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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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System Ideas

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System Ideas
Offline AlexPaladinStorm
03-05-2007, 07:27 PM,
#161
Member
Posts: 96
Threads: 3
Joined: Feb 2007

Technically, the Coalition had developed in-system Warp Generators that could reach across the Sol system instantaneously, and the Alliance stole them and made them portable enough for fighters and other ships. With that in mind, how come travel hasn't improved, and seems to have gone retrograde in some ways, about nine centuries later, with the exception of alien-based technologies (Jump Gates and Trade Lanes)?

EDIT: Though the Trade Lanes are still slower than the Warp Gates.... -.-

Currently: Remastering Kiith Somtaaw's Acolyte Fighter. These Homeworld ships need some Sirius work done on them. ^.-

"Do not interfere! We're here to protect the President! Schultzky's a traitor!"

For peace throughout the colonies! We will never forget..

"He who controls the [insert orange powder drug here] controls the universe!"
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Offline Nightfall
03-05-2007, 08:19 PM,
#162
Member
Posts: 2,291
Threads: 58
Joined: Mar 2006

' Wrote:Well, based on my weird ideas of making highly dangerous, high-paying bounty systems, I've been messing around with Freelancer Explorer (I want to contribute with a few maps).

let's say for now that I'm a little concerned about your jumpholes, I'm sure there's no Tau-84 to Omicron-85 jump in Omicron-85 (I also don't remember a Tau-84 altogether). Anyway, try using the existing ones (plenty of those around) without adding a jumphole/gate or whatever without a reason.
Needs to be thought better, but generally I like your ideas.
Anyway, it would be very nice to sit down and talk about who's making what in their systems so we have variety in the systems. Also, it would e nice for the ones making the systems to make them as bugless as possible.

just my two cents

[Image: da0cdf1d.jpg]
[Image: I_like_it_shiny_by_ravenwoodarts.gif] [Image: duque-de-corsica.png] [Image: ghosts-of-razgriz-tr-bk-2.png] [Image: outcast-pilot-3.png] [Image: raving-outcast.png] [Image: jolly_roger_a1a.gif]
If the stars should appear one night in a thousand years, how would men believe and adore and preserve for many generations the remembrance of the city of God? - from 'Nightfall' by I. Asimov
The Outcasts consider Siniestre Nube a sacred place for several reasons. Early explorers discovered a jumphole within the depths of the cloud that leads to a strange world of ringed stars and strange craft. All ships in the burrial ground are placed facing that hole to honor the Alien Spirits. - An Outcast rumor
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Offline endlessvoid
03-05-2007, 08:58 PM,
#163
Member
Posts: 98
Threads: 13
Joined: Jan 2007

' Wrote:let's say for now that I'm a little concerned about your jumpholes, I'm sure there's no Tau-84 to Omicron-85 jump in Omicron-85 (I also don't remember a Tau-84 altogether).

Tau-84 is a new, made from scratch system i'm doing. The guard systems will have jump holes to the new systems. (Or maybe Jump Gates)

' Wrote:Anyway, try using the existing ones (plenty of those around) without adding a jumphole/gate or whatever without a reason.

The only system I could think about doing it that way is the one below Liberty Navy, which connects to Hackers - Unioners - Junkers, but I wasn't sure about the Junkers since they're sort of neutral with L.Navy, Hackers and Unioners...

' Wrote:Needs to be thought better, but generally I like your ideas.
Anyway, it would be very nice to sit down and talk about who's making what in their systems so we have variety in the systems. Also, it would e nice for the ones making the systems to make them as bugless as possible.

just my two cents

Ill test my systems, with every ship possible and every corner on it:)

"Cardamine! Cardamine! Everybody Wants CARDAMINE!"
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Offline Dab
03-05-2007, 09:41 PM,
#164
Member
Posts: 9,570
Threads: 320
Joined: Aug 2005

Igiss doesn't exactly want us making brand new systems, or new jump holes.. Being brand new jump holes to new systems from old, then getting transported over the internet can make them highly prone to crashes. Thus, Igiss makes the systems and jump holes, and then we edit them. If we want new jump holes, we would have to ask him to edit them into our files, if we get his permission to even have them in there in the first place.

Thats why you should be using pre-existing systems.

[Image: DFinal.png]
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Offline Panzer
03-05-2007, 10:32 PM,
#165
Man of iron, blood and Nyxes
Posts: 3,092
Threads: 56
Joined: Dec 2006

An idea of mine If I may:

Tere could be a few systems in the mod, that would be "ready for usage", but be completely unpopulated both by humans and nomads. Those "wild" systems would contain uninhabited (or unhabitable) planets, asteroid fields, suns and nebulas, but completely no civilized life (not even nomads). They could be full of goodies, like minerals and wrecks. But also be very dangerous to go through or explore. Due to..let's say... deadly radiation (as near the neutron star in omega 41) or large fields of volatile gases. Maybe even some "hostile wildlife" (see the new NPC factions thread), in other words: all mother nature could ever think of to make a player's life miserable. It would be cool if those systems were of cosiderable size, so that exploring it took some serious time (I believe this already has been suggested). In short, make a system as if there never was any civilization in it, make it dangerous, but profitable to explore, oh, and of course, give it some nice scenery:happy:

[Image: Vxqj04i.gif]
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Offline endlessvoid
03-10-2007, 04:14 AM,
#166
Member
Posts: 98
Threads: 13
Joined: Jan 2007

' Wrote:Igiss doesn't exactly want us making brand new systems, or new jump holes.. Being brand new jump holes to new systems from old, then getting transported over the internet can make them highly prone to crashes. Thus, Igiss makes the systems and jump holes, and then we edit them. If we want new jump holes, we would have to ask him to edit them into our files, if we get his permission to even have them in there in the first place.

Thats why you should be using pre-existing systems.

Yeah, i've noticed that new systems causes the old savegames to crash... Unless you start your game back from start. Ill post some systems, some new ones, some pre-existing ones, if Igiss likes them, then its his decision to add them...:)

"Cardamine! Cardamine! Everybody Wants CARDAMINE!"
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Offline Dab
03-12-2007, 12:38 AM,
#167
Member
Posts: 9,570
Threads: 320
Joined: Aug 2005

Tip: Don't try selling more than the 3-ship limit on one base. It WILL crash the game. So sayeth the Omicron-80 editor..

[Image: DFinal.png]
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