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Discovery mod v.4.79 bugs&suggestions - 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: Discovery mod v.4.79 bugs&suggestions (/showthread.php?tid=473) |
Discovery mod v.4.79 bugs&suggestions - daedalus - 02-05-2006 f2k,Feb 5 2006, 08:03 PM Wrote:Unless this is done, you wont find anyone flying LF, MF and HFs they are simply not powerful enoughI'm quite happy with my class 9 LF, it can survive radiation easily, take out any npc (but tough against the cap ships) and can give all pc VHFs a good fight. There's even a class 10 light fighter - the nomad, although it flies more like a VHF. :nyam: Discovery mod v.4.79 bugs&suggestions - Dab - 02-05-2006 f2k,Feb 5 2006, 02:03 PM Wrote:The balance is designed to follow the players progression from Liberty through Bretonia and to Kusari. That is, a Liberty HF is outclassed by a Bretonia LF, a Bretonia HF is outclassed by a Kusari LF and so on Actually if your in a starflier outcast and corsair VHFs can't touch you. Starflier is actually quite a safe ship so long as you don't walk away from your computer... Discovery mod v.4.79 bugs&suggestions - marauder - 02-06-2006 Dab,Feb 5 2006, 10:37 PM Wrote:Actually if your in a starflier outcast and corsair VHFs can't touch you. Starflier is actually quite a safe ship so long as you don't walk away from your computer... Or goto any radiation zones, it'll eat your hull away once your out of nanobots. Plus you can't kill any outcasts or corsairs to get more because the weps wont go thru their shields. Discovery mod v.4.79 bugs&suggestions - Dab - 02-06-2006 Like I said. Don't walk away from your computer and you will be able to exit radiation zones fast enough. Discovery mod v.4.79 bugs&suggestions - Circadian_Lupine - 03-27-2006 Any chance at chopping back the energy requirements for the mortar series of torpedo-turrets? Not too far mind you, it's still a good idea to keep them restricted... but a gunship can't even fire the light mortar once. The light mortar is about 2 sunslayers worth of damage, and probably won't be mounted on any battleship (especially when medium mortar has the same energy cost O_o)... so how about knocking that drain down to ~100k on the light mortar so gunboats have something to play with? Discovery mod v.4.79 bugs&suggestions - Firebird - 03-27-2006 Doesn't affect the mod but probably should be corrected to avoid later confusion. For Newcastle (br07.ini file), the following is for the Tau-31 jumphole. But the zone's nickname suggests its for Tau-23. I went looking for a Tau-23 jumphole that didn't exist :$ Code: [Object]Discovery mod v.4.79 bugs&suggestions - Wolfpack98 - 03-27-2006 Circadian_Lupine,Mar 26 2006, 10:38 PM Wrote:Any chance at chopping back the energy requirements for the mortar series of torpedo-turrets? Not too far mind you, it's still a good idea to keep them restricted... but a gunship can't even fire the light mortar once. The light mortar is about 2 sunslayers worth of damage, and probably won't be mounted on any battleship (especially when medium mortar has the same energy cost O_o)... so how about knocking that drain down to ~100k on the light mortar so gunboats have something to play with? While Gunboats are considered capital ships, I don't think the mortars were designed for them. |