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Bases / Jump holes invisible - Printable Version

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Bases / Jump holes invisible - SeaFalcon - 04-28-2010

I was just thinking...

I often see traders using Jump holes while they are not supposed to as their 'company leaders' say it's to dangerous. Or their company doesn't even know they are their but it's the player knowledge.

Here is my idea:
Make all bases / Jumpholes / Jumpgates. invisible on scanners according to your ID so the faction you are with.

For example:
All corporations won't be able to see any jump holes and pirate bases and highly secured 'military' stations.
Pirates won't be able to see any high secured 'hidden' stations either.
Lawful's won't be able to see any jump holes and pirates bases too. Although some exceptions for example the LSF since they preform secret operations.

So all in short. Make all things a faction should not see in RP invisible on the map according to the ID the player has in it's hold.

I'm not sure if it's even possible to implant this. And if it's possible what do you people think about it?


Bases / Jump holes invisible - Linkus - 04-28-2010

The idea behind your radar is that either:
The object is giving off a signal, which you pick up.
The object is registered in your ship's computer and it handles the rest.

Most likely a combination of both but neither involve different ships not registering the presence of something on their maps.

I don't really see the point of it, since you could still dock on the bases. All it would do would be to make your Nav Map less full.

So, no pl0x:)


Bases / Jump holes invisible - Dragonego - 04-28-2010

Its a good idea, perhaps making it not so that you can't see the jumphole/base, but so you can't dock. But I don't think it can be done due to game mechanics.:unsure:


Bases / Jump holes invisible - Birdtalon - 04-28-2010

Not a good idea.

We shouldn't degrade to the point of making jump holes invisible so that people follow Roleplay.


Bases / Jump holes invisible - Sturmwind - 04-28-2010

That hardly stops powergaming. They would just pop up FLCompanion and check the hole's location there and making bases invisible is just silly.


Bases / Jump holes invisible - SeaFalcon - 04-28-2010

Well it seems it wouldnt do that much effect to the gameplay according to some people.

The idea was that people would handle more like their faction knowledge. So less people will go toward a hostile base for some action. like the rogue/molly destroyer.

I agree with the powergaming and companion issue though.



Bases / Jump holes invisible - tansytansey - 04-28-2010

I doubt an invisible base would treat an hostile player flying past as invisible as well...


Bases / Jump holes invisible - Wo3dy - 04-28-2010

best way in my eyes, for jh/JG is to "LOCK" them to players "hostile"

tho for JH its not possible i think. it should be possible to JG no?


Bases / Jump holes invisible - SeaFalcon - 04-28-2010

' Wrote:best way in my eyes, for jh/JG is to "LOCK" them to players "hostile"

tho for JH its not possible i think. it should be possible to JG no?

Could be a good idea indeed.
If it could be done depending on your ID what to lock and what not it would be awesome.
But I wonder if that's possible


Bases / Jump holes invisible - Varok - 04-28-2010

It is a good idea, but not a practical idea. Implemeting this will mean forcing players to obey the RP, so nah. It will only cause you to get lost.......

Note: You can follow your company trader RP whenever you want. There is no need to be forced to.