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Ideas For Future Base/Ship Modules - Printable Version

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Ideas For Future Base/Ship Modules - Camtheman - 04-10-2012

Well, based on what Cannon said when queried about why there were 3 Equipment slots on the juggernaut when realistically you'd only need 2 (jump drive/scanner module) that future modules/devices are coming.

What do you think they're will be?

Because honestly I can't think of anything else besides the ones that are here or will be.

Player docking... been wanted for several years to make carriers useful. We'll have it soon'„¢

Cloaking. Here, pretty good for transports/battleships. Little tweaking needed for Gunboats, Fighters/Bombers/Freighters.

Jumping. Possible, most efficient when the scanner module/jump drive are on seperate ships.

What else could their be?

In addition, the number of module slots on the higher-order core upgrades makes me suspect future modules for bases are coming...

I find commodity factories to be interesting.

No, not to where a base could sustain itself even partially with its own factory, but in the same way cloaks/jumps/docking modules/scanner modules are only produceable via player bases, these commodities would only be availible from player bases.

They'd sell for quite high around Sirius. Perhaps more specific, higher quality commodities branching off from what are already here.

Coffee, Beer... But not only that, perhaps higher quality manufacturing equipment.

You know.

What do you think?

What are your ideas?


Ideas For Future Base/Ship Modules - sprundermuff - 04-10-2012

I think we should get energy generators.

For far too long have we suffered goin' bone dry on energy in a fighter!


Ideas For Future Base/Ship Modules - Camtheman - 04-10-2012

Other mods I've seen done powergenerator upgrades but then that would require some SERIOUS balancing work...

Especially for bombers...

It's been shot down before :(

I would love more ship customization... like what we've gained with this mod update.

Personalization.


Ideas For Future Base/Ship Modules - Fythbro - 04-11-2012

Factory modules to produce commodities would be awesome, as would mining stations set inside gas/asteroid areas.

I have no idea how it could work, but attaching and npc in system patrol to a base would be handy for defense!


Ideas For Future Base/Ship Modules - Grumblesaur - 04-11-2012

Biodomes, to keep the crew fed. And they'd essentially be self-sufficient, though perhaps a required periodic shipment of fertilizers would prevent them from being too easy to maintain.


Ideas For Future Base/Ship Modules - Hell Hunter - 04-11-2012

Energy cells for extrapower. Doesn't make regen faster. EXTREMELY hard to make.

Or some type of engine upgrade where you just go a tiny bit faster or something idk

base: add biodomes, or some sort of solar absorbment for energy, if you're closer/more of a 'victim' to sunlight you can generate some energy for the station

or base types when you are constructing them..
eg battlestations
outposts
depots

just throwing ideas out there


Ideas For Future Base/Ship Modules - Fythbro - 04-11-2012

The ability to deploy stationary cruisers and battleships within a radius of a station would be cool, they tend to be next to stations as it is to keep refueled and provisioned presumably.

I always thought attaching a NPC fighter wing to cruisers and gunboat/fighter wings to battleships would be nice however.


Ideas For Future Base/Ship Modules - Camtheman - 04-11-2012

Quote:base: add biodomes, or some sort of solar absorbment for energy, if you're closer/more of a 'victim' to sunlight you can generate some energy for the station

or base types when you are constructing them..
eg battlestations
outposts
depots

just throwing ideas out there

That.

Base visuals would be nice along with different classes.

Battlestations ... more defense built in

Outposts... less required to maintain but less module slots

Depots... large cargo storage to start

Pretty cool ideas so far =P


Ideas For Future Base/Ship Modules - Trogdor - 04-11-2012

How about a module, or an addition to the carrier bay modules, that allows you to launch npcs to defend yourself with?


Ideas For Future Base/Ship Modules - Death.RunningVerminator - 04-11-2012

This isn't a module.. But It's relevant to "new base things."

' Wrote:I intended to allow NPC names and news to be set. This might happen yet.
Would be really cool to see that. I'm thinking for names to be set as my members' chars' names. Would be so epic xD