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Uncharted worlds - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Developers Forum (https://discoverygc.com/forums/forumdisplay.php?fid=183) +--- Thread: Uncharted worlds (/showthread.php?tid=118475) |
RE: Uncharted worlds - sindroms - 07-28-2014 Any. Mind: ANY decision that brings more randomized encounters to Disco has my thumbs up. Even if it is just an update-by-update basis. RE: Uncharted worlds - Treewyrm - 07-28-2014 I suppose I should elaborate that the point of this concept isn't really to create stable activity between players within a certain area. For that we have all other systems in the mod. But these are... let's say more of experimental nature and not meant to reside permanently in places they're put at nor to connect to other systems like the rest do. Unstable would be a defining characteristic. Most would be dead-end anyway or have some quirks like when I designed unknown (kansas) system. RE: Uncharted worlds - Sand-Viper - 07-28-2014 More systems akin to the Kansas -> Unknown system? More opportunity/motivation to research/explore? More totally awesome/mysterious/ogodmyheart locales? Yes please!
RE: Uncharted worlds - Scumbag - 07-28-2014 Radiation fields that you must go around, asteroid fields that hurt the ship, explosive gas pockets, nebulas with almost no visibility and rare pockets of valuable ore. RE: Uncharted worlds - MÃmir - 07-28-2014 (07-28-2014, 04:34 PM)Scumbag Wrote: Radiation fields that you must go around, asteroid fields that hurt the ship, explosive gas pockets, nebulas with almost no visibility and rare pockets of valuable ore. ^That, I made a suggestion long time ago regarding ores (after having discovered wormhole mining in Eve Online). I'd love to see a Discovery: Cataclysm - solar storms or some other random sci-fi malarkey smashes half the systems in the game, destroying all bases and tradelanes but leaving behind asteroids with exotic ores, radiation and gasses, and the deeper you venture in, the tougher that environment gets on you; so that you would actually have to use a heavily armored capital ship to survive, but making it extremely profitable to explore, so that players will cooperate (and pirates can steal their loot when they return to "safe" space )
RE: Uncharted worlds - Zayne Carrick - 07-28-2014 Well, even without map, there's still .ini files and Freelancer Companion. It's possible to make serverside-only system? RE: Uncharted worlds - Treewyrm - 07-28-2014 (07-28-2014, 05:33 PM)Zayne Carrick Wrote: Well, even without map, there's still .ini files and Freelancer Companion. Nope, not really. Freelancer was never designed to provide for content streaming and that sort of content dynamism. There are player bases, sure, but whole systems... not likely. I'm not here to stop people from using FL companion, ultimately it is their choice whether to rob themselves of discovering experience. RE: Uncharted worlds - larzac - 07-29-2014 +42 Would be awesome, and i think that we should be able to find something very rare in this kind of system (CODENAMES, Special commodity..?) RE: Uncharted worlds - Danny-boy - 07-29-2014 This sounds really awesome, Actually having this strange new place that doesn't look like the rest of Sirius to go and discover new places with unstable Jump holes and other such things, would probably make discovery about ten times more interesting for me. Although I wonder, how often would these sort of systems change around? Hopefully it would be short enough so that people wouldn't also get bored with the new system/systems. RE: Uncharted worlds - Ironwatsas - 07-30-2014 I've been suggesting something similar to this for a long time now. Basically, some of the existing guard system could be made into something similar. Randomly generated systems I've never really thought about, since it was assumed to be a technical impossibility. But a few thoughts I've had were:
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