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A New Idea For Disco - Printable Version

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RE: A New Idea For Disco - Fluffyball - 06-13-2015

(06-13-2015, 08:22 PM)sindroms Wrote: There were many suggestions about mines, but many of them had huge flaws. For example, one of them was giving gunboats a nova-damage-wielding mine, which had a lifespan of 5 minutes and did not move.

I recreated this on my server and below is an example of why it would be a hugely bad idea.


This is a pretty brilliant thing, but very OP for Disco standards.


RE: A New Idea For Disco - sindroms - 06-13-2015

Oh, and here was an idea about Concussion Mines. They did little damage, but had HUGE speed and knocked players back in a similar manner as flacks.
The problem with this one is that players would be catapulted at huge speeds during hits and, if you engine killed, you could zoom around the map, because the way this worked actually allowed for precise aiming.





RE: A New Idea For Disco - Fluffyball - 06-13-2015

Now, that mine could be an alternative to both TLs and Cruise. Big Grin Imagine trading with that method, with another's player help.


RE: A New Idea For Disco - sindroms - 06-13-2015

Well, I mean, back in the day we used to move Barges around with BS flacks, so it would be in no way too different.


RE: A New Idea For Disco - jammi - 06-13-2015

Funnily enough, that method of propulsion is actually called an Orion Drive. I remember MarvinCZ setting up a demonstration Rhino using mines as an engine years back. Was pretty funny.


RE: A New Idea For Disco - Isambard Kingdom Brunel - 06-13-2015

Maybe they can create a new Mine, like Plasma or EMP for that kind of ships what you're talking about, that can reduce the flying speed, or take down the energy bar or something like that, that would be interesting, hm..


RE: A New Idea For Disco - sindroms - 06-13-2015

You are talking about a Screamer mine.
Sadly, the line responsible for energy meter reduction is connected to the shield damage.
You cannot make a mine that is good against powerplants without killing off shield balance.

Unless you can assign mines with another damage type which is 0 against shields.


RE: A New Idea For Disco - Highland Laddie - 06-13-2015

(06-13-2015, 09:33 PM)sindroms Wrote: You are talking about a Screamer mine.
Sadly, the line responsible for energy meter reduction is connected to the shield damage.
You cannot make a mine that is good against powerplants without killing off shield balance.

Unless you can assign mines with another damage type which is 0 against shields.

Could you make a mine that does much less damage to Shield than say a Screamer, but does a lot against energy damage?  Could be an interesting an interesting alternative to Screamers.


RE: A New Idea For Disco - sindroms - 06-13-2015

No, that is what I am saying.
The shield damage = energy damage.


EDIT:

[Explosion]
nickname = mine01_mark05_explosion
effect = pi_mine01_blast25
lifetime = 0, 0
process = disappear
strength = 100
radius = 64
hull_damage = 1000
energy_damage = 24000
impulse = 0





This is the damage entry for the Screamer mine. Just like all weapons in Disco it has a "hull_damage" and "energy_damage"

The energy damage, when applied to a ship, takes either X shield points or X powerplant energy units.
For regular guns, energy damage is 0 and the shield damage they make is 1/2 of the hull damage by default.


RE: A New Idea For Disco - TheFreelancer - 06-13-2015

thanks for the feedback everyone of you, i didnt think i would get this much responses!
(even spazzy responded!)