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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 Koolmo
11-22-2006, 09:04 PM, (This post was last modified: 11-23-2006, 06:29 AM by Koolmo.)
#291
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Posts: 1,662
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Similar bug here, all 3 turrets on the X-Shuttle face inward, If i was on my home PC i could show you, I'll try to edit and put some images up. Also, I was wondering, is it possible to make some of the PRisoners/passengers/VIPS commodities perishable? It would make it alot more urgent to run living beings, and it would make trading a little more fun... IMO.

Edit: hmm, thanks, I didn't read the infocard all the way through apparently.

<span style="color:#FFFF00">&quot;General Solo, is your strike team assembled?&quot;
&quot;Barely, they're pretty drunk.&quot;
</span>
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Offline marauder
11-22-2006, 11:43 PM,
#292
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@Koolmo: Actually the infocard for synth says it's a pill that gives people a similar reaction as the original plant because no plants or seeds were taken on the sleeperships.

@Korrd: No-one uses HF's becuase their armour is too low to take on the imported VHFs even with a mk 8 armour upgrade. The imported ships are alot more agile and can mount higher class weapons then the HF's.

A typical HF has class 6 - 8 mounts, which means the highest damage you can do is with plasma weapons, but plasma is so slow it's easy to dodge. Were as the imported and original VHFs can mount, and easily support, guns that can vaporise a HF in a one or two salvoes.
 
Offline Nightfall
11-22-2006, 11:43 PM,
#293
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marauder,Nov 22 2006, 08:19 PM Wrote:The only reason it gets beaten regularly is because not many people actually use orignal FL ships or mk2 versions because they're using imported ships that don't lose parts when hit by missiles.

However, there does appear to be at least 4 unused mounts on the sabre that are used on the dagger/stilleto... perhaps a bomber version of the sabre to deal with all the kusari navy capships threatening outcast space?
[snapback]45366[/snapback]
Marauder, the outcome of a Sabre vs Eagle duel was behind this suggestion DO posted. It's clear who won the 'gun only'. I barely dented his shields, but I know that from before. I wasn't bitching about it though. DO posted that while I was scooping my leftovers in the 'Fokke Debris Field'... I think, with enough practice I may be able to beat an Eagle in a 'gun only' fight, though very hard... and the MK2 VHFs... hence the maneuverability issue...

also, the gun mounts, I agree on the two 'spikes' on the sides that look like hardpoints.

Korrd,Nov 22 2006, 08:32 PM Wrote:I've seen many light fighters that are much better than the most powerful HF out there..

Shouldn't we re balance the middle and low end of the fighters?
[snapback]45368[/snapback]
I agree with this, most mk2 LFs (if not all) are by far superior to the HFs, even to the Executioner (same as Avenger model, sold at Rio Grande, class 8 weaps max) which is, I suppose, a mk2 HF... it's way weaker than the two mk2 LFs I've flown (Scimitar and Slipstream).

Koolmo,Nov 22 2006, 09:04 PM Wrote:>>>>Also, I was wondering, is it possible to make some of the PRisoners/passengers/VIPS commodities perishable?&nbsp; It would make it alot more urgent to run living beings, and it would make trading a little more fun... IMO.&nbsp; Oooh, and could Synth be made perishable as well?&nbsp; It is a plant, and doesn't react well to being frozen.&nbsp; All i got for now.
[snapback]45377[/snapback]
Well, by use of logic...

:: Synth is synthetic, so they probably made it somehow unperishable, second, it's probably not even a plant and third, you would probably transport it almost ready for use, which is definately not in a plant form...

:: Prisoners/Passengers/VIPs, as first, I don't believe anyone would travel like that if there's a certainty that some of the passengers will die 'on the road' at every trip... jettison a few if you really want to loose profits every now and then, make it RP :crazy:
If you want to transport perishables, I suggest you do, there are quite a few profitable runs like MOX from ... to ... and then Luxury Food from ... to ... Alien Organisms from ... to ... you get the picture?

[Image: da0cdf1d.jpg]
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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
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Offline Korrd
11-23-2006, 01:09 AM, (This post was last modified: 11-23-2006, 01:11 AM by Korrd.)
#294
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That's my point. The LF are too powerful to be LF's. lvl9 weapons? come on, they are LIGHT fighters, not VHF with better handling and less armour.

LF should be way weaker, and HF stronger. Almost as strong as VHF, but with no lvl10 slots and a bit less armour. And of course more maneuverable than VHF's.

That way we can get HF to be of some meaning.. Not just a curiosity between uber LF and l337 VHF.

EDIT: 2121 posts? wow. I might be spamming a lot! :P

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Offline Dab
11-23-2006, 02:55 AM,
#295
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I've won Sabre Vs. Eagle fights as the Sabre before.. Now granted, I'm usually the Eagle, but I find my Wraith Sabre to be highly effective against larger ships, where an Eagle's lesser armor hurt it.

Sabres have their area of expertise, as do Eagles. Now MAYBE the firepower should be upped a bit, I think in the energy department. And a slight agility increase.


Titan. No one uses it because its the most sluggish VHF. So make it a mixed-fighter. That means all level 10 guns with its current agility, and an upped energy core. Make it a decent challenge to gunboats and a danger to cruisers in groups of two or more.

And I would like to say that I like Kane's railgun idea. Rails for fighters, LFs, gunboats, and the other caps. Have about 1500 range for fighter, 3500 for the BSs and between ranges for the smaller caps.

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Offline Korrd
11-23-2006, 03:01 AM,
#296
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Posts: 3,714
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Beta version of freelancer.
http://www.lancersreactor.com/t/features/gencon2k2/

Take a look at the HUD.
The possibility to add weapons to hard points graphically. The radar...
Is there a way to add some of those features to our HUD?
I didn't find any mod that does that yet.

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Offline Igiss
11-23-2006, 03:09 AM,
#297
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Quote:LF should be way weaker, and HF stronger. Almost as strong as VHF, but with no lvl10 slots and a bit less armour. And of course more maneuverable than VHF's.
Light fighters have 2-3 times less hull than VHFs. If they were outbalanced, no one would use Mantas and Vipers now. And if they ARE outbalanced... tell me how they are, what should be reduced?

HFs: VHF is an advanced HF, and all Vanilla ship series go to VHF at the top. I don't think that level 9 HFs should be done, they will either be very close to VHFs or agile like light fighers.
Offline Qunitinius~Verginix
11-23-2006, 04:17 AM,
#298
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Posts: 2,777
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I agree with Igiss here. Why would we make Heavy fighters where their are MK II variants of them already? All they ahve done si just changed the name from HF to VHF....

Verginix Out

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Offline Knucklehead
11-23-2006, 06:22 AM,
#299
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Posts: 397
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Korrd,Nov 22 2006, 06:01 PM Wrote:Beta version of freelancer.
http://www.lancersreactor.com/t/features/gencon2k2/

Take a look at the HUD.
The possibility to add weapons to hard points graphically. The radar...
Is there a way to add some of those features to our HUD?
I didn't find any mod that does that yet.
[snapback]45464[/snapback]

My guess on this is that those particular features were scrapped from the main program for good reason.

The radar as it appears in those screenshots consumes far too much screen area. Since you can't fire weapons where hud elements are, it would severely hinder the situations where the radar would be most useful, combat. Besides which, the arrows on the screen tell you where all the important objects are, and are much easier to work with.

While being able to place equipment on specific hardpoints visually would be nice, you can quickly run into problems with controlling the wireframe view. Determining which lines should be drawn and which shouldn't is more complex with a wireframe than with a textured model. Especially when you factor in the modding potential they put into the game.

At any rate, reimplementing these features would require adding significant amounts of code to the program itself, which means they really are not doable. If the code does still exist in the program, it is likely a buggy form and would not be practical.

That being said, there is something I'd like to see, which I believe has been implemented in another mod. I just can't remember which one. Specifically, I'd like to be able to specify "Roll" keys. It's obvious the AI can do it, and it even does it for you under certain conditions. I think it would be nice to do so on command. It could add new things to think about in fighter engagements.

While we're talking about flight controls, I've noticed that the vertical strafe controls can't be used at the same time as the horizontal strafe controls. Is there anything that can be done about them? There were times back when I had the liners that using both controls at the same time would have saved me a lot of headaches around the tradelanes.

It's official, I have too few ships now...
 
Offline majkp
11-23-2006, 09:54 AM,
#300
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Posts: 1,437
Threads: 133
Joined: Aug 2006

Sorry if this has been discussed before...

It would be nice to have multiplayer messages like "Player A was defeated/destroyed by player B".
To make it more RP I avoid using "kill". I have seen this on other servers so it should be feasible.

And maybe add a multiplayer message option (when activating the mod in FLMM):
1) CONSOLE and PMs only
2) CONSOLE, PMs and player joins/disconnects
3) CONSOLE, PMs, player joins/disconnects and defeat messages

In case someone feels bothered...

Possible?
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