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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Discovery4.79 mods, bugs and sugestions

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Pages (17): « Previous 1 … 9 10 11 12 13 … 17 Next »
Discovery4.79 mods, bugs and sugestions
Offline Virus
04-09-2006, 05:23 AM,
#101
Member
Posts: 4,311
Threads: 257
Joined: Oct 2005

Um.... That's my way of pirating.... Nuking Liberty patrols is also a nice way to make your rep more piratey(not a word, I know) so... I mean... It would make it A LOT harder for someone like me to get a pirate rep. I mean, I'd actually have to attack the puny little fighters... :(

But if Igiss/Wolf agrees, I'll figure something out.

[Image: virussig3.png]
Into the Maelstrom - A Measure of Salvation - Reaver Company Database
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Offline Fellow Hoodlum
04-09-2006, 05:00 PM,
#102
Bodacious Cowboy
Posts: 6,386
Threads: 1,038
Joined: Feb 2006

Damn.. Damned. (Sorry can I say that). A mammoth post there. I agree in principal
with the balancing issues, though I have little experience in how all of this is achieved.
I suspect this a long and tedious process, thought the author of the mod has his own
ideas when he starts out. I have to say it is turning into a Battlestar fest at the moment
but its a new ship and everone will want to try new stuff out. Keeping things changing
is the best way to keep the interest in the game, so we can then negotiate changes for
next version.
The Marsflyer turret mounting option is there and people will do while it while they can,
those that can be bothered to go through the time involved. They do seem to still be
the best allround and energy efficient turret in the game. If you have them its a big
advantage.
Yeah Virus, nothing better than supernova-ing the Liberty Navy to improve that rep
with your favourite pirate faction. Lets not make it too much harder as those with less
experience won't have anything to practise on, and will be put off attacking anything
larger than an NPC fighter. Though in that respect if you want a better fight go to
Kusari or Rheinland. Then again the fighter cover for the cap ships has really been
strengthened with class 10 ships now, so carefull consideration has be taken before
going in like a bull in a china shop

Hoodlum :)

[Image: sighoodlumkb4.jpg]
Some say he is a proud member of: "The most paranoid group of people in the Community."
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Offline daedalus
04-09-2006, 08:26 PM,
#103
Member
Posts: 273
Threads: 18
Joined: Jul 2005

Dab,Apr 8 2006, 02:39 AM Wrote:The turret view has to be the same for every ship so unless you want to see the inside of your BS when you hit turret view I suggest you leave it as is...
[snapback]16428[/snapback]
That's exactly what I get with the Nomad bs at the moment..

Role-played characters:
daedalus - Liberty Navy
bandersnatch - Ruthless criminal possessed by a (huge) alien
Shredder - Small-time Kusari pirate, looking to join the Blood Dragons

"Bounty Hunters. We don't need that scum." - Admiral Piett
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Offline Angel
04-09-2006, 10:02 PM,
#104
Member
Posts: 1,277
Threads: 95
Joined: Sep 2005

Couple things ive noticed

The stations in Conneticut have Robot models and Female Voices when u dock :laugh:

Alignment:The Outcasts
Status: Retired
Personal Bio Click here
Current Ships:The BlackPearl
Base Of Operations:Pryde Villa, Planet Malta

[Image: b673aff0-1.png]
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Offline marauder
04-09-2006, 10:51 PM, (This post was last modified: 04-10-2006, 08:55 AM by marauder.)
#105
Member
Posts: 1,950
Threads: 42
Joined: Nov 2005

Could we get some CM mounts onto capships please?

Reasons:-

It's very hard to fly thru hostile space with NPC's firing cruise disrupters every few seconds,

They seem to be able to carry more wasp / hornet missiles then the scan shows (which is usually 5),

Capships are hard enough to fly with out having NPC's swarming you, ramming you and generally getting in the way.

Suggestions for capships CM's:- (if we get them)

Make them better then the adv. Counter measure,

Lock them onto the CM mounts so people can't use them on fighters etc.
  Reply  
Offline Nightfall
04-10-2006, 02:38 AM,
#106
Member
Posts: 2,291
Threads: 58
Joined: Mar 2006

I've noticed that the autopilot doesn't avoid the sun corona in omega-47 too, the one near the planet with the hessian base in orbit

[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 princedwi
04-11-2006, 01:45 AM,
#107
Member
Posts: 28
Threads: 1
Joined: Mar 2006

I'd like the issue with most battleships being easily spun out of orbit by a flying light fighter. It maybe a balance feature, but man...you cannot possibly knock a battleship THAT easily.

[Image: amg031copy1iu.jpg]

[RM] -

[RM]-Kurasai (Rheinland-Engineered converted Huegenot)
[RM]-RNC Bento (Rheinland Gunboat)
[RM]-SMS-Schlachtschiff (Rheinland Cruiser)
[RM]-Bampei-Recon (Fast Recon Scouter and VHF)
[RM]-Bampei-Interceptor (Inteceptor Scout and HF Killer)

Traders -

Bampei-Kun (Lrg. Train)
Kurasai (Lrg. Train)
  Reply  
Offline Lord Dragon
04-11-2006, 02:03 AM,
#108
Member
Posts: 6
Threads: 1
Joined: Dec 2005

I found a bug that hit me everty time I am in combat and it is a pain in the butt,
it seems that if I am in combat for a bit it will drop me out to my desktop and I have to go and click the freelancer button to get the sceen back.. :angry:

Do to this I have lost a few thing and it is a bother... :angry:

By the way there is one thing that would be great to add to the game that would not be hard to do, it is in a few other MOD's allready, it is power upgrades like the shields upgrades :nyam:

you can do them like the shiels but make the cost more, a clas I could cost 1,000,000
and a class 2 can cost 3,000,000 and a class 3 6,000,000 and so forth.

It would make the game a little bit better and a bit more fun, plus it is another way for the player to spend there money.

one other thing about the power upgrades is that only a certin grade of ship can have a certin upgrade, a lite fighter can only have a type 1 or 2 only and a heavy can have only a 3 4 upgrade and so forth, BS's can not use them and nether can cargo ships they are only for fighters.. :D

Dragon... :cool:
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Offline Rob2
04-11-2006, 05:28 AM,
#109
Member
Posts: 1
Threads: 0
Joined: Apr 2006

Trade Request

Do VIP's have to take up 5x cargo space. It make them quite unprofitable. The risk is high with the cost being more than the profit already and getting blown up can put a severe dent in your capital. If such a run is to be made then a few more in the cargo hold might make it worth the trip. Say 3x :)

thanks
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Offline Met2085
04-11-2006, 07:17 AM,
#110
Member
Posts: 405
Threads: 9
Joined: Oct 2005

VIPS, are meant to take up that much BECAUSE people can make a huge profit on them. If igiss changed the cargo space, then the price would have to go down, simple as that.

EX Black Squadron Officer
------------
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