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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Player Base Extension Pack

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Player Base Extension Pack
Offline FynnMcScrap
05-18-2015, 08:04 PM, (This post was last modified: 05-18-2015, 09:37 PM by FynnMcScrap.)
#11
Member
Posts: 1,097
Threads: 73
Joined: May 2014

Core 5 : only official factions

official faction : only with enough activity and after a lot of RP

All else : nice ideas, but we have been asking for upgrades for bases since... ah, months ago.

You need a Dev to code the stuff,
you need a balancing discussion with Devs and Admins,
you need Admins to set things up

And you have to convince them that its "good for the Server"

Also you have to weather the storm of PoB "haters" who think that you are waisting you time you could better spend on PvP with them ect...

Get me right :
I like the ideas, and would love to see them implemented.

Just...
dont be dissapointed and leave the server if it takes a jear or two to get a working PoB update , ok ?

[Image: Signature1_zpsab81d9ee.png]
FynnMcScrap, Foreman of Tinkers Haven
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Offline Cheetah
05-18-2015, 08:13 PM,
#12
Banned
Posts: 50
Threads: 7
Joined: Feb 2014

(05-18-2015, 08:04 PM)FynnMcScrap Wrote: dont be dissapointed and leave the server if it takes a jear or two to get a working PoB update , ok ?

Okay, okay! Big Grin

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Offline Alley
05-18-2015, 08:22 PM,
#13
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Posts: 4,524
Threads: 406
Joined: Jun 2009

(05-18-2015, 08:04 PM)FynnMcScrap Wrote: Just...
dont be dissapointed and leave the server if it takes a jear or two to get a working PoB update , ok ?

so much negativity here.
However if you're interested in helping out, the flhook repository is free to all on the staport's forge. Contribute to the code mate !

Laz Wrote: Alley was right.
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Offline FynnMcScrap
05-18-2015, 09:35 PM, (This post was last modified: 05-18-2015, 09:43 PM by FynnMcScrap.)
#14
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Posts: 1,097
Threads: 73
Joined: May 2014

*sighs* I would if I could code. Or at least I would try to find the time.

prob is : im not half the geek I would like to be, and have no time to even start learning it

Well... beginners guide, suggested literature ect ?

I did not grow up with the stuff, I learnd all by doing it along the way :-)

@Alley : sorry for seeming so bitter.
I respect Dev work, im just still dissapointed and disillusioned about Server atm

Edit as an afterthought :
Id love to help but Im mainly good at words, not with codes and stuff.
And I still try to give good advice to anybody I meet.
But with my ... 16 - 17 months here at Disco :
Im new enough and lone wolf enough not to rub noses with the right people, and have been long enough here to realise that TIME AND EFFORT is a magic word here.

Never give up suggesting ideas and stuff, but if you really want it to be implemented you have to DO something for it.

This is not wonderland or a free2play , pay2win MMORPG where some paied DEVs work behind the scenes.

Every change suggested must be implemented by players in their free time,
and for somebody not in a staff role it is VERY hard to see any change till all flamez of hell break loose in the next discussion.

So dont be surprised if there is a hype about something... and then silence.

If you want something to be done : poke the right people, or do it yourself.

By the way : poke Alley, she´s great ;-)

[Image: Signature1_zpsab81d9ee.png]
FynnMcScrap, Foreman of Tinkers Haven
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Offline jammi
05-18-2015, 11:07 PM,
#15
Badger Pilot
Posts: 6,900
Threads: 415
Joined: Aug 2007
Staff roles:
Story Dev
Economy Dev

Can't see ore miners ever being implemented, but if they were, set them up the same way as defence platforms.

Each module being a deployable NPC Hegemon that can be destroyed and takes resources to replace.

I'd also suggest that they must be placed a minimum of 5 to 10k from the base itself.

Basically means that if you wanted to have a mining base, it'd usually need to be situated just outside the mining zone itself.
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Offline Blodo
05-19-2015, 12:23 AM,
#16
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Posts: 2,852
Threads: 128
Joined: Jan 2008

All those modules that produce base supplies that base itself uses would probably be kinda unbalanced as they would effectively eliminate a need to supply it on some level. So I dunno about those.

But what we as devs did discuss was making all kinds of manufacturing platforms and recipes available for bases. These would involve smelting mined ore or building new equipment for sale. All of that is in plans, but we need to do some necessary code improvements first to make that easily accomplished.
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Offline Highland Laddie
05-19-2015, 04:08 AM,
#17
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Posts: 2,082
Threads: 21
Joined: Mar 2013

Quote:But what we as devs did discuss was making all kinds of manufacturing platforms and recipes available for bases. These would involve smelting mined ore or building new equipment for sale. All of that is in plans, but we need to do some necessary code improvements first to make that easily accomplished.


Would love this! Would also make the economy more flexible, while also giving PoBs more to do. And I agree...better that bases don't build things they actually need for supply, other than say something like a Biodome eliminating the need for Food or Oxygen, or maybe both (but not water).
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Offline Black Jack
05-19-2015, 05:00 AM,
#18
Member
Posts: 217
Threads: 14
Joined: May 2014

Why there is only 1 type of base there? I'm just thinking. There are alot of bases for lot's of perpose, why not make bases look a bit different? Few types perhaps.

About those new updates, i really think that that is god idea. But H-fuel production, that's too much i think.

Btw why not add to base shipyard so someone could construct ships also?
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Offline Cheetah
05-19-2015, 09:40 AM,
#19
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Posts: 50
Threads: 7
Joined: Feb 2014

(05-19-2015, 12:23 AM)Blodo Wrote: All those modules that produce base supplies that base itself uses would probably be kinda unbalanced as they would effectively eliminate a need to supply it on some level. So I dunno about those.

Then, maybe, we should balance it by adding more crafting resources? For example, XenoFilters may be crafted from Nanomembrane Filters and Alien Organisms. Organisms can be mined, and Nanofilters can be crafted from new commodity, Nanomembranes, which is in turn crafted from a mineable commodity, maybe Carbon or something. So, the final idea is: POBs can be made self-sustainable, but that must require a hell of a work (much, much more work compared to what it require to supply base now), and the Asteroid Miners can't solve this problem alone - you can't scatter the miners for all, maybe 20+, mineable commodities required for base supplying "from scratch". However, this will add more work for the devs - because they will have to add many mineable industrial commodities (such as forementioned Carbon, Iron Ore, and so on), find good (in terms of balance) places to mine them, and so on.

After all, the idea is to give POB owners more opportunities: to leave base on external supply (like now), to make a hybrid supply system to make maintenance easier (by, for example, building Biodomes, which produce FOW but require Xeno Filters), or to make a full self-supply system, which will require a lot of work and a lot of mining.

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Offline moebus
05-19-2015, 01:07 PM,
#20
Member
Posts: 1,086
Threads: 76
Joined: Feb 2010

Great ideas. I don't know if it would affect the game balance, but if so it could probably be rebalanced.

Another POB module I would like to see is the "Enslaver": you bring human beings (pilots, refugees, passengers, etc.) and you get slaves!


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