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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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What matters most to you about Discovery?

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Poll: What matters most to you about Discovery?
You do not have permission to vote in this poll.
Events
8.50%
29 8.50%
Trading/Smuggling/Mining
8.50%
29 8.50%
Exploration
11.73%
40 11.73%
Small Scale PvP (Duels, Skirmishes)
10.56%
36 10.56%
Large Scale PvP (Fleet Battles)
14.08%
48 14.08%
Small Faction Story (Minor Developments)
10.26%
35 10.26%
Large Faction Story (Mod Theme and Focus)
9.09%
31 9.09%
Art and Graphics
6.16%
21 6.16%
Player Owned Bases
3.23%
11 3.23%
Special Equipment (JDs, DMs, Cloaks etc)
7.04%
24 7.04%
Special Roleplays
5.87%
20 5.87%
Anything to do with scientific data
1.76%
6 1.76%
Other (Specify)
3.23%
11 3.23%
Total 341 vote(s) 100%
* You voted for this item. [Show Results]

Pages (4): « Previous 1 2 3 4
What matters most to you about Discovery?
Offline Meallan
07-30-2019, 04:03 PM,
#31
Member
Posts: 195
Threads: 29
Joined: Mar 2016

I bought myself some nifty contrails.

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Offline Sombs
07-30-2019, 04:17 PM,
#32
Three orange cats in a mech
Posts: 6,808
Threads: 502
Joined: Feb 2014

I've sold more than 10.000 Sci-Data. The stuff you can get from it is nice. People often complain about the codeguns being hidden behind a paywall, but if you look at most capital fights, you see that they are mostly just on-par with non-codeguns. They are more situational than overpowered, with only one exception being the Kinetic Turrets because of the issue with client-side hit-detection. Iirc, gun-spread is shown on the receiving end is different from gun-spread from the source, meaning one can't really dodge Kinetics. To be honest, I don't know why this was never changed (higher refire rate instead of double-barrel with spread) as that can hardly be called an indented feature and more of an accepted exploit to the very disadvantage of the target, but then again I really stopped caring about PvP in any way.

With the removal of NEMPs in combat, one of the most dangerous implementations was finally removed, but also one of the most reliable ways of getting rid of Sci-Data.

I also think one of the biggest and most hilarious mistakes done about the concept was the gamble-aspect on the Jump Hole Generators. I'd have bought and used them if I could set both jump hole points.

Contrails and other shinies should have become more expensive with the ability to farm Sci-Data.




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Online Lythrilux
07-30-2019, 04:23 PM,
#33
Edgy Worlds
Posts: 10,362
Threads: 737
Joined: Jan 2013

(07-30-2019, 03:52 PM)St.Denis Wrote:
(07-30-2019, 03:02 PM)Reddy Wrote: scidata was terribly implemented, isn't surprising.

Didn't stop people chasing it and buying all the 'special' guns etc.

Well when the Sci-data rewards have clear pvp advantages over normal stuff, or are the only means of creating certain events (or any events at all, depending on who you are) it's to be expected. This is why the implementation is so bad - all these items that should be freely available are gated.

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Offline Reddy
07-30-2019, 04:33 PM,
#34
Man-At-Arms
Posts: 1,127
Threads: 18
Joined: Sep 2016

(07-30-2019, 04:23 PM)Lythrilux Wrote:
(07-30-2019, 03:52 PM)St.Denis Wrote:
(07-30-2019, 03:02 PM)Reddy Wrote: scidata was terribly implemented, isn't surprising.

Didn't stop people chasing it and buying all the 'special' guns etc.

Well when the Sci-data rewards have clear pvp advantages over normal stuff, or are the only means of creating certain events (or any events at all, depending on who you are) it's to be expected. This is why the implementation is so bad - all these items that should be freely available are gated.

+1
not all have a pvp advantage, they are just different from normal weapons, which was their intended purpose when titan made the guns more than a year ago.
mixing scidata with codeguns is where it turned south.
scidata should have been used for events and cosmetic additions only.

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Offline St.Denis
07-30-2019, 04:41 PM,
#35
Member
Posts: 100,613
Threads: 1,347
Joined: Dec 2011

(07-30-2019, 04:23 PM)Lythrilux Wrote: Well when the Sci-data rewards have clear pvp advantages over normal stuff, or are the only means of creating certain events (or any events at all, depending on who you are) it's to be expected. This is why the implementation is so bad - all these items that should be freely available are gated.

I have no idea if they give you an advantage or not (never bought any or used any), but there was a great rush to 'buy' them, by a few people, at the beginning and now I see those that bought quite a few of them, now selling them.

Previously, I used to go around and offer to sell the SD, at market prices to anybody that came along (these were not mine and the money was made to 'disappear' from the sales) to give everybody the chance to obtain the 'nice shinies'. I must admit, I sold quite a few thousands, to those willing to pay.

Now, you can mine the stuff. I know of someone who says he has mined about 10k of SD.

The chance is there for anybody, willing to put in the effort (whether it is mining the SD or Trading to afford to buy the SD/items on the Forums).

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Offline sasapinjic
07-30-2019, 05:10 PM,
#36
Member
Posts: 1,693
Threads: 32
Joined: Apr 2015

Woted "Exploration"
Heck, it was "Discovery" part in game name "Discovery Freelancer" that interested me to try it out after all.
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Offline JonasHudson
07-30-2019, 07:16 PM,
#37
Member
Posts: 400
Threads: 70
Joined: Nov 2016

(07-29-2019, 10:11 PM)Durandal Wrote:
People seem to have a startling inability to separate RP from OORP, and are unable to perceive mod developments as anything but a personal attack against them or their factions, effectively creating an outrage culture around mod development. What everyone seems to fail to realize however is that unless there are tangible gains and losses, everything becomes extremely meaningless surface level tit-for-tat. "You captured my capturable forward outpost and I'll take it back next week!" will never carry the same gravity as "You sunk my battleship!" The story stagnated for years, and this time last year stagnation was everyone's number one complaint. Now we've come to a "oh, but I didn't want things to move that way" mindset, and I cannot fathom where it has come from, because if you are playing this game as a character and engaging with the community as a real person, as is the intent, this should not be happening.

I think what we've lacked is an ever changing capture the flag situation. In the Gallic advance, where were the tangeable losses? The stagnation seemed to come from an enforced one sided situation. Having stations or npc battleships set up to be attackable in real time like POB's could have always allowed for some more variation and increase player involvement. A battleship winds up sunk, another moves up to take its place after a month. This also would help keep people on the same page. Its much easier to accept your side has lost when both sides had a reasonable real shot at scoring a victory, rather than finding out a decision was made.


(07-30-2019, 04:17 PM)Sombra Hookier Wrote: With the removal of NEMPs in combat, one of the most dangerous implementations was finally removed, but also one of the most reliable ways of getting rid of Sci-Data.

Why tho? To me, to say it was 'one of the most dangerous implementations' is extreme to say the least. Removing NEMP's from pvp ruined one of the coolest things about the game that had come along in a long time. The mistakes were not having stations to use them on. People prioritize around purpose and practicality. If there were stations to dispute over /siege where RP reprecussions were real, people would save them for when they might matter instead of blowing them on the first battle they wind up in.

Also, all that ever had to be done was change respawn times for the poor folks that got insta'd and it ruined their point to logging on. Let them come back in half the time maybe? So it wouldn't be the end of the world, or such a 'dangerious implementation'.

If it were up to me, NEMP's would do 50% damage of whatever the current hull strength is on a station (that way they can't be used to destroy or deliver a final blow, only reduce by a factor), and make all NPC ship stations 'mortal' whereas they'd just go undockable and stop shooting at 0, basically making them a wreck. Then we'd watch most of the NEMP's out there still, get sold for huge fortunes, and all get blown within a few weeks. Factions could go to work on where and when they want to use them, where to focus their efforts on the next target, and try to change the lines that way. They'd be used in combination with pvp battles to take down a target. Capital ships would be NECESSARY again instead of just nice to have. NEMP's could soften a target up, but the more you use them, the less damage they do, so the more of waste they might be after the opening salvo. Depends if you're a Xenos terrotist attacking a Liberty Navy ship (to score a 1 time blow), or a Bretonian/Gallic force with a fleet to move in afterwards. Combine the possibility of repair ships being used to repair those stations in question, and lots more gameplay and RP possibilities open up. Maybe that Xenos would come back every few weeks and NEMP that ship again, and again, so someone gets the job of repairs!

So, NEMP's could be useable in PVP, be valuable things to work towards again, and likely only be used against fleets when an important battleship NPC station is under siege. I know most people picture a chaotic free for all, but this would also allow for factions to use a bit of strategy! If you can lead your side, focus your power, organize around what is needed, you succeed. Just make the battleship/cruiser stations really strong so it streteches things out. Capture the flag + NEMP's = no stagnation, more stuff to do, more player inlvolvement!

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Offline Reddy
07-30-2019, 07:38 PM,
#38
Man-At-Arms
Posts: 1,127
Threads: 18
Joined: Sep 2016

yea no. NEMPs were used to ruin the evenings of an unfortunate 5 players in the vicinity with the push of button.
"oh look at the people gathered here about to start a fight, let me go ruin it with my pay to win weapon"

NEMPs don't discriminate between friend and foe, any 5 are dying no matter what if they are within radius

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Offline SnakThree
07-30-2019, 07:45 PM,
#39
Member
Posts: 9,091
Threads: 337
Joined: Mar 2010

Launching NEMP costs 500 millions. I think it was rather rate occasion to see those used in combat.

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