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Discovery 4.81 features, 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 4.81 features, bugs & suggestions (/showthread.php?tid=1653) |
Discovery 4.81 features, bugs & suggestions - Korrd - 09-21-2006 The idea behind the new 282 systems is a good one. It makes the mod, like a platform for others to mod. See it like a "moddable" mod. It's also logical as Igiss said. There has to be a bunch of unexplored systems out there. Vanilla FL limited you only to previously explored systems. Why not expand that to allow you to go and explore the galaxy for yourself? I think that adding all those systems was a cool idea. At the point that my first cap ship will be a cruiser equipped for long range exploration. Sort of voyager from star trek. And i will finally will be able to "boldly go where no player has gone before..." Also think in the RP possibilities all those systems add to the mod... The only flaw i found with the new systems is the conduit patterns. They are arranged more like a matrix than a real galaxy... All the conduits between systems have almost the same length. Discovery 4.81 features, bugs & suggestions - Teaboy - 09-21-2006 for those systems to be worth exploring korrd there needs to be lots of intresting things in each of them. items unique to bases, ships, etc. Discovery 4.81 features, bugs & suggestions - Korrd - 09-21-2006 Yes. I know. More content will be added as new versions are released. Then, it will be fun to explore. Also, the systems are hidden by default. If you don't want to see them on your map, don't explore them. I've been reading the readme, and noted some unbalances on some ships. Here is what i've found and some comments about it: Readme.txt Wrote:Armored Transport 2/7 480 40000 180 2.050.000 Heavily armored transportThe Armored transport should have more armor than the Large and normal transport. After all, its a heavily armored version of the transports. That is, more armor in detriment of cargo space. Readme.txt Wrote:LI Dreadnought 0/12 1600 420000 800 165.000.000 Liberty DreadnoughtI've noted that the Osiris is more expensive than the LI dreadmought. But the LI dreadmought offers better armor and more batts / botts. Prices should be changed so the Dreadnought is more expensive. Readme.txt Wrote:NO Battleship 0/15 1700 580000 1000 185.000.000 Nomad Battleship (Safe undocking from certain planets not guaranteed)I remember from the vanilla FL SP that the RH was building nomad battleship to replace RH battleship because those were more powerful that its predecesors. Now, here, the RH battleship is more powerful that the nomad one. Either it is an upgraded version of the original RH BS (should be noted in the infocard) or the nomad BS hull should be increased to something like 620.000 or so. After all, nomads had more powerful ships than humans... Readme.txt Wrote:Zoner Juggernaut 0/14 1700 500000 900 200.000.000 Zoner Heavy Battleship (Safe undocking from certain planets not guaranteed)Here, some pricing seems weird. Look at the zoner juggernaut for example. It is the most expensive ship in game, but not the most powerful one. The RH BS is more powerful and is cheaper. I think pricing could use a bit of a tweaking. Readme.txt Wrote:Kadesh Freighter 2/6 190 4000 25 246.000 Middle-class freighterAlso, there are freighters that should be counted among the trading ships, not the fighters. As they are not fighters. Readme.txt Wrote:Somtaaw SHF 2/5 160 30000 180 3.000.000 Super heavy fighterThe somtaaw SHF should be categorized as a bomber (after adding the dual torp slots), and armor lowered to something arround 25000. The Taiidan Bomber armor should be increased to a level around that of the other two ships shown here, say, 24000 or so. Also price should be increased. Its too weak to be used efectively as a bomber against a Capital Ship. Discovery 4.81 features, bugs & suggestions - Lightfoot - 09-21-2006 Korrd,Sep 21 2006, 10:17 AM Wrote:The Taiidan Bomber armor should be increased to a level around that of the other two ships shown here, say, 24000 or so. Also price should be increased. Its too weak to be used efectively as a bomber against a Capital Ship. Amen, Can't even dent the paint on a gunboat. But, Great Paint Job on the Taiidan! "Beau" Coup Discovery 4.81 features, bugs & suggestions - Teaboy - 09-21-2006 So far, im very happy with the way the Affiliation works. Factions etc. :) Discovery 4.81 features, bugs & suggestions - Angel - 09-21-2006 Well, you guys have to look at it this way, unless you really want too, threres no need to go out to all these systems. I might visit a few, but not all of them. Because personally i don't want my Nav Map super cloged with systems. Discovery 4.81 features, bugs & suggestions - Igiss - 09-21-2006 Quote:I've noted that the Osiris is more expensive than the LI dreadmought. But the LI dreadmought offers better armor and more batts / botts. Prices should be changed so the Dreadnought is more expensive.Please don't mix nanobots and cargo hold size. The ships have same nanobot capacity (800). And Osiris is more combat-efficient. Quote:Here, some pricing seems weird. Look at the zoner juggernaut for example. It is the most expensive ship in game, but not the most powerful one. The RH BS is more powerful and is cheaper. I think pricing could use a bit of a tweaking.House battleship price listed there doesn't count turrets. So Rheinland battleship might as well be more expensive. Quote:Also, there are freighters that should be counted among the trading ships, not the fighters. As they are not fighters.They are listed in Freighters and Fighters section. Quote:The somtaaw SHF should be categorized as a bomber (after adding the dual torp slots), and armor lowered to something arround 25000.This ship never had a single turret slot, and surely never had two. As for Taiidan Bomber and Armored Transport - some changes will be made. Discovery 4.81 features, bugs & suggestions - Teaboy - 09-21-2006 the only thing i would say about the new tag system, its very easy to achieve... maybe you should make it so that you get the tag only if you get full green with the guardians or something? also because its so easy, it only requires full green rep.... it is easily possible to gain the tag of a faction you dont want, and then it seems to be very hard to get rid of. Discovery 4.81 features, bugs & suggestions - DarkOddity - 09-21-2006 I think the faction tags are working just fine IMO. Now for the Order, the infocard still say sthey are terrorists.. Now my question is: Are we playing Pre-Nomad Invasion? Or post Nomad Invasion? If we are playing post nomad invasion shouldn't they be a globally neutral lawful entity? Basicly you kill nomads and your rep goes up with them.. I noticed yesterday when working for my ID the more and more pirates I killed.. the more my rep with the Order went down (Now full red) Also, is it possible to change the missions on Order bases to be against nomads instead of BHG? Discovery 4.81 features, bugs & suggestions - Igiss - 09-21-2006 Yes, completely forgot about The Order infocard. Will fix that later. Fate of The Order was a complicated one: Liberty refused to collaborate with them, and they had to rely on their own limited resources... and on Corsair and Zoner help. Their role in Nomad war largely remains unknown to general public, and yes, this faction is very close to being unlawful. There are certain powers in Sirius that are interested in The Order to become extinct, and that's why they got Bounty Hunters against them. Anti-nomad missions... tried to add them, but they won't work for some unknown reason. Anyway... Beta 2 is available for dowload here: http://discoverygc.com/files/Discovery481beta2.zip.flmod Soon I'm going to install it serverside. |