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idea for carreirs/caps - 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: idea for carreirs/caps (/showthread.php?tid=46561) |
idea for carreirs/caps - Harcourt.Fenton.Mudd - 09-09-2010 Well prehaps look at it from a differnt angle then. Prehaps a FLhook command. We may not get docking like other mods, but we could at least get a command were caps could re-arm a ship for a price, say 3x what a re-arm would cost normaly. idea for carreirs/caps - Exsiled_one - 09-09-2010 I guess there could be a way to make a Carrier ID that you have to mount that serves as a scanner and then FL hook certain missiles to be in stock like.. 70 or 500. and then only carriers can purchase it because they have the carrier ID in addition to having an regular ID, but seriously?... can't you just purchase missiles, missile launcher and jettison them both, so the other ship can tractor it all in. Now he can hold 40 missiles he can't use. He can give them to you. idea for carreirs/caps - Rommie - 09-09-2010 I see carriers turning into ammo shipshops. It would be a nice addition, although, like Ashes said, they can't be single'd out. idea for carreirs/caps - Ash - 09-09-2010 I'm all for it. But that 70 capacity seems to be one of those unwritten rules of discovery that nobody really pressed forward with. As for caps, it's all god...uh, i mean good. idea for carreirs/caps - Coin - 09-09-2010 ' Wrote:Well prehaps look at it from a differnt angle then. how would we limit that to only caps? idea for carreirs/caps - Irra - 09-09-2010 Ehmn.. you can still buy ammo and carry it even without launcher I think 70 well doesn't sound much but it's better then nothing. Fighter with mini razor can carry extra TCD ammo for a friend. Not sure about capitals.. can they carry fighter/bomber ammo idea for carreirs/caps - Harcourt.Fenton.Mudd - 09-09-2010 ' Wrote:Ehmn.. you can still buy ammo and carry it even without launcher I think 70 well doesn't sound much but it's better then nothing. Fighter with mini razor can carry extra TCD ammo for a friend. If a base sells the ammo, anything can carry it. In some cases, Ive flown with groups that purposly mixed what CD/CM/missle ammo they had, so everyone carried stuff for someone else (IE: they run low transfer) Quite useful, provided that people transfer their stuff before dying. idea for carreirs/caps - tansytansey - 09-10-2010 ' Wrote:Well prehaps look at it from a differnt angle then. FLhook commands that run constantly rather than only activating when specific conditions are met drain far more resources in terms of server load. FLhook is not a 'fix all' for everything we cannot do with the game engine we're provided with. The only way for this to work would to be to make ammunition take up cargo space, so that each ship can only carry a certain amount of cargo based on the size of their cargo hold. But then, transports would be better than Capital Ships for the role of supplying ammunition anyway. And I don't know about you, but I don't know many Carriers that can survive longer than it takes for a fighter to use 70 Cannonballs in a fight. Bigger caps usually go down first. idea for carreirs/caps - Harcourt.Fenton.Mudd - 09-14-2010 Actualy, and I dont know why I didnt think of it before..... cargo space. Have a weapon that on impact reloads a snubcraft's ammo (not regens). Have each unit of ammo for that weapon take up X ammount of cargo capacity. It'd work, and would explain the need for large cargo capacity on large caps. idea for carreirs/caps - yurineova - 09-15-2010 The engine is what limits the ammo capacity if I'm not mistaken. As such, it cannot be altered between ships. Furthermore, the extra ammo could be just controlled by cargo space, most would say. Problem there is most fighters then mounting CDs would have a very hard time carrying anything BUT CDs. As such, its not the best idea. I believe torpedos already take cargo, which helps to limit their effectiveness. Also, last time I checked, most pilots rarely use up 70 missiles in an engagement, if I'm not mistaken. Even so, a restock of even 20 more missiles would be sufficient unless it happened to be one fighter and captial vs a ton of fighters. In which case, how would it help any more? The idea is nice, but again, limited due to the engine. Unless, I am wrong (wont be the first time) and somoene can point out in the ini.s where a ship's ammo capacity can be modded. EDIT: What it can, however, be useful is more than 70 CMs, in which case thats understandable. But in 9/10 encounters, I use CMs about 3x faster than missiles, and I still dont run out of CM unless its extremely hairy. I'd say for every one missile I shoot, I drop about 5 cm on average. |