitting

Aka, the era of 50+ player scenario games everyday.. capping planets, building them up and rushing to the gate and spam clicking that dread to be the first! /looksbackfondly
_________________
I'll chain you to the truth,
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.

Enterprise
Chief Marshal

Joined: May 19, 2002
Posts: 2576
From: Hawthorne, Nevada
Posted: 2013-11-05 09:44   
Quote:
On 2013-11-05 06:40, AdmiralChaos *FL* wrote:
Quote:
On 2013-11-04 20:43, Sheraton *XO* wrote:
Quote:
On 2013-11-04 18:59, Chewy Squirrel wrote:
Quote:
On 2013-11-04 16:21, Faustus wrote:
I will say, we are going to focus a lot of giving you a reason to fight over the planets and keeping them under your control..

I suspect that "Resources" will become much like credits, except you will earn resources entirely in-game from the planets that your faction/team/fleet controls.



Sploosh



The first part of that is how I recall the game being a LONG time ago. You had to use something like credits and resources to reequip the items on your ships.

-Sheraton




Planets generated credits for your team so you could pull ships from the gate

Player earned credits via missions were for refitting

Aka, the era of 50+ player scenario games everyday.. capping planets, building them up and rushing to the gate and spam clicking that dread to be the first! /looksbackfondly




Some of my best memories were fighting over resource types in Scenario. You needed specific types for specific structures (like the planetary shield) and people fought over those planets hard. When you only have one source of hypermatter in system and you have three factions that need it, it gets bloody.
_________________


AdmiralChaos
Chief Marshal

Joined: October 08, 2008
Posts: 274
Posted: 2013-11-05 11:33   
Quote:
On 2013-11-05 09:44, Ent wrote:
Quote:
On 2013-11-05 06:40, AdmiralChaos *FL* wrote:
Quote:
On 2013-11-04 20:43, Sheraton *XO* wrote:
Quote:
On 2013-11-04 18:59, Chewy Squirrel wrote:
Quote:
On 2013-11-04 16:21, Faustus wrote:
I will say, we are going to focus a lot of giving you a reason to fight over the planets and keeping them under your control..

I suspect that "Resources" will become much like credits, except you will earn resources entirely in-game from the planets that your faction/team/fleet controls.



Sploosh



The first part of that is how I recall the game being a LONG time ago. You had to use something like credits and resources to reequip the items on your ships.

-Sheraton




Planets generated credits for your team so you could pull ships from the gate

Player earned credits via missions were for refitting

Aka, the era of 50+ player scenario games everyday.. capping planets, building them up and rushing to the gate and spam clicking that dread to be the first! /looksbackfondly




Some of my best memories were fighting over resource types in Scenario. You needed specific types for specific structures (like the planetary shield) and people fought over those planets hard. When you only have one source of hypermatter in system and you have three factions that need it, it gets bloody.



Oh yeah! ICC needed dark matter for shields and everyone needed hypermatter for dicters! Tranny wars for 10 minutes then giving up and just trying to mine enough off without dying
_________________
I'll chain you to the truth,
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.

DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2013-11-05 12:24   
Quote:
On 2013-11-04 15:52, Pantheon wrote:
You guys have a very close and direct relationship with us developers (some even on first-name basis)


Sorry but I haven't touched you yet.
Our relationship is still indirect and through C++ or PHP
Quote:
On 2013-11-04 16:21, Faustus wrote:
I suspect that "Resources" will become much like credits, except you will earn resources entirely in-game from the planets that your faction/team/fleet controls.


Wow, can we exchange resources for credits big F? )
_________________


Bardiche
Chief Marshal

Joined: November 16, 2006
Posts: 1247
Posted: 2013-11-05 12:40   
The times we fought over valuable resources were the most exciting times of all.
_________________


Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2013-11-05 13:50   
Quote:
On 2013-11-05 12:24, DiepLuc wrote:
Quote:
On 2013-11-04 15:52, Pantheon wrote:
You guys have a very close and direct relationship with us developers (some even on first-name basis)


Sorry but I haven't touched you yet.
Our relationship is still indirect and through C++ or PHP
Quote:
On 2013-11-04 16:21, Faustus wrote:
I suspect that "Resources" will become much like credits, except you will earn resources entirely in-game from the planets that your faction/team/fleet controls.


Wow, can we exchange resources for credits big F? )



No, sorry. He means that resources will be generated by planets and spent via spawning ships.
_________________


Dwarden
Admiral
CHIMERA

Joined: June 07, 2001
Posts: 1072
From: Czech Republic
Posted: 2013-11-05 22:31   
congrats on the DS 1.7 release ...

keep up the good work

p.s. tsk tsk nearly end of 2013 ... time flies ...
_________________
... Ideas? ... that's Ocean w/o borders !

Fatal Perihelion
Chief Marshal
Fatal Squadron


Joined: April 15, 2010
Posts: 308
Posted: 2013-11-06 22:09   
Scenario was most fun to me when it was crowded because it had an end and a beginning.
It was a race for recources and population, highly requiered teamwork with different tasks and later on, three faction battles and the showdown.

The Metaverse is great, compared to Scenario it gives you the impression of endless space and it never sleeps.
Now maybe the Metaverse is too close to infinity?


Here are some Ideas to make the Metaverse better not by making huge changes or new inventions, but by changing the format:


-MAP CHANGE EVERY FEW MONTHS

Players always complain after a while.. they get bored of Fargo Rock, starting to hate Michelle and dont give a damn about Kaus Borealis and MI.
If that is so, would it be possible to have a reset more often, rotate metaverse Maps? A new beginning is always exciting and it also gives the Metaverse a timeline like Scenario just on a much larger scale.


-STARSYSTEM RARE MATERIALS AND SHIPYARDS

Only the richest systems allow the direct spawn of Stations in that system.
This would give planets with rare materials a higher strategical value.
For example: Kluth succesfully captured the ICC Planet Oceania which
is the only source of Dark Matter in system Tau Ceti.
Now Kluth destroys an ICC Sector Command Station. The ICC pilot will no longer be able to respawn a Station in Tau Ceti, he has to travel all the way from Dres Kona to return to the battlefield, or he grabs a next lower classs of ship. And so on: The poorer systems might naturaly not even be able to allow cruisers. So the Materials are directly junctioned to the Shipyards in that system.

Shipyards could be less "common" Maybe Barren planets should not be able to have Shipyards at all. Terran planets would be more precious if one could make it a real deathstar, maybe all terrans should have 40 tiles like the homeworlds.

Same with Depots, the Depot nerf was a good solution but planets became more alike, it is one depot everywhere. What if only certain planets allow depots , no depot spam but maybe a limit of four depots, or make depots cost huge ammounts of energy. Shipyards could function as 1 Depot which would make sense.
This way Planets gain some more specialisation and a meaning.


KILLBOARD, STATISTICS, BADGES, GNN

We have all the statistics and data to make a reward system out of it. We could combine the statistics with some cosmetical rewards or even with small amounts of Credits! People could optionaly pay into a bonus pool to support Darkspace when they buy their credits, this way people create a pot which is shown in a bar like the "% Server Target met" one.
Now each Month pilots earn badges, just an entry in a hall of fame or even real credits, as reward for things like Most Killls, Best Bomber , Engineer and so on. even funny stuff like kamikaze.
The Badges and other Rewards just take some artwork , just some icons however they should be visible for public so pilots get the attention they deserve . Maybe announced in some kind of Galactic News Network.

So just plain statistic made look fancy, you get the point.
If it would somehow be able to create such a credit pool, it would be awesome!


MUSIC

Is it possible to add some more tracks?




_________________


Code Red
Chief Marshal
Non Omnis Moriar


Joined: September 08, 2007
Posts: 184
Posted: 2013-11-07 02:43   
Quote:
On 2013-11-05 09:44, Ent wrote:
Quote:
On 2013-11-05 06:40, AdmiralChaos *FL* wrote:
Quote:
On 2013-11-04 20:43, Sheraton *XO* wrote:
Quote:
On 2013-11-04 18:59, Chewy Squirrel wrote:
Quote:
On 2013-11-04 16:21, Faustus wrote:
I will say, we are going to focus a lot of giving you a reason to fight over the planets and keeping them under your control..

I suspect that "Resources" will become much like credits, except you will earn resources entirely in-game from the planets that your faction/team/fleet controls.



Sploosh



The first part of that is how I recall the game being a LONG time ago. You had to use something like credits and resources to reequip the items on your ships.

-Sheraton




Planets generated credits for your team so you could pull ships from the gate

Player earned credits via missions were for refitting

Aka, the era of 50+ player scenario games everyday.. capping planets, building them up and rushing to the gate and spam clicking that dread to be the first! /looksbackfondly




Some of my best memories were fighting over resource types in Scenario. You needed specific types for specific structures (like the planetary shield) and people fought over those planets hard. When you only have one source of hypermatter in system and you have three factions that need it, it gets bloody.



What Ent said for me , rare resources needed in game for spawns , etc , this makes planet very valuable again.
_________________

Code Red, For winning in the 1RA Fleet Wars event, here's your coupon for a week.

Fatal Mack Bolan(WildCards_58th)*COM*
Marshal
Fatal Squadron


Joined: June 12, 2010
Posts: 184
From: home planet: Exathra
Posted: 2014-03-04 15:56   
look at the planet system in star wars:empire at war........'nuff said.

*****peace*****
_________________
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20 years of playing this mo'-fo....amazing isn't it ?
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  Email Fatal Mack Bolan(WildCards_58th)*COM*
Thugomatic
Chief Marshal

Joined: August 11, 2003
Posts: 166
From: Missoula Montana
Posted: 2014-03-04 18:15   
Quick thought, question. but for just now and a little while the MV gets a
major downgrade in size. Leave the back systems behind the HW but as
far as the advancing systems have 2 at the most before the 3 way system.


For now since ive been back the playerbase seems extremely small. Most ive seen on a team has been 3. And if/when the playerbase picks up steam increase the MV accordingly. At least players would be more apt to play...I would hope could be wrong though.


The question would be how difficult would this be too implement. I like perhilion's reset of the MV, during said reset the center systems would be different as previous. I guess the biggest thing would be to somehow ensure that all 3 sides would get similar system accomadations, ya know like same amountish of planets. As far as the center system well w/e would work.
_________________
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