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Discovery 4.82 features, bugs & suggestions - Printable Version

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Discovery 4.82 features, bugs & suggestions - JonatanRaven - 01-23-2007

Found a bug:

Transports (Large or otherwise) can equip Gunboat Shields.


Discovery 4.82 features, bugs & suggestions - Hyperwave22 - 01-23-2007

Quote:But it would correct the vast imbalance of ships that we currently have on the server, I don't think that anyone should ba able to get a battleship within a week of being on the server, regardless of how much they trade, it just shouldn't be possible. However, makingg them cost 1500 mil is a bit excessive. Currently, the base battlehsip cost hovers around 225 mil, correct? Why not up it to about 400 mil, then double cruiser prices, and make bombers cost abourt 100 mil.

Oh, and I like the idea about 2 classes of BS weapons, But it might be kinda hard to do. And can we de-nerf missle turrets? they are only good against NPC's now, and people that fly in straight lines at slow speeds in light fighters...

While having higher prices is nice, the problem that arises doesn't necessarily deal with this. The prices were upped a while back, but once everyone had the money, the imbalance returned. I think that a combination of prices and possibly making battleships more powerful would be good. Perhaps gear battleship weapons towards hitting other large ships, while making fighters do very little to BS's.

It would mean making a BS less maneuverable, and having more powerful, but slower firing weapons. Fighters could have the faster firing, faster weapons.

Hype


Discovery 4.82 features, bugs & suggestions - Qunitinius~Verginix - 01-23-2007

YEa, IMHO, 1.5 billion credits is ALOT of money. I don't think that ANY of us would want to spend that much trading, it is a complete waste of time. Somewhere around 500mil, with the changes you suggest Korrd, you be better.

@JonatonRaven If you do ever get back into making systems, could you help me design a system? I have been thinking about purcashing one.

Verginix Out


Discovery 4.82 features, bugs & suggestions - Koolmo - 01-23-2007

Aye, your right, making them Capship Killers ONLY would make them much less common, and increase the balance.


Discovery 4.82 features, bugs & suggestions - marauder - 01-23-2007

Why not remove the bombers?

Correct me if I'm wrong but there wasn't that many problems with capships getting blown up by lone fighters/bombers before we had them.

We remove the bombers, along with any other ships people can agree on, and convince igiss to do it, then there shouldn't be anymore problems.

Also, remove the bombers and people have to work together to kill a capship.

After all, you'd need at least three fighters, two with novas or mini-razors and one with a cruise disrupter.


Though since we've started on our own timeline... we could alter the prices of goods.

Halving all prices would mean that it takes twice as long to make money, though leaving pilot prices (and mission payouts) as they are would encourage more people to do missions, or fly around blasting stuff...


Discovery 4.82 features, bugs & suggestions - Dab - 01-23-2007

Actually Marauder, people (myself included) have been trying to get the capships revampled for some time now..

2 fighters can take down two battleships. My Sabre and Onyx' Ravenclaw were rapidly killing the SF-Magnificent, even while being shot by that and the Kerberos. The shield needs to be strong enough to withstand 2 fighters MUCH longer, maybe not indefinitly, but longer.


Discovery 4.82 features, bugs & suggestions - Korrd - 01-23-2007

Just remember the last battle between AW and SF.
We were on 3 bombers, and hey had 5 battleships. They should had vaped us in a matter of minutes. Instead, we killed 4 ships, and severely damaged one, that escaped.

The high price is to avoid everybody in a battleship. The only fast way to get a BS would be by joining a faction and hope to become a captain assigned to a battleship. It will make BS rare, as they should be, and much more rewarding getting one.


Discovery 4.82 features, bugs & suggestions - Ant - 01-25-2007

Suggestion as a possible solution to the ease of cruise running.

From what I've read, missile speed is coded with 350 as maximum possible.

If cruise speed were lowered to 330, CDs would have a chance of hitting.

In another mod(Evolution), the time for capships to get to cruise was increased to about 10 seconds.

Edit: If fighter/bomber Mini-razor, inferno and Nova effectiveness was reduced to below that of a gunboat razor/inferno, they would still be usable as ships. More like ultra heavy fighters perhaps but still usable.

All the BS really needs for defense against fighters and bombers is faster missiles(anything over 250m/s).


Discovery 4.82 features, bugs & suggestions - Kane - 01-25-2007

I have asked for more specific missiles for some time now. For some reason this isn't ever truly adressed.

Again, I move for at least two classes of missiles;

Anti Fighter - Medium refire (1 or 2 a second), light damage, high agility and tracking abilities

Anti Captial - Slow refire (1 every 2 or 3 seconds), heavy damage, low agility and medium tracking abilities


Discovery 4.82 features, bugs & suggestions - Malaclypse 666 - 01-25-2007

I hate to risk the flavor of this wonderful simmering BS hash by interjecting a new direction,

but if I don't do it right now, I'll forget til next time:

Trade Lanes:

Get those builders off their butts!

Lesse...

Hokkaido
Tau 31 (several)
(why they ever needed one in Dublin I can't fathom..)

I'm sure there are others I've missed. Does anyone else feel it's time to complete these white elephants?

OK, I hear it now.. it would screw up Trent's missions in SP.. so what???
If the Sirius Sector (v.Igiss), is a living, breathing, evolving thing, then common sense would say that wars or not, business fortunes or not, those half-completed projects would be completed at some point..
..why not get it over with?