Welcome aboard Visitor...

Daily Screenshot

Server Costs Target


9% of target met.

Latest Topics

- Anyone still playing from a decade ago or longer? »
- Game still active. NICE! »
- Password resett »
- Darkspace Idea/Opinion Submission Thread »
- Rank Bug maybe? »
- Next patch .... »
- Nobody will remember me...but. »
- 22 years...asking for help from one community to another »
- DS on Ubuntu? »
- Medal Breakpoints »

Development Blog

- Roadmap »
- Hello strangers, it’s been a while... »
- State of DarkSpace Development »
- Potential planetary interdictor changes! »
- The Silent Cartographer »

Combat Kills

Combat kills in last 24 hours:
No kills today... yet.

Upcoming Events

- Weekly DarkSpace
05/04/24 +1.3 Days

Search

Anniversaries

No anniversaries today.

Social Media

Why not join us on Discord for a chat, or follow us on Twitter or Facebook for more information and fan updates?

Network

DarkSpace
DarkSpace - Beta
Palestar

[FAQ
Forum Index » » English (General) » » Stations
Goto page ( 1 | 2 Next Page )
 Author Stations
*Flash*
Chief Marshal

Joined: April 19, 2009
Posts: 291
From: Semi retired after 1.67 !
Posted: 2014-12-05 05:08   
Ok i must say that stations are still incredible OP and are killing the gameplay, missiles are still incredible strong. Something needs to be done against station spamming before its to late!
_________________
In space , no one can hear you scream!


  Email *Flash*
-=LoKi=-
Marshal
Imperium


Joined: November 10, 2007
Posts: 83
From: Valhala
Posted: 2014-12-05 05:10   
3 stations max, one of each tipe for all factions, wold be a good way,
_________________


  Email -=LoKi=-
pawnerz
Chief Marshal

Joined: September 03, 2010
Posts: 50
From: Somewhere Somehow
Posted: 2014-12-05 05:13   
Must correct you ;p ICC PSM is OP, huge splash damage!

Stations are Win/Win, huge armour plates making it impossible to destroy when grouped with many other stations. Plus having both JD and WH is retarded... making it EVEN MORE impossible because they can WH into the stupid retarded safe zone and use their PLATFORMS to repair.

What's the point of a RoC if you're not enforcing it?

Being K'luth, our stations die too easily.

*waits for ICC to moan about torps, until they realise we torp when they use stations*

Apparently our UBER OP torp still can't counter their stations, what is left to do when your most powerful weapon can't counter this annoying spam?!

EDIT: SOLUTION!! Change to UGTO, mod a UGG BS with defense enh and alba armour, smash it into ICC stations, win.
[ This Message was edited by: pawnerZ-Torped- on 2014-12-05 05:41 ]
_________________
Yet another forum thread by me about planets and AI >:D

*Flash*
Chief Marshal

Joined: April 19, 2009
Posts: 291
From: Semi retired after 1.67 !
Posted: 2014-12-05 05:13   
Limit the number of stations per faction would be a good idea or reduce the range or damage for missiles....ships doesnt stand a chance if 2 Line stations hit with missiles another ship. Its an insta kill.
_________________
In space , no one can hear you scream!


  Email *Flash*
Len05
Chief Marshal

Joined: June 18, 2012
Posts: 22
Posted: 2014-12-05 05:19   
Created a quote too so nothing to send

Still the same of all others luthnin this quote
_________________


DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2014-12-05 12:02   
The ranges of ICC station weapons are INSANE. With the help of weapon accelerator, Line projectile almost reaches everything. Narrow please!

As oppose to Line, Nest projectile almost reaches nothing. Widen please!

And perhaps replace ewar gadgets on support station with gun? It's undoubtedly SS was the spirit of UGTO due to the slowest regeneration. Since the day SS had zero weapon, UGTO has been underdog in big fight.
[ This Message was edited by: DiepLuc on 2014-12-05 12:12 ]
_________________


Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2014-12-05 22:28   

I've said it before, and I'll say it again.

Class limits are clearly needed for some classes, and subtypes of ships. Even more so now that the map has been shrunk to a 3-system 'Maxi-scenario' type gameplay.

My suggestion, limit per faction to
2 or 3 stations
12 dreads
20 cruisers
Dessies and below unlimited.



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


-DBS
Marshal

Joined: January 04, 2011
Posts: 204
From: St. Petersburg, FL
Posted: 2014-12-06 14:40   
Quote:
On 2014-12-05 22:28, Kenny_Naboo wrote:

I've said it before, and I'll say it again.

Class limits are clearly needed for some classes, and subtypes of ships. Even more so now that the map has been shrunk to a 3-system 'Maxi-scenario' type gameplay.

My suggestion, limit per faction to
2 or 3 stations
12 dreads
20 cruisers
Dessies and below unlimited.







We would never reach those limits with out player base
_________________


DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2014-12-06 14:45   
Limit station per factions would cause frustrating and unfair gameplay. Who has the right to ride the big one when both are CM?

The limitation should depend on planet's rare resource. Say, station requires uranium to launch from SY, and not all maps have uranium.

Was such case implemented, someone would complain because they stored like 3 stations and 5 dreadnaughts in garrage... Hell, there is always trouble in tweaking the game without hearing any moaning. But if the implementation makes game more interesting, it's deserved.
_________________


Rae
Admiral
Raven Warriors

Joined: May 23, 2002
Posts: 284
From: 10 minutes away in a fast boat
Posted: 2014-12-07 00:46   
^^ the old resource system was what made Darkspace unique. Wish they would bring it back, I think it would go hand in hand with the new mv.

_________________
-so precious lovin the thrill...

*Flash*
Chief Marshal

Joined: April 19, 2009
Posts: 291
From: Semi retired after 1.67 !
Posted: 2014-12-07 01:23   
Imo Line station , BS and Nest should have less armor and missiles a bit nerfed. Ppl should not be encouraged to play with stations , camping planets or gates. Giving smaller ships a chance to kill them easily is a good way to stop station spamming and yes Nest is the weakest Combat station then its the ugto one. Compare those two stations with the icc one and see whos winning. Rotating shields plus range and faster regen rate. Something has to be done untill is not to late! Nest sucks in combat due to range and claoking timer. Bs is a joke too!

[ This Message was edited by: *Flash* on 2014-12-07 01:27 ]
_________________
In space , no one can hear you scream!


  Email *Flash*
Incinarator
Chief Marshal

Joined: May 24, 2010
Posts: 237
Posted: 2014-12-07 02:48   
Can I hear Missile Frigate?

Nah, anything less than a dread killing a station is OP.

Yep.
_________________
I be rebuilding your planets!

pawnerz
Chief Marshal

Joined: September 03, 2010
Posts: 50
From: Somewhere Somehow
Posted: 2014-12-07 07:49   
Quote:
On 2014-12-07 01:23, *Flash* wrote:
Nest is the weakest Combat station then its the ugto one.




Why does everyone hate the BS xD I love it against ICC, full alba<3

Or maybe it' just me lagging and avoiding being shot haha
_________________
Yet another forum thread by me about planets and AI >:D

Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2014-12-07 10:35   
Quote:
On 2014-12-06 14:45, DiepLuc wrote:
Limit station per factions would cause frustrating and unfair gameplay. Who has the right to ride the big one when both are CM?

The limitation should depend on planet's rare resource. Say, station requires uranium to launch from SY, and not all maps have uranium.

Was such case implemented, someone would complain because they stored like 3 stations and 5 dreadnaughts in garrage... Hell, there is always trouble in tweaking the game without hearing any moaning. But if the implementation makes game more interesting, it's deserved.




And that's the problem with you players.

You complain about station spamming, but are unwilling to accept class limits, citing unfairness and the freedom to use whatever ships you wish.

Your argument defeats itself, and the original point of this post.

And then you start to think about nerfing stations, and missiles. And it becomes a nasty, vicious cycle of ups and downs, repeated ad nauseum.



To answer your question: Who gets to use the station?
First come, first served. In other words, if the slot is empty you get to roll your station. If it isn't, then you go pick a dread or a cruiser. Wait your turn until that station driver logs.

[ This Message was edited by: Kenny_Naboo on 2014-12-07 10:37 ]
_________________
... in space, no one can hear you scream.....


Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2014-12-07 10:43   
Quote:
On 2014-12-06 14:40, -DBS wrote:


We would never reach those limits with out player base




Yeah you're right. Less of the heavies should be allowed.
3 stations
10 dreads
15 cruisers
unlimited elsewhere
_________________
... in space, no one can hear you scream.....


Goto page ( 1 | 2 Next Page )
Page created in 0.021756 seconds.


Copyright © 2000 - 2024 Palestar Inc. All rights reserved worldwide.
Terms of use - DarkSpace is a Registered Trademark of PALESTAR