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Discovery 4.80 features, bugs & suggestions - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37) +--- Thread: Discovery 4.80 features, bugs & suggestions (/showthread.php?tid=1384) |
Discovery 4.80 features, bugs & suggestions - Badger - 09-07-2006 Hi Mercutio, welcome to Discovery. This post will probably get moved or removed, since unfortunately this isn't the place for that problem. Try making a new topic in our "Freelancer In General" forum. I think you might find the same trouble in the original Freelancer. It's usually all down to graphics settings in Freelancer and on your computer, try changing any of these to see if it makes a difference. Back on topic- marauder: Excellent research mate. I will have a quick look at the shield hit-box when I get a chance, though I very much like your idea of removing it completely. The downfalls are that you'll likely pick up a repair bill everywhere you trade due to any shots going directly to hull. The advantages however, like you've listed, are numerous and beneficial to the whole of Discovery as a roleplay mod. People seem to forget that trading is supposed to be arduous and dangerous. If people drop their trains because of a change like this, all the better, we'll have much more diversity. Perhaps Large Trains could get a bit of a cargo hold increase to make up for the lack of shield, though only something like 6000 space (if you look at the Transport, it has 2 cargo pods and 2000 space I think, only makes sense the Large Train should have 6000 for it's 6 pods). I hope the hitbox problem can be rectified though, as other ships also suffer similar problems with missile immunity. Discovery 4.80 features, bugs & suggestions - Kane - 09-07-2006 One suggestion to make all people with large capital class ships breath a sigh of relief... Is it at all possible to create destructible asteroids? Not just the little ones you see floating around in your HUD, but the large ones that grab your battleship every chance they get, sometimes even getting you irreversibly stuck. If it is possible to get those to be destructible, I would appreciate it very much. Yes, it would make it easier for large ships to fly through the fields, but it will still be slow progress having to blast ones way through every one. Discovery 4.80 features, bugs & suggestions - McNeo - 09-07-2006 I doubt that would happen as i think all those asteroids would have to be a target and that would lagg the game up alot (i think) and then they gotta respawn afterwards. I like the idea though but i got another 1. sum asteroids that i pass through, i actually pass through, not bounce off. Could there be more of those plz. even though i doubt it also as it would be unrealistic. Or could you make like paths with beacons for battleships to fly through. I think this would be cool as you could camp with ur mates around this path (in bombers) and ambush the Battleship or cruiser (just a thought). It would also make life much easier for the pilots and would make battleships more versitile. Also, i recon that the pilotable weps platforms is a cool idea with the low turn rate and the fixable guns (sold with lvl 10 weps on lvl 1 slots so if they are dismounted then they can be remounted?? just a thought). They could be used to defend places or act as a screen in a retreat (in 1 of those staged RP battles. And that train idea is cool though i think it needs like a lvl 6 freighter sheild to protect from rocks and partially from mines. with like 30 bats and almost double bots. I dont really like the idea of repairing every time i venture, but hey, thats me. So bad sheild, same hull, tiny bats and almost double bots (1.7x mabey???) Its not like a lvl 6 sheild is gonna protect u much from 6 lvl 10 guns and a mobile battlerazor. This would make it easier to pirate in a gunboat IMO. i might have missed somthing so i will check again later. :D I think these ideas are cool but i wanna know if u guys agree with me. :P :P Discovery 4.80 features, bugs & suggestions - Dab - 09-07-2006 Well I think asteroids should be at least movable. A fighter shouldn't be able to plow through them, but a battleship could be held straight on course and plow through asteroid fields much easier than trying to navigate them. Discovery 4.80 features, bugs & suggestions - Kane - 09-07-2006 I've seen it done, where the asteroids are destructible. There is a mod (Or many, I havn't paied much attention) where everything in FL can be destroyed, so I know it's possible. The question is can it be done to just asteroids. Frankly, I don't think it'll cause lag. They don't move, they don't shoot, they just sit there. Why would that give the server problems? And they would respawn with every server restart, just like a whole bunch of other things. Or they might auto-respawn, depending on what can be done with them. Discovery 4.80 features, bugs & suggestions - Zukeenee - 09-08-2006 Hmm... Kane seems to have a good idea. I already elaborated on it here. Everything destructible, you say? As in stations and planets, even? Well, I don't think that would work too well with the Disco... sounds cool, though. Discovery 4.80 features, bugs & suggestions - seanstakes - 09-08-2006 Planets and Stars getting blown up would be weird.......but it is funny........ On topic i have some wierd glitches.......i was 5kms right above the trade lane and i click dock and went through the trade lane O_o when i exited i was back in the normal place outside the jumpgate. Discovery 4.80 features, bugs & suggestions - DarkOddity - 09-08-2006 Yeah, I agree with Kane 110%, I stopped paying attention to this thread awhile ago... Mah bad. And I apparently got "griefered" by Dab lmao... but Yeah. :) Discovery 4.80 features, bugs & suggestions - DarkOddity - 09-08-2006 Ok... I have finally got into 100% Complete setup on my Zoner Juggernaught and have found an extremely agitating problem.. I have an extremely customized key setup for FL that helps with both Fighters, Freighters, and cap ships based on my particular play style... However, In my Zoner Juggernaught, I need to fire weapons 13 & 14 individually.. Now doing a complete setup of weapons groups would force me to rebind all my keys (based on my customization) So what I am suggesting is additional keymap options added. For Example: Fire Weapon #1 Fire Weapon #2 (You get the point) Fire Weapon #10 Fire Weapon #11 (From 11-22 Would be added) Fire Weapon #22 So we could custom bind a key for every weapon. I don't *think* it would be that much harder to add but would lvoe to see it. Discovery 4.80 features, bugs & suggestions - Nightfall - 09-10-2006 The Golden Chrysantemums ID is on Battleship Matsumoto, not at Ainu Depot as it should be. |