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Removing pulse weapons - 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) +---- Forum: Discovery Mod Balance (https://discoverygc.com/forums/forumdisplay.php?fid=31) +---- Thread: Removing pulse weapons (/showthread.php?tid=15222) |
Removing pulse weapons - El Nino - 01-13-2009 ' Wrote:As am I, but why wont it happen? Every new weapon slows down the server. It's that simple.. Anyhow they would mostlikeley look all the same, have similar stats, and thus no need for new weapons. Removing pulse weapons - Forsaken - 01-13-2009 ' Wrote:Every new weapon slows down the server. It's that simple.. huh? *scratches head* :wacko: Removing pulse weapons - gekerd - 01-13-2009 can you explain that, I really don't understand why that weapon would slow it down, maybe if all weapons where used at the same time, but that doesn't happen I think, and effects are clientside, aren't they> Removing pulse weapons - SevereTrinity - 01-13-2009 The mod size in total slows down the server, and more weapons = more mod size. Removing pulse weapons - gekerd - 01-13-2009 Okay, but how big are the files off 1 weapon? Because I think there are enough effects out there already. Removing pulse weapons - Varyag - 01-13-2009 ' Wrote:In real life, you can't wander up to your nearest armoury and buy a tank. Ahem..... You should really check out this very awsome site. Yes, you can. Removing pulse weapons - El Nino - 01-14-2009 ' Wrote:can you explain that, I really don't understand why that weapon would slow it down, maybe if all weapons where used at the same time, but that doesn't happen I think, and effects are clientside, aren't they> Weapons need selling locations, longer load time, weapons need effects longer load time, weapons need models, longer load time, weapons need weapon stats.. longer load time. Basicly with each new equipment weapon cargo anything... your load time goes up a bit. And with load time down goes server performance and up goes lag... So unneded weapons will not be added. Such as 20 types of Supernovas for example... Removing pulse weapons - sovereign - 01-14-2009 Adding a pair of guns (class 8 and class 9 shieldbuster) to the House Military factions is practically insignificant in comparison to everything else that's happening. Don't worry about that part. If anything makes the server pull its hair, it's probably having 30 people in scanner range of each other next to Manhattan while continuously updating how each of them sees the others and the planet's prodigious amount of NPCs. Civilians and poorer or unaligned pirates get Debs. Militaries and possibly police, depending on their relations, get their own shieldbusters. Corsairs get Tizona/Colada, and Outcasts get Inferno- sharing those with their trusted friends as they see fit. Possibly the Order would develop their own too, seeing as they have taken a place on the cutting edge of technological advances that don't involve sacrificing your humanity. That's 10 guns tops for a wide, clear amount of differentiation. If you want to make it more obvious, give the Zoners a pseudo-civilian line one that the unlawfuls use unless they're important enough to borrow Outcast/Corsair tech, leaving Debs to civilians, unprivileged police forces, and freelancers. 12 guns, and the 'staple loadout' for each and every Bomber/VHF suddenly has some variation, at least in weapon effect even if the stats are the same. I say do it. We can use existing weapon effects for them, or if asked really nicely could perhaps the effect gods grace us with a recoloration of a certain new weapon that looks remarkably like it shoots bolts of water? Death water, admittedly (those things really hurt...) but it looks pulse-y and non-conventional enough that it could be a really cool shieldbuster effect in varying colors. If said effects gods can't figure out which gun I'm talking about send me a PM. Removing pulse weapons - ... kur nubÄ—go? - 01-14-2009 I have stupid suggestion. Like sheild busters .. but not only pulse weapons. For example lets take Tizona del cid. ANd bring it to tree diffrent vareties: Tizona del Cid Type A .. good agianst graviton weak agianst mocular. Tizona del cid type B Good agianst Mocular weak agianst Positron. Tizona del Cid tyupe C good against Postitron weak agianst Graviton (the current one) Well this is just an opinion. Dont judge to much. Removing pulse weapons - Kambei - 01-14-2009 I dont use shieldbusters on my RHA fighters and only one debie on my KNF fighter... they are useless against another fighters in my opinion. I dont see difference if I kill shields in 4 seconds or in 10 because once are shields down, it is hullbuster what determine if you win or loose if your oponent isnt noobish jouster. ' Wrote:I have stupid suggestion. Like sheild busters .. but not only pulse weapons. For example lets take Tizona del cid. ANd bring it to tree diffrent vareties: Tizona del Cid Type A .. good agianst graviton weak agianst mocular. Tizona del cid type B Good agianst Mocular weak agianst Positron. Tizona del Cid tyupe C good against Postitron weak agianst Graviton (the current one). hey man first good idea what I ever red from you... could be used for debies too. |