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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Discovery 4.81 features, bugs & suggestions

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Discovery 4.81 features, bugs & suggestions
Offline DarkOddity
11-11-2006, 03:25 AM, (This post was last modified: 11-11-2006, 03:26 AM by DarkOddity.)
#221
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Posts: 931
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Joined: Aug 2006

lmao Yngen, but well put.

The lack of balance (And mass whinage that follows the lack of balance) have actually pushed me away from the Discovery mod for the most part. I'm now playing "Freelancer: Combat Evolved" which has been released. It's probrably one of the most hard-core communities I've seen. Balance is achieved by only letting ships use specific weapons. (hard coded into the mod)

You get a Missile Frigate, your using missiles, no questions asked. It's a sigh of relief honestly as noone gripes about balance. You can either fly your factions class of ship well, or you just plain suck. Theres no "You have better weapons." or "Your ship class is unbalanced with those (insert other ship class weapon name here)"

All in all, what I'm trying to say is perfect balance is not possible without the quality of a funded development. Even then it becomes harder with the more items you put into the game.

Honestly, myself I have been waiting ever since I started Freelancer for a modification that has standardized loadouts for every ship. IE, you get what comes on the ship, nothing more, nothing less. With FL:CE I have that. As for Discovery ever getting something like that.. Highly doubt it, but I would *love* to see it happen.

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Offline Dab
11-11-2006, 03:46 AM, (This post was last modified: 11-11-2006, 03:56 AM by Dab.)
#222
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Posts: 9,570
Threads: 320
Joined: Aug 2005

Sounds like a good place to set up another platoon of AW... >.> <.<


We should do some things like that. Like specialty ships get hardcoded weaps locked in. And some things. Allow some flexibility, but some restrictions as well.


EDIT: Halo mod?

[Image: DFinal.png]
Offline Knucklehead
11-11-2006, 05:09 AM,
#223
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Posts: 397
Threads: 23
Joined: Aug 2006

One thing I've noticed is that certain mod wrecks will drop ID's. Sometimes you don't notice until you've hit the tractor beam, and suddenly you've got a second ID in your ship.

I noticed this back in 4.80, but I figured someone else would have mentioned it by now. I guess not.

It's official, I have too few ships now...
 
Offline marauder
11-11-2006, 01:13 PM,
#224
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Posts: 1,950
Threads: 42
Joined: Nov 2005

@Yngen: where do you think all the other capships came from?

The corsair dreadnought and gunboat, the liberty assault frigate and carrier, the BHG destroyer and BS, the outcast dreadnought, the Albatross frigate and the zoner juggernought are all from star wars.
____________________________________________________________________

As for limiting people to certain ships and weapons depending on their ID, it's a good idea, but we'll either need new rules for it or igiss will have to add more stuf into the mod.

Plus igiss will have to make sure that the civilian ships and weapons are sold on more bases, because it's not very RP for a player with one faction ID to have to go land on a hostile factions base just to get themselves a ship and weapons.

Then if we do add more rules we'll need ways to enforce them, so either way it'll mean alot more work, plus you'll always get people come on who don't care about the rules.
____________________________________________________________________

@Kane: I always figured the battlerazor was put in as the railgun turrets you suggested.

As for the range, use a modified flak turret.

They have a range of 0 yet the shells don't blow up on their own until they reach about 2.5 k or hit something.

I've seen people blow up NPC ships at ranges 2 k + and I've done it myself with flak turrets. Plus they fire in a straight line and it takes alot of practice to hit anything in the general direction of where you aimed.
____________________________________________________________________

I think we need to have either a poll or a discussion as to what we want to do with the mod.

Do we want it to stay as an RP mod/server and if so do we want/have to/need to add alot more limitations/rules so that people HAVE to RP.

Or should we just drop the RP and go for having a PvP only mod/server?
 
Offline Stingray
11-11-2006, 01:31 PM,
#225
Member
Posts: 169
Threads: 24
Joined: Sep 2006

I also have some ideas, throwing them out!

Plasma Blaster - ?

Micrometeorite gun - ?

Explosive shell chainguns - I have no idea what I'm writing.

Laser beam - Simple laser beams/anti fighter cap ship guns.

Fission Torpedo - Hey you, catch!

Gauss Cannon - AP weapon.

Random things...






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Offline Yngen
11-11-2006, 11:35 PM,
#226
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Posts: 637
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Marauder: yea I'm remmembering those ships now, though I didnt realise the Outcast and Zoner juggs were starwars.

I don't get why anyone would make a purely PvP server. Unless I'm misunderstanding what you mean. A purely pvp server would be every man for himself, no player made factions? How would that work?

The same goes for purely RP, what does that mean? You can have pure RP on the forums if you like and never get on the server. ..

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Offline Qunitinius~Verginix
11-12-2006, 12:41 AM,
#227
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Posts: 2,777
Threads: 61
Joined: Aug 2006

romer,Nov 9 2006, 01:54 PM Wrote:OT:&nbsp; sorry for the interlingual slip up.&nbsp; I forget sometimes&nbsp; :$

@McNeo:&nbsp; Amen! The Titan was great!&nbsp;

And yes, the weird named ships like Somtaaw, and Taiidan, and of course the beloved Outcast Destroyer are Homeworld ships.

The weapons issue is mostly for good RP.&nbsp; I mean why on would a Bounty Hunter have Outcast weapons?&nbsp; Sure, you can always use the excuse that they were looted, but wouldn't you just 'feel' better having BHG weps on a BHG ship?
[snapback]43685[/snapback]


The Hugenot is a homeworld ship? wow i never thought that, I alwasy thought it was some ones weird shrunken sleeper-ship design.

Now onto missles. I agree that they need something upgraded. Battleships should carry tropedoes that are extreamly effective against other battleships. Looking at the front of the Abatross frigate, you can see it has about 16 torpedo tubes on it. Firing them would be nice...........

Railguns: Now a rail gun fires at such a high speed, that it would go right through sheilds while ripping armour appart as if it wasnt there. They are (in theory) easy to make. You have 2 sides to the gun=a north and a south magnetic pole. Then a cheep magnetic metal, and you super accellerate it with magnets and an energy jumpstart.

The liberty crusiers main gun is a railgun, and that shows how powerful it is.

If railguns were put in the agme, they would need to be carefuly tested for balance because if you do them wrong, they are eitehr toopowerful or 2 weak.

There is my 2 cents

Safe Flying and Good Hunting

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Offline marauder
11-12-2006, 02:02 AM,
#228
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Posts: 1,950
Threads: 42
Joined: Nov 2005

Yngen,Nov 11 2006, 11:35 PM Wrote:I don't get why anyone would make a purely PvP server.&nbsp; Unless I'm misunderstanding what you mean.&nbsp; A purely pvp server would be every man for himself, no player made factions?&nbsp; How would that work?

The only factions would be groups/gangs of players who watch each others backs, or rampage around shooting at everyone...

The player factions would be more like squadrons/wings of elite pilots equipped with the best equipment available anywhere.

Quote:The same goes for purely RP, what does that mean?&nbsp; You can have pure RP on the forums if you like and never get on the server. ..
[snapback]43842[/snapback]

What I meant by pure RP is that anyone with a zoner ID (just an example) would only be able to mount/use zoner weapons and fly hawks, falcons, eagles and dromedarys, just like the zoner NPCs do.

Continuing with that example an Rhienland military ID would allow a player access to any rhienland weapons sold on a military base and to use the valkeryie, wrath, Rh gunboat, Rh cruiser, Rh BS.

Neither ID would allow the player to use any weapons that the faction whose ID they carry can't, so the zoner player can't use civilian, pirate or house weapons, the rhienland military player wouldn't be able to use any pirate or civilian weapons, nor any weapons form any other house.

So yes the purely RP I meant would be restrive, and probably never happen either, but then players would be part of the NPC faction whose ID they have mounted.
 
Offline Virus
11-12-2006, 05:54 AM, (This post was last modified: 11-12-2006, 06:56 AM by Virus.)
#229
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Posts: 4,311
Threads: 257
Joined: Oct 2005

I'm all for, well... All of Kane's post! XD


EDIT:

Raven's Talon, the fighter? Needs balancing. Its too slow for its armor.

Either A) more agility (which makes sense... Just look at those engines!) or B) more armor.

[Image: virussig3.png]
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Offline Nightfall
11-12-2006, 07:56 AM, (This post was last modified: 11-12-2006, 07:57 AM by Nightfall.)
#230
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Posts: 2,291
Threads: 58
Joined: Mar 2006

raven's talon: Well, I haven't flown one in a long time... but it had like 14k armor and it was way too agile... and do to whatever reason, pretty much unhittable... guess we'll have to test on that again...

[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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