![]() |
|
New features - 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: New features (/showthread.php?tid=2238) |
New features - Kermunos - 01-18-2007 Hi all, my english is very bad, so im going stright to the point. If is possible, in a future release of the mod, i suggest to introduce the crew members for the ships. Every ship with at last one hardpoit to munt a crew mamber. Then, if the ship is bigger, more hardpints, depending of ship class and size. What can do crew members? Improve ships performance. Some examples: engine crew can empower the speed of the ship hull crew can repair the ship like regeneration, whitout using nanobots shild crew can empower shild strength and also, or, permit a faster recharging cargo crew can maximaise the cargo capacity weapons crew can empower the damage of weapons powerplant's crew can give more power to all ship systems and so on... I belive is a nice idea. Think about it. bye. New features - Lump Lorry - 01-18-2007 ' Wrote:Hi all,Interesting, even if I don't think it's feasible. Like cargo pods (that does not improve cargo capacity) it's probably possible to introduce new hardpoints for the crew but I guess to have this crew having a real effect on speed or effectiveness of weapon is quite a different stuff. It would be interesting to know modders' opinion about your idea. New features - Dab - 01-18-2007 ' Wrote:Hi all, I found your English easy enough.. I like this idea, though not sure if its possible for all the features. Instead of hull crew repairing the ship, hull crew slowly grows nanobots, then you decide when to use them. So maybe 7-8 bots a minute, since these would be used on capships, not fighters, 7-8 isn't too much, but definitely not useless. The shield recharge and power is in the shield equipment itself, not the ship so I don't think that would work.. I know different cargo can take up more or less space than other cargo. So maybe there is a way to make equipment that takes up NEGATIVE cargo, thereby increasing your total carrying amount. Weapon crew has the same problem as the shield. The damage is from the equipment and not changed by the ship. But it could be possible. Powerplant crew would be good. All caps run into power supply problems eventually so I would bet this would be a high-selling upgrade. I think it would upgrade the recharge, not the capacity intself though. New features - Nightfall - 01-18-2007 ' Wrote:Hi all, Hello, good english there, no worries, I'll cut to the chase myself: powerplant&shields: this should be possible I think I saw it on TNG, same with shield upgrades on both, capacity and regeneration, there were upgrades you could buy and mount. Also, I would like the idea, but not with hardpoints for everything, just one or two 'upgrade' mounts so you have to choose which upgrade will you mount, ex: better armor or better power/shields or so. the Battleships are strong enough as is. New features - Kermunos - 01-19-2007 :yahoo: :cool: New features - BestFlyerHere - 01-19-2007 I would definitely support this idea, as it seems a good one. I've always thought Disco would do well with different power plants. New features - Kermunos - 01-21-2007 like nithgfall say, it would be better if you have to make a choice about wich crew mamber you want to "reclute", and so about what benefit you want to be active on your ship. Anather (maby) good idea to make the mod more funny (but this is very crazy and maby real unfasible): A real "living economy". We can see any sort of transport carring goods from one system to another. This is to rappresent a living univere. I have read somewere in the forum that clans have theyr home systems, or home planets. First, it would be better if every clan take the lead of "one single" planet. Than, the clan have to take care of thet plant, about militay, economy and politicy. Most of all (also becouse politicy and military buisness betwean the clans are submitted to "roleplay") the economic aspect. Something like this, for example: every planet produce some good stuff, but need athers. Every month, the clan have to reach a determinated "score" about stuff selled and buyed. So, a clan on planet malta need to import a determinated ammout of some specific stuff, like polymers. Before the end of the month, they have to import on the planet 100.000 units of polymers. If the clan is unable to do so, the clan take a penalty, like a very expansive "special tax". But the caln also need to sell what the planet produce. So for example, the planet produce food. They have to sell 100.000 of food before the end of the month. The penalty, another "big tax". In this way, a clan can make "real" buisness whit anather clan (and maby also a military alliance). But due to a war against anather one, the clan can try to blok the import/export to the home planet of rival clan... It would be better if the goods selected for the buisness are "simples", like food, oxigen, scrap metal... and at the end of the year, the clan more rich win a "virtual medal"!!!! But like i said, maby this is a real impossible to make, idea. Fly safe. New features - Panzer - 01-21-2007 This is a good idea in my opinion, however I can see a few points, where its realization may prove difficult. First: Such activity would require a great deal of discipline on the part of both the players as well as admins. Second: Even if such an activity would finally start, how can a player prove, thet he's shipped a certain amount of goods to a certain location? Screens? maybe, but it would take a lot of patience to take them every time, send them and later to check them all. In other words, large risk of cheatery. Third: The idea of taking "trade missions" is good. But, what I could suggest is an objective system, like the one from an old game, called Europa Universalis. The admns would set a number of different missions, ranging from simple fly fromA to B, pick something up and back, to engage and destroy a certiain number of other clan representatives. And depending on the success or failure to complete such a task, the faction would receive a penalty or reward, relevant to the mission difficulty. There could be various types of thereof. Money, right to own a ship, a new ship for free, right to police/conduct piracy in a system or even the right to own one. But that's also an idea, probably not very possible to introduce. |