• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
« Previous 1 50 51 52 53 54 55 Next »
Planetary Defense Grids

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (6): « Previous 1 2 3 4 5 6
Planetary Defense Grids
Offline Irioth
02-22-2008, 08:03 PM,
#51
Member
Posts: 61
Threads: 6
Joined: Dec 2006

Some complaints are about the grid having to be indestructible, but I'm pretty sure I've seen objects able to be damaged, but when their health reaches zero they are disabled for a certain amount of time before coming back online. Kinda similar to shields. I don't remember if it was an older version of Discovery or another mod altogether, but I'm fairly certain this kind of thing could be done. This would still allow sieges, but making the grid very difficult to disable would discourage all but the largest of fleets from trying.
  Reply  
Offline marauder
02-22-2008, 08:25 PM, (This post was last modified: 02-22-2008, 08:26 PM by marauder.)
#52
Member
Posts: 1,949
Threads: 42
Joined: Nov 2005

Ok, firstly i'm all for upping turret damage on bases and docking rings.
You should need a capship just to get close to a hostile base, plus it'll make sure people don't go OoRP and hang around an enemy station all day.

Second, maltas anti-capship weapons are missiles with MOX warheads. Not nukes, just really big, highly toxic and very nasty warheads.

Third, if people are seiging planets in capships then they're not RPing very well, IMO anyway.
  Reply  
Offline Unseelie
02-22-2008, 08:27 PM,
#53
Member
Posts: 4,256
Threads: 235
Joined: Nov 2006

' Wrote:Some complaints are about the grid having to be indestructible, but I'm pretty sure I've seen objects able to be damaged, but when their health reaches zero they are disabled for a certain amount of time before coming back online. Kinda similar to shields. I don't remember if it was an older version of Discovery or another mod altogether, but I'm fairly certain this kind of thing could be done. This would still allow sieges, but making the grid very difficult to disable would discourage all but the largest of fleets from trying.


Base turrets and tradelane turrets do this, so its imminently doable.

Reply  
Offline Irioth
02-22-2008, 11:25 PM,
#54
Member
Posts: 61
Threads: 6
Joined: Dec 2006

Quote:Base turrets and tradelane turrets do this, so its imminently doable.

Heh, didn't think about trade lanes. So, why not make the defense grid (however it'll be implemented) a bunch of "destructible" objects with a slow but powerful shot, a lot of health, and a long repair time surrounding each planet? I don't know how much this would lag capital systems, but it shouldn't be too bad unless a huge attack fleet arrives, but there would be lag if that happened without the grid.

Thoughts?
  Reply  
Offline jammi
03-01-2008, 09:57 PM,
#55
Badger Pilot
Posts: 6,892
Threads: 413
Joined: Aug 2007
Staff roles:
Story Dev
Economy Dev

Why not small satilites dotted around the upper/lower atmoshpere with turrets on them, heavy station turrets perhaps. That way it would be like a network of satilites defending a planet, which is more likely then huge defence stations all over the surface (which in Liberties capitalist mind-set would use up good land that could be better used earning money)

Plus satilites would act as weapon platforms, so they would still be destructable. Similarly like weapon platforms they would re-appear when there are no players around or when the server crashes/shuts down, so seiging a planet would still be possible, just you would have to send in the fast fighter/bombers to take the turrets out before heavy support could move in.

(The idea of taking out the turrets first just made me think of objective based games:

Ok pilot, take out the defence wings, once you've cut through the enemy fighters take out the heavy gun platforms- keep your distance from the fighter platforms. *boom* You got the heavies? Good, heavy support will move in and take out the fighter turrets. *boom* Victory!:P)

[Image: redon.gif]
[Image: f0D5b.png][Image: O2Zu5.png][Image: IlS2I.png][Image: yNeaK.png][Image: 9zbjr.png][Image: D7RGg.png]
News article library, feedback and content requests.
Reply  
Offline Xing
03-01-2008, 10:05 PM,
#56
Member
Posts: 5,274
Threads: 147
Joined: Oct 2007

lets make an AEGIS shield like in SRWOG: millions of satelite deploying a huge shield like the nomad one you see in dyson sphere:D

nah joke of course.

[Image: audrey03a.png]
  Reply  
Offline Unseelie
03-01-2008, 10:19 PM,
#57
Member
Posts: 4,256
Threads: 235
Joined: Nov 2006

Xing, we already have that.
out at about 800k from the suns.
Keeps colonials and nomad superweapons out.
Can't RP it for closer in, because you cannot get through from the outside to the inside.

Reply  
Pages (6): « Previous 1 2 3 4 5 6


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2026 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode