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Enhancement for Smugglers - 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: Enhancement for Smugglers (/showthread.php?tid=73519) Pages:
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Enhancement for Smugglers - Coin - 01-27-2012 ' Wrote:I do not think it is possible to code something that could "fib" to another player's scanners. having more than 100 unstackable items in your cargo hold corrupts your character file as the commodities are stored alphabetically, theres little point buying 10-20 rp cargo stuffs, especially if you're transporting artifacts or cardamine. we need contraband beginning with the latter half of the alphabet /summon cannon new illegal commodities that show up at the bottom of the manifest, not the top please. but in essence, you dont need a jammer, nor a antijammerscanner at all, unless you are attempting to power-smuggle. which is not the point. i've been smuggling for ages, and its the best form of trading. buy artifacts on crete and sell on trafalgar: you have to dodge the hessians, mollies, lawfuls, bunters, outcasts... i've even been grassed up by traders. the best trick is to get pie-ratty types to create a diversion for you when you get to the target system, while you quietly dock with your naughty cargo. i always rolled with the snuggler id, cos it created RP situations that usually resulted in my death: lets face it, trading is deathly boring, and a nice spot of 'needing to respawn' wakes you up nicely. Enhancement for Smugglers - Hone - 01-27-2012 I already suggested this, the question is; can it be coded? Enhancement for Smugglers - Dr.Centura - 01-27-2012 What exactly do you mean by coded? /summon admins for their opinion Enhancement for Smugglers - AeternusDoleo - 01-27-2012 Dev opinion here. While sounding good in theory, I doubt the game engine would support this. Blocking a scan, possibly. Passing back false results, I doubt it. Regardless, it'll require flhook, and so this becomes added to the long list of FLHook requests that basically only one person handles in Discovery. And that person is still busy handling cloak, playerbases, jumpdrive and other miscellaneous goodies. So, don't get your hopes up on this happening any time soon, unless some additional flhook programmers step up. Enhancement for Smugglers - Dr.Centura - 01-27-2012 Ok :'( thanks for the feedback though. Enhancement for Smugglers - rwx - 01-27-2012 ' Wrote:Dev opinion here. While sounding good in theory, I doubt the game engine would support this. Blocking a scan, possibly. Passing back false results, I doubt it. Regardless, it'll require flhook, and so this becomes added to the long list of FLHook requests that basically only one person handles in Discovery. And that person is still busy handling cloak, playerbases, jumpdrive and other miscellaneous goodies. So, don't get your hopes up on this happening any time soon, unless some additional flhook programmers step up. Just a sidenote: If it can't be done for normal scans, maybe it works for the TLAGSNET. Enhancement for Smugglers - Zynth - 01-27-2012 ' Wrote:as the commodities are stored alphabetically, theres little point buying 10-20 rp cargo stuffs, especially if you're transporting artifacts or cardamine. we need contraband beginning with the latter half of the alphabet I agree. We need to place it some obscure area. I like smuggling slaves because it starts with an "S" and can be hidden well under a pile of random commodities. |