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Jumpdrives

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Jumpdrives
Offline JohnyWalker
10-30-2014, 10:45 AM, (This post was last modified: 10-30-2014, 10:47 AM by JohnyWalker.)
#21
Member
Posts: 398
Threads: 32
Joined: Mar 2013

I dont have PoB or Barge, but I jumped in group some times and was a great experience!!

But honestly, its true, jump/trading makes that poor pirates in middle smell no coins and no interactions.

My idea, just changing the Barge ship for another one like this:
- Name: Sirius Suply Transport
- Max Cargo hold: 15.000
- Impulse speed: 80 m/s
- Cruise speed: 300m/s
- NO THRUSTERS
- Hull: (double than stronger 5ker)
- Shield: (double than stronger 5ker)
- Nanobots/Shield batts: 1800/1800

What do you think? i think PoB's will can still suplied perfectly and would be more fun creating good convoys with that monster hehehehe.

EDIT: Also I agree to restrict the JD4 to max 3600 cargo ships is good, maybe 5000 cargo ships, due the Fuel comsuption.... no idea.

[Image: jgf8UEC.png]
(Thanks Suis)
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Offline Hermes
10-30-2014, 01:55 PM, (This post was last modified: 10-30-2014, 02:02 PM by Hermes.)
#22
Member
Posts: 339
Threads: 30
Joined: Jun 2014

Thanks for update finally - good job
Nice decisions and indeed this is going to bring more players to the server since this decision is walking parallel to what the players on this server wants to have, again, well done.

regards,
Xenon

[Image: Hms-Hermes-4.png]
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Offline Praetor
10-30-2014, 02:56 PM, (This post was last modified: 10-30-2014, 03:00 PM by Praetor.)
#23
Banned
Posts: 374
Threads: 28
Joined: May 2013

Increase range to 800 instead of 600 please,
as someone who has done a good deal of military fleet jumps the biggest problem is all the caps and snubs bumping each other when they try to get in position.

This will help a lot and now that traders are out of the equation,I really don't see any problems with higher radius.

Increased radius will also make other tactics such as jumping enemy vessels much easier.

User was banned for: Compromised account
Time left: (Permanent)
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Offline Mímir
10-30-2014, 03:17 PM,
#24
Member
Posts: 2,823
Threads: 182
Joined: Dec 2010

(10-30-2014, 08:10 AM)Lythrilux Wrote: Woo hoo! It's good to see that all those posts against jump trading finally amounted to something. Thanks Admins.

Yeah, it's only been what, 2 years since Jumping Zoner members started mentioning how jump trading is a cancer?

[Image: 120px-BhgLogo.png][Image: 120px-LH_Logo.png]
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Offline SnakThree
10-30-2014, 03:31 PM,
#25
Member
Posts: 9,091
Threads: 337
Joined: Mar 2010

Well, we did interact with people even if main intention was quick buck. Some hilarious roleplay was had. We worked in huge groups of Zoner IDed ships thus actually making it through effort and patience.

But even with that in mind, the profit rate was excessive taking into account investment and return values. It made lanes obsolete and any camping pirate was missing the possible action. It was fun only for the group jumping but in grand scheme it was harmful to overall balance on server.

[Image: rTrJole.png][Image: LJ88XSk.png]
[Image: ka0AQa5.png][Image: QwWqCS8.png]
  Reply  
Offline VinitS
10-30-2014, 03:37 PM, (This post was last modified: 10-30-2014, 03:38 PM by VinitS.)
#26
Federal Humanitarian
Posts: 185
Threads: 30
Joined: Jul 2014

Jump Trading is Off limits good. But Please FIX the JD Mk4 so atleast we can use it for Raids, *Pointing to Liberty-Rheinland/ Core-Order*, taking a CAP fleet in the asteroid field is nightmare.

Somewhere i read making JD Ammo based? *1 or 2 jumps on full Ammo*

JD Mk4 for Military Fleet Movement.

I hope the admins can find someway..Big Grin

VinitS#1081 - Discord
[Image: Final-R1.jpg]
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Offline Timmy
10-30-2014, 03:38 PM, (This post was last modified: 10-30-2014, 03:40 PM by Timmy.)
#27
Probation
Posts: 995
Threads: 128
Joined: Jan 2012

Delete the current jump drives and make something with next stats:

Solo JD for a capital ship:

Charge time: 120-180 seconds.

This will decrease abilities of trolls who love jumping off the fight, resupplying, then jumping back and repating that eternaly. And at the same time will keep ability of capital ships to respond to situations. Enabled for Cruisers, BCs and BSs.

Transport JD:

Charge time: 300 seconds.
Cargo occupied: 600-1000 units.

This will allow the trading to go faster, however pirates will have a time to attack the jumper before he does that. And at the same time it won't be just so much OP, as the cargo will be limited significantly.

Carrier JD:

Charge time is pretty much same as for battleships, but enable this JD only for carriers. A range probably just enough to pick snub crafts and gunships. This way a carrier can do at east some of it's duties and this JD won't be overused.

Such idea. No fuel requirements, as it kinda silly and doesn't even bring result that someone might have chased, just makes some ships more OP then others. Compare Rheinland BS which can use JD with high armor, and Gallic BS, which can either use JD, or armor. Silly, if you ask me. And yeah, numbers are basically a just a first thought, so they can be changed, but the point remains. Long enough to not be unkillable by anything, but slow enough to allow capital ships to jump away from chases of OP snubs. Also, I'd advise removing survey modules, or w/e makes those scans. It's just making those JDs more difficult and ooRP. Make the jumps easier, like pointing the system name (full or some kind of shortening code) and sector.

Well, that's it. Hardly will come truth, but, yeah, never loose hope and all...
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Offline VinitS
10-30-2014, 03:44 PM,
#28
Federal Humanitarian
Posts: 185
Threads: 30
Joined: Jul 2014

(10-30-2014, 03:38 PM)Timmy Wrote: Also, I'd advise removing survey modules, or w/e makes those scans. It's just making those JDs more difficult and ooRP. Make the jumps easier, like pointing the system name (full or some kind of shortening code) and sector.

+1

VinitS#1081 - Discord
[Image: Final-R1.jpg]
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Offline t0l
10-30-2014, 04:07 PM,
#29
Space Operator
Posts: 1,827
Threads: 134
Joined: Feb 2013

(10-30-2014, 01:55 PM)Xenon Wrote: Thanks for update finally - good job
Nice decisions and indeed this is going to bring more players to the server since this decision is walking parallel to what the players on this server wants to have, again, well done.

regards,
Xenon

This decision does not walk parallel with my wants, and I'm a player on this server.

[Image: PFjFVMW.png]
Reply  
Offline Leppy
10-30-2014, 04:12 PM,
#30
Member
Posts: 241
Threads: 3
Joined: Feb 2013

(10-30-2014, 03:44 PM)VinitS Wrote:
(10-30-2014, 03:38 PM)Timmy Wrote: Also, I'd advise removing survey modules, or w/e makes those scans. It's just making those JDs more difficult and ooRP. Make the jumps easier, like pointing the system name (full or some kind of shortening code) and sector.

+1

Actually it is completely RP and should stay. How would being able to jump to any point in space without having to recon and scan the area first be ooRP? Keep in mind that space is continually changing and therefore requires updated scans. JGs work because they are pointed to exactly one place in space and therefore can get constant scans from the other side. A new JG can't be built and then suddenly pointed to anywhere otherwise you would have seen Liberty build one w/their corps help and point to right next to New Berlin.
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