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Discovery mod v.4.79 bugs&suggestions - Printable Version

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Discovery mod v.4.79 bugs&suggestions - f2k - 01-29-2006

Another bug, a few suggestions, and a comment

Bug (maybe):

Freeport 9 is almost impossible to dock with when flying large ships. So far Ive tried 3 times in a row, and I havent been able to autodock with it at all.
If Im lucky, then I can fly close to it, hit F3, and then the ship will quickdock. If Im unlucky, the ship will try to manoeuvre away from the station and try a normal autodock which, of course, it cannot do.

I chatted with xit today while he was trying to dock with the station. He eventually gave up in disgust as he was completely unable to dock


Suggestions:

Having taken a lot of radiation damage lately, I thought of a new piece of equipment the Angle Life Support System. When equipped, this will reduce all radiation damage by half.

How about making jumpholes from New York to Hamburg, Manchester, and Shikoku? Im asking simply because from New York it is a looong way to the other Houses making jumpholes would cut down travel time.


And finally a comment:
Igiss,Jan 28 2006, 01:03 PM Wrote:I've actually already increased loot from asteroids, maybe make it even more? Don't know if it should be done, as not many people are fond of mining.
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The question, in my mind, is: why mine at all?

There are two major problems:

1) Most, if not all, the lucrative mining fields are pirate territory so you spend a lot of your time fighting pirates instead of mining. And, lets face it, the miner is not meant for dog fighting.
2) Once youve filled your hull (assuming you survived for long enough), youve got to travel at least 2 3 systems to fetch a good price.

All in all, there is no point in mining beyond pure RP. You want to fight pirates? Fly a VHF. You want to make money? Fly a Large Train.
Mining simply takes too much time to be worth the wile

Just a random idea: is it possible to make mining missions? For example: mine at least 500 diamonds and return them to station X. We will then pay you Y credits (where Y, of course, should be suitably large). That might make mining worth it


Discovery mod v.4.79 bugs&suggestions - marauder - 01-29-2006

Profile,Jan 29 2006, 09:41 AM Wrote:I purpose special weapons for the Huegenot :
Powerfull Cruiser turrets with Fighter turrets size.
Forgot to mention that BEAM weapons could be great.

Therefore, weapons won't waste the ship !
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Why?

Has anyone even bothered to scan the Molly and Liberty Rogue huegenots?

They only use the best NORMAL turrets and guns they have. Which is class 7 guns and turrets, the best the Liberty Rouges have, and the Mollys fit their best guns and turrets.

Both the Mollys and the Liberty Rogues use CM's, Mines, Wasp cruise disrupters and for some reason they both fit windstalker missiles on the Torp mount. :huh:

If you want new weapons how about Pirate Light Cruiser weapons (because thats what the huegenot is), give them a better refire rate then other cap-ship weapons and lower damage.

Otherwise just make all the turrets class 9 so people have to fit only original and chaingun turrets.

A huegenot with 14 salamanca turrets and 2 salamanca or tizona guns can do alot of damage on it's own because cap-ship shields are graviton based and Corsair weapons eat thru them like they aren't there.


Discovery mod v.4.79 bugs&suggestions - f2k - 01-29-2006

Another thing that Id really like to see implemented: the ability to chose your reputation when starting a new character.

For example, when starting a new character you could chose between:

1) Friendly towards Houses and hostile towards outlaws.
2) Neutral towards Houses and slightly hostile toward outlaws (I dont think completely neutral would be a good idea as it would make trading very easy).
3) Friendly towards outlaws and hostile towards Houses.


Discovery mod v.4.79 bugs&suggestions - Firebird - 01-29-2006

f2k,Jan 29 2006, 12:00 PM Wrote:3) Friendly towards outlaws and hostile towards Houses.
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That won't work, the moment you leave Manhatten your starflier would be turned to dust. Now if could choose your rep and you start at an appropriate location then it would work.



Discovery mod v.4.79 bugs&suggestions - f2k - 01-31-2006

Firebird,Jan 29 2006, 10:05 PM Wrote:Now if could choose your rep and you start at an appropriate location then it would work.
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Yes, that might be a good idea



Also, a thing that Ive been wondering about: why are there no civilian missile turrets? How about making a small version of the lvl 10 turrets used by navy ships? Something like a lvl 8 or 9 turret doing around 300 hull and 200 shield damage


Discovery mod v.4.79 bugs&suggestions - Wolfpack98 - 01-31-2006

f2k,Jan 29 2006, 05:29 AM Wrote:Another bug, a few suggestions, and a comment

Bug (maybe):

Freeport 9 is almost impossible to dock with when flying large ships. So far Ive tried 3 times in a row, and I havent been able to autodock with it at all.
If Im lucky, then I can fly close to it, hit F3, and then the ship will quickdock. If Im unlucky, the ship will try to manoeuvre away from the station and try a normal autodock which, of course, it cannot do.

Don't auto-dock with stations when flying cap ships or large trains. PERIOD.

Just aim for the tower, and fly towards it. when you get to 200m or 100m away, just hit F3. works well for me.


Discovery mod v.4.79 bugs&suggestions - xit - 01-31-2006

I think I might see a problem with the civilian missile turrets.
For example, VHF's could suddenly equip them, but the missile turrets don't use energy as such, and it's rather hard to believe that such a small ship (at least compared to cruisers and whatnot) could carry almost infinite amounts of missiles.

Apart from that I can't really see anything wrong with the idea as such. :)


Discovery mod v.4.79 bugs&suggestions - Wolfpack98 - 01-31-2006

xit,Jan 31 2006, 09:49 AM Wrote:I think I might see a problem with the civilian missile turrets.
For example, VHF's could suddenly equip them, but the missile turrets don't use energy as such, and it's rather hard to believe that such a small ship (at least compared to cruisers and whatnot) could carry almost infinite amounts of missiles.

Apart from that I can't really see anything wrong with the idea as such. :)
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any fighter can carry an unlimited number of msisles.

it's called using the swarm :)


Discovery mod v.4.79 bugs&suggestions - xit - 01-31-2006

Oh, didn't know that. Then just ignore my last post. :P

Regarding docking at Freeport 9: yes, autodocking doesn't work (although it actually does work at practically all other stations/bases), but neither does yours. At least I haven't been succesfull thus far. :D


Discovery mod v.4.79 bugs&suggestions - f2k - 01-31-2006

Wolfpack98,Jan 31 2006, 05:47 PM Wrote:Don't auto-dock with stations when flying cap ships or large trains. PERIOD.

Just aim for the tower, and fly towards it. when you get to 200m or 100m away, just hit F3. works well for me.
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Strange, Ive had no problems auto-docking with any station except Freeport 9. Also, my quick-dock only seems to work when within 50 or so meters

Now, undocking from a station on the other hand :(


xit,Jan 31 2006, 05:49 PM Wrote:I think I might see a problem with the civilian missile turrets.
For example, VHF's could suddenly equip them, but the missile turrets don't use energy as such, and it's rather hard to believe that such a small ship (at least compared to cruisers and whatnot) could carry almost infinite amounts of missiles.

Apart from that I can't really see anything wrong with the idea as such. :)
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Well, it might be a good idea to make these turrets use ammo instead of energy. After all, civilian ships do not have nearly as much ammo onboard as the navy

As long as the ammo is available at all the major planets / stations it shouldn't be a problem