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Discovery 4.81 features, bugs & suggestions

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Discovery 4.81 features, bugs & suggestions
Offline marauder
11-23-2006, 10:49 AM,
#301
Member
Posts: 1,950
Threads: 42
Joined: Nov 2005

The mk 2 LFs aren't that unbalanced, with most of them (barring two exceptions) have only 4 gunmounts, when you need a class 9 missile and a class 9/8 shieldbuster it leaves you with two class 8 gun mounts for hull damage (this setup is for PvP more the PvNPC).

Now the only two LFs you do see regularly are the two exceptions mentioned above, the slipstream and the cylon raider, with 6 gun mounts they can afford to have 1 or 2 as shield busters with a missile and the other 4 mounts for hull damage weapons.

I haven't flown the slipstream, and to be honest I haven't seen any in this latest version of discovery, so I can't comment on it.

However I have got a cylon raider, it's agility and armour is more like that of a HF, along with it's optium and max weapon classes. The only thing currently saying that it is a LF is the infocard and the shield mount.

All we need to do for mk2 versions of HFs, if they are done, is add less then a 1000 armour to them and give them a pair of class 8/9 gun mounts if they haven't got a pair of them already, the powerplant might need increasing slightly too.

Then the HFs will be able to last long enough to seriously damage a VHF before the higher-damage weapons on the VHF overwhelm it.
 
Offline Nightfall
11-23-2006, 12:38 PM, (This post was last modified: 11-23-2006, 12:40 PM by Nightfall.)
#302
Member
Posts: 2,291
Threads: 58
Joined: Mar 2006

OK, here are some stats from Datastorm, I didn't have time to check them out ingame:


BDR-337 "Executioner" Liberty Heavy Fighter Wrote:Stats

Gun/Turrets Mounts: 5/1
Armor: 7000
Cargo Space: 65
Max Batteries/NanoBots: 48/48
Optimal Weapon Class: 6
Max. Weapon Class: 8
Additional Equipment: M, CM, CD/T

Extra-Stats

Mass:    150
Steering: 50000 50000 48000
Angular:  41000 41000 35000
Rotation: 8400 8400 2200
Nudge-Force: 30000
Strafe-Force/-Powerusage:  20000/2


More - Less what a HF should be, minus 1000 armor:
B50P "Blood Dragon" Kusari Heavy Fighter Wrote:Stats

Gun/Turret Mounts: 6/0
Armor: 9600
Cargo Space: 65
Max Batteries/NanoBots: 62/62
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

Extra-Stats

Mass:    150
Steering: 40000 40000 60000
Angular:  38000 38000 38000
Rotation: 7200 7200 2000
Nudge-Force: 30000
Strafe-Force/-Powerusage:  20000/2

or this, minus 100k on the last number in the 'steering' and 'angular' fields
Crow Wrote:Stats

Guns/Turrets: 6/1
Armor: 7700
Cargo Holds: 60
Max Batteries/NanoBots: 48/48
Optimal Weapon Class: 7
Max. Weapon Class: 9
Additional Equipment: M, CM, CD/T

Extra-Stats

Mass:    100
Steering: 55000 50000 143000
Angular:  41000 41000 141000
Rotation: 7800 7800 7800
Nudge-Force: 30000
Strafe-Force/-Powerusage:  20000/2


Maybe reclasify these as Heavy fighters?
Cylon Raider Light Fighter Wrote:Stats

Gun/Turret Mounts: 6/1
Armor: 7600
Cargo Space: 50
Max Batteries/NanoBots: 48/48
Optimal Weapon Class: 7
Max. Weapon Class: 9
Additional Equipment: M, CM, CD

Extra-Stats

Mass:    100
Steering: 24000 24000 54000
Angular:  17000 17000 40000
Rotation: 2800 2800 2400
Nudge-Force: 30000
Strafe-Force/-Powerusage:  20000/2

Slip Stream Wrote:Stats

Guns/Turrets: 6/1
Armor: 6500
Cargo Holds: 50
Max Batteries/NanoBots: 44/44
Optimal Weapon Class: 8
Max. Weapon Class: 9
Additional Equipment: M, CM, CD

Extra-Stats

Mass:    100
Steering: 25000 25000 58000
Angular:  15000 15000 35000
Rotation: 3800 3800 2000
Nudge-Force: 30000
Strafe-Force/-Powerusage:  20000/2

more of what a light fighter should be imho
XA-15 "Death Scythe Wrote:Stats

Gun/Turret Mounts: 6/0
Armor: 4400
Cargo Space: 50
Max Batteries/Nanobots: 33/33
Optimal Weapon Class: 5
Max. Weapon Class: 7
Additional Equipment: M, CM, CD, T

Extra-Stats

Mass:    110
Steering: 43000 43000 140000
Angular:  41000 41000 141000
Rotation: 8400 8400 5900
Nudge-Force: 30000
Strafe-Force/-Powerusage:  20000/2


a bug it seems, look at these two and not only the price is wrong, I don't know if it's only the infocard as I got these from datastorm (mind the Optimal weapon class and extra stats...):
Kushan Scout Wrote:Price: 1086040

Stats

Guns/Turrets: 4/0
Armor: 3400
Cargo Holds: 50
Max Batteries/NanoBots: 40/40
Optimal Weapon Class: 7
Max. Weapon Class: 8
Additional Equipment: M, CM, CD

Extra-Stats

Mass:    100
Steering: 25000 25000 58000
Angular:  15000 15000 30000
Rotation: 2400 2400 1000
Nudge-Force: 30000
Strafe-Force/-Powerusage:  20000/2

Kushan Heavy Fighter Wrote:Price: 597330

Stats

Guns/Turrets: 6/1
Armor: 5400
Cargo Holds: 55
Max Batteries/NanoBots: 35/35
Optimal Weapon Class: 6
Max. Weapon Class: 8
Additional Equipment: M, CM, CD/T

Extra-Stats

Mass:    150
Steering: 43000 43000 180000
Angular:  41000 41000 141000
Rotation: 8400 8400 6200
Nudge-Force: 30000
Strafe-Force/-Powerusage:  20000/2



In conclusion:

MK2 Heavy Fighters Wrote:Stats

Gun/Turrets Mounts: max 6/2
Armor: max 8000
Cargo Space: max 65
Max Batteries/NanoBots: max 50/50
Optimal Weapon Class: 6
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

(2x Class 10 mounts, 2x Class 8 mounts, 2x Class 6 mounts)

Extra-Stats

  somewhere in between the VHF and LF

MK2 Light Fighters Wrote:Stats

Gun/Turrets Mounts: max 6/2
Armor: max 6000
Cargo Space: max 65
Max Batteries/NanoBots: max 50/50
Optimal Weapon Class: 5
Max. Weapon Class: 9
Additional Equipment: M, CM, CD/T

(2x Class 9 mounts, 2x Class 8 mounts, 2x Class 5 mounts)

Extra-Stats

  keep them as they are

these are just relatively quick thoughts, suggestions based on first looks at the figures in the stats, maybe I'm wrong in my assumptions here... thoughts please (and sorry for the huge post...)

[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
 
Offline marauder
11-23-2006, 01:34 PM,
#303
Member
Posts: 1,950
Threads: 42
Joined: Nov 2005

Looks ok to me, I did just have a quick read though.

Has anyone noticed that the originaly HFs armour goes from (not including the defender) about 3000 to 9200 armour?

The only original HF with less armour is the defender (i think), but then all the original liberty ships are useless outside of liberty because of the way the game is set up.

Plus the dagger is the only original LF with 4 gun mounts as well as a turret, I think having more then 4 gun mounts and a turret on an LF should bump it upto a HF.

Though that would depend alot on what class the mounts are, if the mounts are all class 8 or lower it should be fine with more then 4 guns and a turret, otherwise it'll be able to do more damage then a HF.

Plus the more armour an LF has the lower it's agility will be to compensate, but the lower it's agility the more it needs a better shield then the LF version.

Otherwise theres little to no point in having a shield on as it'll only stop NPCs from killing you, player loadouts do so much shield damage so fast that you can run out of bats within a minute.
 
Offline Korrd
11-23-2006, 03:29 PM,
#304
Member
Posts: 3,714
Threads: 241
Joined: Aug 2005

majkp,Nov 23 2006, 05:54 AM Wrote: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?
[snapback]45508[/snapback]
That is possible using a 3rd party program running on the server, loke flhook. Now that we have a more powerful server, that program might be implemented without causing lag i think.

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Offline Firebird
11-23-2006, 06:23 PM,
#305
Member
Posts: 988
Threads: 51
Joined: Nov 2005

Dab,Nov 21 2006, 03:58 PM Wrote:SF on the other hand uses barely any Bretonia ships at all, which is completely against their RP. Their leader is using the Colonial Viper and Battlestar for god's sake..
[snapback]45212[/snapback]

Funny how no one notices I use a Bretonian Gunboat or the Large Train from Newcastle instead of the Container Transport from Kusari.

I only use 5 chars, ie one account and 1 of those is bank/storage, some people like having 10-15 different chars and ships but I prefer fewer so I can spend more time with them and use ships that I'll bother flying on a regular basis. All SF members I believe have at least one of their ships either bretonian or liberty if not 2 or 3, and I do not even require that. Just realized this too, its SF not BAF, right.

Now I fly the bstar and viper because I like those ships. The Battlestar because its cool to fly around, same for the viper. I have tried switching to an avenger for a short time (I like PVP too and yes the viper bug makes things very unfair for my opponents). Problem is I find the stats way too different for fighting NPCs (avenger just in radiation takes damage way faster than the viper). Given I spend more time fighting NPCs than players I chose to go with that. Anyone who's not happy about it...tough...get a whine jar so we don't have to hear you complain.

The ship restrictions I placed on SF allow for some leeway in what people can use, its good for attracting members that like some bretonian ships but not all. Am I going to change things such that I restrict my member's ships only to bretonian... no, there's enough restrictions already in place to be reasonable for RP. In fact, the ability to choose other ships has encouraged some people to write posts explaining how they obtained their non-Bretonian vessels (350z as an example wrote an RP post describing how he obtained a liberty carrier, he didn't need to but chose to do so anyways). The RP i've done with the SF is as reasonable I might add as Zoner's and some smaller pirate factions having capital ships, the corsairs using the Osiris class design and the introduction of colonial/cylon/imperial forces. RP has some flexiblity that's what makes it fun and can be interpreted or written many different ways.

Quote:Every other faction needs to do something similar to that. Put some kind of restriction.

My last 2 cents, Dab worry about regulating your own faction...don't try to pass your restrictions, rules and beliefs on to us or others. Share opinions but realize there's more than one way of looking at things. SF has followed reasonable RP, the ships we use are lawful vessels (no Kusari and at the moment believe no Rhienland either) and no one has a pirate class vessel (yes had one person using an outcast dread but that situation has been rectified). Is the SF restrictions and RP slightly different than what you want, yes...guess what...live with it and quit complaining (you've made your point in multiple posts, I've made mine here in one, I don't intend to post again on this subject).



Now back to the actual topic...one idea, having a couple of transports all with the same maximum cargo hold. I see alot of cargo container transports since they have the highest cargo hold. Have a couple more with the same size (say 2-3) and you'll see a little more variation in what transports long-term players use.





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Offline Nightfall
11-23-2006, 07:36 PM,
#306
Member
Posts: 2,291
Threads: 58
Joined: Mar 2006

Firebird,Nov 23 2006, 06:23 PM Wrote:Now back to the actual topic...one idea, having a couple of transports all with the same maximum cargo hold.  I see alot of cargo container transports since they have the highest cargo hold.  Have a couple more with the same size (say 2-3) and you'll see a little more variation in what transports long-term players use.
[snapback]45544[/snapback]
Hehe, one of the ideas I had too, I personaly don't like the look of the Container Transport, I'd like to have something like the Large Train but with more cargo pods, say 9 of them (LTrain has 6). Anyway, I was going to use the original model (need to extract it first) then modify it in a way to fit 3 more pods on it (my idea was something similar to the CTransport, but more compact, closer to the body). Well, guess it'll have to wait if someone doesn't make it before I do...

[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
 
Offline Igiss
11-23-2006, 10:42 PM,
#307
Discovery Creator
Posts: 3,181
Threads: 578
Joined: Jun 2005

I'm not far from completing the first beta for 4.82, and first beta is usually associated with some serious problems. We'll see how it will go this time. But it's time to post a list... wait, not new feature list, but list of things that will be missing or will not be fixed.

Battleship spinning. Nothing helps, despite countless hours of testing. Trial and error, and in the end there's always error.

That's an ancient issue, let's go on to newer things.

Ship purchase depending on the reputation. Contrary to my expectations, it won't work like with all other items. Ini files contain reputation entry, but changing it doesn't affect buying process. I assume this feature was left out when the game was developed, that's why all ships in Vanilla can be bought regardless of reputation.

All factions having new weapons. There will be new weapons, but not for all factions. Some factions won't get anything better than level 8.

Omicron-218 and other systems you wanted to edit. They are gone. They were gone by the time you posted the request, and they'd be gone anyway. If you create a layout, I'll test it and maybe create new systems. With lower numbers in their names, of course.

Sabre Mk II just forget it, enough Mk IIs already.

Pilotable gas miners. These objects are meant to be stations, but don't work like stations. They cannot become ships just because I want it.

New content for new systems. Not in the first beta.

Listed only things that I wanted to include/fix but could not. So if you don't see the feature you proposed here, tree possibilities... either it's implemented, or will sometime be, or was rejected.
Offline DarkOddity
11-23-2006, 11:25 PM,
#308
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Posts: 931
Threads: 67
Joined: Aug 2006

Ok I see no MK2 Sabre, but hopefully an upgrade is in order?

My Website
 
Offline Qunitinius~Verginix
11-24-2006, 03:56 AM,
#309
Member
Posts: 2,777
Threads: 61
Joined: Aug 2006

Will the Readme of the new beta contain a list of the factions that get better weapons?

[Image: qvsigaz9.gif]
 
Offline Igiss
11-24-2006, 05:03 PM,
#310
Discovery Creator
Posts: 3,181
Threads: 578
Joined: Jun 2005

This info won't be included in the readme, but I may post the list here.

Houses:

Liberty
Bretonia
Kusari

Other factions:

Bounty Hunters
The Order
Zoners
IMG
Liberty Rogues
Xenos
Mollys
Blood Dragons
Hogosha
Junkers

Some of new weapons are level 8, some level 9.
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