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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 Winkie
11-21-2006, 03:12 AM,
#251
Member
Posts: 86
Threads: 8
Joined: Sep 2006

Igiss,Nov 20 2006, 06:55 AM Wrote:I need your opinions, need them now. Right now I'm preparing the first beta of 4.82,
[snapback]44946[/snapback]


I remember reading somewhere a discussion about looting guard weapons, so here is my 2 cents on it. Yes the guard factions should have the best weapons, so how about making them level 11? That way the guard could drop them and we could grab them and sell them for butt loads of cash, but no one but the guard could use them.
And on the subject of weapons, Stations and such should have them way out there like say level 14 or so. Since they are stationary and do not have to devote valuable real estate nor power to engines they can devote more to defense. As it is I can sit out front of a hostile station with my train, go get a soda down the hall and not worry about it. Now IMHO the larger stations should be able to take me out in four shots and a battle ship in five or six (slow moving) shots. A fighter 2 shots max, But a fighter should be able to dodge them fairly easy if they are paying attention. Yes I realize that would put a real constraint on the harvesting of NPCs.

Now here is one that should be done but most likely cannot. The larger the ship the longer it should take to slow down, after all we are talking about huge amounts of mass traveling at ungodly speeds in a vacuum. Yes I know, I am right on the verge of heresy here but the science behind this is that if you are traveling at cruise and hit your kill engine that should be almost the same thing me hitting you with a cruise disrupter, you should have no maneuvering power for a set amount of time and be at the mercy of your own inertia and mass.

Oh and here is one that the biggest ships Im sure would love! A dual range cruiseGreat for getting through all those rocks.

Lets see, other than that moving the trade lanes a little farther from the planets would be cool.
As always thank you for your time.
(Now where did I put that asbestos suite)

My Lil' boats are
SS_Scorpion
SS_JackyBlue
SS_Guppy

 
Offline Dab
11-21-2006, 03:39 AM,
#252
Member
Posts: 9,570
Threads: 320
Joined: Aug 2005

Guards dropping weaps, absolutely not.

Liberty has Vengeance level 9s, they are fine.
Bretonia has level 9s I think, no clue how good they are, but judging from the Templars, they are decent.
Kusari has Disinfector 3s and Skyblast Bs, they can pretty much handle anything.
Rheinland has Firekiss and whatever the other was, they are fine. Corsairs and Outcasts have good weaps.


Rogues, Red Hessiens, Blood Dragons, and Xenos should have level 9s. They are the major pirate factions smaller than the Corsairs and Outcasts.

Nomad weaps, I completely agree with lower damage, or making them really hard to get (fewer patrols that are REALLY strong. Think Guard strong).

Right now we have SF using Colonial Vipers and nomads. Some RM use Nomads. GoR do as well (but its not too much a stretch for them in RP to have them). Also, everyone has tizzys. Make a level 9 version of the Debilitator!


Nomad lasers... NO. They do 1950 damage or so. Definitely not. You want Nomad tech, get some blasters and cannons.

[Image: DFinal.png]
Offline Qunitinius~Verginix
11-21-2006, 04:18 AM,
#253
Member
Posts: 2,777
Threads: 61
Joined: Aug 2006

I think the junkers should have better fighter weapons. They are the most widly spread faction besides outcasts and corsairs and have ALOT of infuence in the sector. Also they loot stuff and whats saying their not gonna find some high level guns in their searching to convert into their own guns?

I think its good.

VerginixOut

[Image: qvsigaz9.gif]
 
Offline Dab
11-21-2006, 04:19 AM,
#254
Member
Posts: 9,570
Threads: 320
Joined: Aug 2005

Oi. Completely forgot the Zoners. They need a Fury 4. Level 9, could even be 10 gun. Should be about the damage of Salamanca MkIIs and/or Kraken MkIIs.

[Image: DFinal.png]
Offline Qunitinius~Verginix
11-21-2006, 04:29 AM,
#255
Member
Posts: 2,777
Threads: 61
Joined: Aug 2006

OH Igiss i dunno if this would be right, but the Junkers need a BS or a cruiser dedicated to them. It would be like a big salavging combat ship. one the Junkers bring out for combing the huge debris feilds and such.

[Image: qvsigaz9.gif]
 
Offline Dab
11-21-2006, 04:37 AM,
#256
Member
Posts: 9,570
Threads: 320
Joined: Aug 2005

ROUGH SKETCH

Capship revamps.


Descriptions: (stats below)

Battleships Classes:

Dreadnaught: The biggest of all the ships in the game. Massive flying fortresses with a huge array of turrets and an energy core to power them. Their large hulls leave plenty of room for a ton of armor. Though this armor and size reduces its agility low enough to make in-battle manuevering barely useful unless in fleet combats. Should barely, if at all, get through asteroid fields.

Assault: A very balanced ship. Great for pirate factions hoping for some power to combat house battleships. good armor, decent firepower and energy, with a medium size and agility make this a good all-around capship.

Battlecruiser: In essence a heavy cruiser. Small size, great agility, but with reductions in turret number, armor, and energy. The user would need to exploit its agility to the fullest in any battleship fights. The small size also helps in dodging, making slower, high-damaging weapons difficult to use. But if the pilot turns on the bigger ship to use its own heavy weapons, it could be hit alot easier. Best for someone who doesn't like slugging matches, but prefers dodging and taking potshots to win.


Cruiser Classes:

Attack Cruiser: Heaviest and most firepower of all the cruisers. Has most turrets of all cruisers, but the large size makes it vulnerable to fighters. However the amount of firepower and armor, coupled with a large power core make it a danger to Battlecruisers. Low agility, but more than a battlecruiser.

Light Cruiser: Balanced. Good armor and firepower, with decent agility. Enough energy to power some turrets. Good against fighters, or other cruisers. Good for fleet support and light defense.

Destroyer: Smallest of the cruiser class, granting it the most agility of all of them. That agility is coupled with the smallest turret number, but a power core to be able to use those turrets for a time. Low armor. Used best as a "behind the lines" cruiser, to go and harrass the backup ships, or strip turrets off of battleships.



Gunboat Classes:

Intercetor: These are the heavy hitters of the gunboats. Used as a anti-capship platform. Can stand up to a destroyer-class ship if used correctly. Good armor and good firepower combined with the agility of a heavy gunboat. Smaller turret number, but enough energy to power heavy weapons (infernos and battlerazors) for a decent amount of time. Best used as fleet supporters to go in with or without a destroyer class ship and strip battleships of their weapons. Can also assist in destroying cruisers. A destroyer with an Interceptor gunboat should be enough to take out an Attack Cruiser.

Point Defense: The fighter's nightmare. Great agility coupled with a large turret number allow this ship to fit alot of anti-fighter turrets onto it. Energy core is small however, and there is little energy left for anything but small anti-fighter weapons like chainguns. Only usefulness in fleet combat is as fighter cover. Best used as patrol ships, or ships to use against small pirate bases. Great as escorts. This ship, because of its smaller size and agility, carries less armor and is easily destroyed by a cruiser if hit a few times by heavy weaponry.




Battleship Classes:

Dreadnaught:
Outcast D
Corsair D
RH BS
Zoner Juggernaut
Battlestar Adv.
Nomad BS


Assault:
Kusari BS
Bretonia BS
Liberty D
Spyglass
Battlestar


Battlecruiser:
Osiris
BHG BS



Cruiser Classes:

Cruiser:
RH Cruiser
Liberty Cruiser
Bretonia Destroyer
Nomad Cruiser


Light Cruiser:
Talarca LC
Outcast D


Destroyer:
Kusari Destroyer
BHG Destroyer



Gunboat Classes:

Interceptors:
RH GB
Bretonia GB
Corsair GB
Nomad GB


Point Defense:
KU GB
BHG GB
Rogue GB



Battleship classes (attributes):

Dreadnaught Class:
Power: 8,350,000 - 9,350,000
Armor: 595,000 - 675,000
Turrets: 18 - 24
Batts/Bots: 1,000/1,000 - 1,100/1,100


Assault Class:
Power: 7,750,000 - 8,250,000
Armor: 495,000 - 585,000
Turrets: 12 - 16
Batts/Bots: 800 - 900


Battlecruiser Class:
Power: 6,900,000 - 7,650,000
Armor: 400,000 - 485,000
Turrets: 8 - 12
Batts/Bots: 700 - 80



Cruiser classes (attributes):

Cruiser:
Power: 1,775,000 - 2,100,000
Armor: 275,000 - 315,000
Turrets: 9 - 12
Batts/Bots: 575 - 675

Light Cruiser:
Power: 1,540,000 - 1,700,000
Armor: 215,000 - 255,000
Turrets: 7 - 10
Batts/Bots: 475 - 575

Destroyer:
Power: 1,600,000 - 1,720,000
Armor: 160,000 - 200,000
Turrets: 6 - 8
Batts/Bots: 400 - 450


Gunboat classes (attributes):

Interceptor:
Power: 700,000 - 800,000
Armor: 155,000 - 165,000
Turrets: 4 - 5
Batts/Bots: 350 - 400

Point Defense:
Power: 500,000 - 625,000
Armor: 100,000 - 135,000
Turrets: 7-10
Batts/Bots: 275 - 325

[Image: DFinal.png]
Offline Qunitinius~Verginix
11-21-2006, 04:41 AM,
#257
Member
Posts: 2,777
Threads: 61
Joined: Aug 2006

Thats a really good idea Dab. I like how the cap ships could be further tailored to the players desires.

You also forgot to add frigates, but their are very little of them so it wouldn't really matter.

[Image: qvsigaz9.gif]
 
Offline Fellow Hoodlum
11-21-2006, 05:45 AM, (This post was last modified: 11-21-2006, 05:46 AM by Fellow Hoodlum.)
#258
Bodacious Cowboy
Posts: 6,386
Threads: 1,038
Joined: Feb 2006

Just a little one from me, unusually.
Torp mounted weapons now seem to take an unfeasably large amount of radiation damage,
far greater than before. Is this intentional, or just an oversight.
The inferno cannon used to get hit a bit hard, but the nova anti-matter can be crippling
just flying through a system or two, and the inferno is more expensive as I remember.
Half a million to the worse in fact.
Could we have a check on this, or are we stuck with it ?...

Hoodlum

[Image: sighoodlumkb4.jpg]
Some say he is a proud member of: "The most paranoid group of people in the Community."
Offline Koolmo
11-21-2006, 08:09 AM,
#259
Member
Posts: 1,662
Threads: 65
Joined: Sep 2006

A couple of things, is it possible to make rep affect what ships a base will sell you? I think this would cut down on the non-rp ship usage. and can the Hitboxes on the new capships be fixed? i can shoot Aeon's Dreadnought like 100 m above the hull, and still hit... and the LH spyglass is screwy too, dunno bout the rest.

<span style="color:#FFFF00">&quot;General Solo, is your strike team assembled?&quot;
&quot;Barely, they're pretty drunk.&quot;
</span>
SCRA Recruiting--SCRA Feedback--SCRA Message Dump--SCRA Faction Status
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Offline Stingray
11-21-2006, 09:52 AM,
#260
Member
Posts: 169
Threads: 24
Joined: Sep 2006

Quote:Just a little one from me, unusually.
Torp mounted weapons now seem to take an unfeasably large amount of radiation damage,
far greater than before. Is this intentional, or just an oversight.
The inferno cannon used to get hit a bit hard, but the nova anti-matter can be crippling
just flying through a system or two, and the inferno is more expensive as I remember.
Half a million to the worse in fact.
Could we have a check on this, or are we stuck with it ?...
Same goes with Cruisers, Frigates and Gunboats, it burns holes
in your wallet.

I got a screenshot of a repairbill when I took my Frigate thru Omega-41,
so I suggest making them immune to radiation.

<span style="font-size:18pt;line-height:100%"><span style="font-family:Franklin Gothic Medium"><span style="color:red"><span style="font-size:24pt;line-height:100%">Omni Industries</span></span></span></span>
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