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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Discovery 4.80 features, bugs & suggestions

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Discovery 4.80 features, bugs & suggestions
Offline Dab
07-29-2006, 05:37 PM,
#161
Member
Posts: 9,570
Threads: 320
Joined: Aug 2005

You can't just buy more cargo space. You'd have to buy an entirely new ship for that. Which is what we currently have. You have to work your way up through the transport lines. Lifter - Trans - L trans - Train - L train.

If we made capships go through asteroids they would go through everything. Such as planets, bases, other capships. Yeah not gonna work.

I'm sure if there was an easy way to fix tradelanes to more easily dock them Igiss has or is trying to do that.

Small fighters are supposed to be difficult to hit. Thats why in the next version we want BSs to be 3 times as strong as their are, maybe more. That way, its hard for it to kill the fighter, but the fighter can't do anything to the BS, so it has all the time it needs to kill them, plus flak and missiles are more useful against fighters. But I still think hitting them with nomad turrets is easier, you just have to aim and time your shots. Don't just hold the fire button, click it as you target them.

[Image: DFinal.png]
Offline Vo
07-29-2006, 06:15 PM,
#162
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Posts: 214
Threads: 12
Joined: Jun 2006

Actually dab, you can, It's a whole new Hardpoint. I'm putting it in the WA mod. They also have it in Crossfire. It works for trains and Transports only though.

I know there is a way to make Asteroids movable. Also, we can fix the mass on battleships so fighters will be the ones flipping around.

As for hitting LF's and such, all you have to do is aim just before the cross hair and it will hit.

Tradelane fixing... Well... I don't think that is possible. The game never had Battleships go through tradelanes, so that might just be an internal glitch.

Well, thats just another perspective of dabs point, from a fellow mod-ers point of view. :)

[Image: JamesLee.gif]
 
Offline Korrd
07-29-2006, 07:09 PM,
#163
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Posts: 3,714
Threads: 241
Joined: Aug 2005

The problem is that the game docking paths were designed to guide a fighter, not a battleship. So the maneuvers are intended for a small fighter, not a 2km long battleship.

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Offline Bs|pitchblack
07-30-2006, 07:12 AM,
#164
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Posts: 4
Threads: 0
Joined: Jul 2006

i'd like to report a glitch in the mod, in omicron theta all the asteroid feilds are described as alien organisms, now i know asteroids arent alien organisms so it needs to be fixed.
Offline Dab
07-30-2006, 04:45 PM,
#165
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Posts: 9,570
Threads: 320
Joined: Aug 2005

If your talking about when you shoot the small destroyable ones, and alien organisms come out, than that is what should be happening.

[Image: DFinal.png]
Offline Assassin Twin
07-30-2006, 04:59 PM,
#166
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Posts: 81
Threads: 1
Joined: Jul 2006

I didn't see it, so I lill put it in.

I would love to be able to buy a base that could build profit and put it on the Account Bank ship, for example. I liked that idea, of the bank for the account, not just the char. A space station you have to pay to upgrade, and get the stuff on it, but once you have it, it will pay itself off, eventually. Can you do that?

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Offline Dab
07-30-2006, 06:14 PM, (This post was last modified: 07-30-2006, 08:08 PM by Igiss.)
#167
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Posts: 9,570
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Yeah, you could have a choice between trading stations that generate money, military stations that are very strong and can do enough damage to enemy ships that it can drive of attacks, given the defender the advantage it is supposed to have. Shipyards that you can pick on battleship, cruiser, and gunboat, that maybe can be sold for less, because your faction is building it. These would only be available to factions with home systems, finally giving us a good real reason to get a home system, instead of all these new factions that decide not to, because they can have more members and not be losing anything. But if we do this, it'll be a choice between more members, or bases, cheaper capships, and generated money. The generated money won't make as much as normal trading will, but will make enough to be able to outfit fighters for everyone and new recruits, and for their ammo. Maybe gunboats too. BSs and cruisers would require saving up that money or trading manually. The money could the be given to a faction at the end of ever 2 weeks, amount based on the trading stations they have.

Then there are different types of stations. Small ones, making an okay amount of money, medium sized ones, making decent amounts, and large ones (that take awhile to create, and therefor cost alot more) that make good amounts of money. And then you can buy addons that increase its profit, or buy new stations, making multiple ones, so you can have one per system. BSs for stations would require the same amount of money as, say 4 player BSs. Those BSs will be as strong as stock BSs, which can easily aid players in defense around the area of it.

Then we can get some better versions of system conquering going that works with these things and makes it more doable, rather than the, you fly in and kill everyone and you win. You must, say, nueutralize all the bases or something, or bases have a certain troop amount on them, and the attackers must land more troops than that (the troops would just be cargo room, so a train could hold 4,000 troops). So space battle would be; attackers push the defenders back, and make a safe run for troop transports. Once enough troops have been brought to the station you own the station, and the defenders must either drop more troops or retreat. We could have oxygen be the troops, so people can't just say they made two runs when they didn't they must drop the cargo and come out empty. We would have a spectator being the referee, to make sure no cheating happens. Defenders can keep respawning at the base until the enemy troops take control. Then the defenders have no more spawns and must win the space fight with whatever they have left only, and once the area is secure they can bring in reinforcements and drop troops to retake it. Attackers can spawn however many times they want, but it must be from one of their NPC alignment's bases. Which can be a whole system away even. Leaving the defenders to spawn much more.
That way, the space battle is more about getting troops down in the first stage, preventing defender spawns, and then getting rid of space forces after doing that.

You would have to do this for every base and planet in the system to capture the system. NPC ownership would not change when the station is captured, the attackers would just be in control of it, not own it. Only exception is faction bought stations. They could be captured and turned to the attackers alignment in the next mod release. If they get a trading station, the first 2 weeks would not generate money since it is changing ownership. But afterward it would generate money until taken.

So for example;

SF attacks AW (hey it happens, history doesn't lie :P) and SF attacks, lets say the Freeport in Tau-37 (they like to attack that system) and they capture it. Since it is a NPC base that wasn't player constructed, they do not own it, or get anything from it, except that it helps them project their control on the system. Now lets say they captured an AW constructed base. It would be a Zoner aligned base, as its our alignment. If they captured it, then it would be changed to Bretonia Armed Forces alignment in the next version. And if it were a trading station they'd get money 4 weeks from getting it. which is faster than constructing a base for the next version.

Pirate bases DO NOT participate in system control. Only pirate PLANETS do. Like Malta and Gamma. So if someone captured those, they'd control the entire system, if we did not have a constructed base there. Pirate factions cannot buy system control bases, they can make bases, but if they are 30K or more from a dockable planet they do not count. Anything within 30K is taken when the planet is. Whoever is adding in the new bases decides where pirate bases go, so pirates can't just buy one right next to an enemy and use it like that. Pirates cannot have shipyards or trade stations. Corsair Osiris' are only buyable for Gamma and Delta. Molly Huggys and Outcast huggys are okay for anywhere. Everything else for pirates are outposts and bases like Kyoto and Buffalo. Not a full blown military station like a house government. Legal factions can get military bases however.

'Control' of a system is the same as having a zone of influence. You don't actually OWN that system. Only your home system do you OWN. Like now. But those systems you have TOTAL control of (all bases that are not pirate are controlled by you) you can build new stations. However once you buy it its there, so if the system is completely taken by someone else before the new version, then you lose the station to them as well. Battleships taken are changed. Say AW takes an SF BS (not normal NPC one that came with game, just constructed ones) it is changed from a Bret BS (to simulate the Bret BS' destruction and the Osiris new position there), to a an Osiris or Battlstar Advance, whatever we decide is the main BS for AW. Not sure about that one yet. Because though FP11 isn't in our zone of influence we do not control it, but it is a zoner base selling battlestars, same with Gran Canaria. Or Osiris because Corsairs own them and they are in our zone of influence.

Also, it would no longer be needed to have zone of influence's touching to take a system. Because you can only respawn from a base you control you have to fly ALL the way back if you die, where the defenders do not. Fixes the times when the enemy docks at a station in the system and respawns again and again (everyone in the Tau-37 battle can admit, it was a bad idea...)

This would add a whole new dimension to the server. I can do all of the base creation and editing, and just do a few less systems in each version while Angel does all systems. We would keep a list here of what is control but who. and edit it appropriately. Then one of the server admins would have the job of giving out the money made by trading stations to that faction's bank char. Then there should be a limit on the total profit every two weeks. So really old factions with lots of bases cannot get tons of trading stations and make 2 billion creds every 2 weeks.

If we distribute the jobs in a good manner we can make this work, easily, with not too much work. I can keep track of base ownerships and creation and editing of those bases when necessary. One of the admins keeps track of profits made by each faction and distributes the money. And then at the finish of each version Igiss adds the edited parts into the version being used by OUR server. so we have the normal version, and the server version. It wouldn't take too much work. and I think we can make this work fairly easily.

Suggestions please :) And sorry about the huge post...

Edited by Igiss - split first paragraph into parts, too damn hard to read, but good post Dab.

[Image: DFinal.png]
Offline Vo
07-30-2006, 06:58 PM,
#168
Member
Posts: 214
Threads: 12
Joined: Jun 2006

Of dab, you never cease to give me more and more ideas.

There is always the GREAT thing called hotfixes,

Taking into consideration the scenario dab brought up, we can always make a 450kb hotfix switching the bases alignment.

[Image: JamesLee.gif]
 
Offline Dab
07-30-2006, 07:12 PM,
#169
Member
Posts: 9,570
Threads: 320
Joined: Aug 2005

But that would require a bit more work, especially with the server and integrating the fix into it. But if Igiss and Wolf don't mind, that could make changes alot faster.

Oh and something I forgot to mention in that heap of words, when someone takes a shipyard the ships being sold would be changed to (say SF took one) a Bret BS instead of whatever it was before, but still with the low pricing.

[Image: DFinal.png]
Offline Wolfpack98
07-30-2006, 07:40 PM,
#170
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Posts: 1,195
Threads: 84
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Dab,Jul 30 2006, 09:45 AM Wrote:If your talking about when you shoot the small destroyable ones, and alien organisms come out, than that is what should be happening.
[snapback]28056[/snapback]

That's not what he's talking about. Kane confirmed this.. the names of the cloud fields are "Alien Organisms" by itself. He wasn't even in them.

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