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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Discovery 4.82 Beta features, bugs & suggestions

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Discovery 4.82 Beta features, bugs & suggestions
Offline TankTarget
11-27-2006, 06:10 PM,
#61
Member
Posts: 1,310
Threads: 34
Joined: Jun 2006

Not sure if this has been posted but I have found a humorous problem with the largetrain. Randomly when flying it occurs about 40% of the time the whole body of the large train dissapears and you are left watchting turrets and cargo boxes flying through open space..... I took a pic but it won't load up...
 
Offline Qunitinius~Verginix
11-27-2006, 07:15 PM,
#62
Member
Posts: 2,777
Threads: 61
Joined: Aug 2006

A comment about the IMG fighter 'Spatial' I bought onefor PMG today and it is a very cool ship! Unfortunatly it turns so very slow that it cannot put any of its weapons to effective use. It turns about the same as a gunboat, which unfortunatly for a fighter is not very good. It needs to be fixed a bit.

[Image: qvsigaz9.gif]
 
Offline BestFlyerHere
11-27-2006, 11:54 PM,
#63
Member
Posts: 1,409
Threads: 21
Joined: Sep 2006

I'm not sure about exact stats, but I looked at cruiser infernos and they are twice as weak! Could someone plz clarify what happend. Or I could've just crunched my numbers wrong.

I am a long-absent Supreme Commander, Executive Commander, Grand Admiral, Fleet Admiral, and Captain in the mighty Hellfire Legion. I have returned, and am on an urgent mission from Drake Thastus to return the Legion to its former glory, and to claim the galaxy for its own. Only then will I be able to rest.


RP Story (Still deciding whether or not to finish)

http://discoverygc.com/forums/index.php?sh...=5439&st=20


 
Offline Dab
11-28-2006, 12:11 AM,
#64
Member
Posts: 9,570
Threads: 320
Joined: Aug 2005

Same thing happened to BS and GB infernos Flyer.. They got damage reduce, just as Battle Razors.

[Image: DFinal.png]
Offline Korrd
11-28-2006, 12:14 AM,
#65
Member
Posts: 3,714
Threads: 241
Joined: Aug 2005

Wha.... :shok:

They were already weak...

[Image: 3cfefe54.jpg]

Server Status | Server Rules | Players Online | Player Rankings | Freelancer Account Manager
(If you find any mistake in my English, please let me know via a PM)
(Really, I speak terrible English, so please, tell me if I make mistakes. I'd like to improve it a bit Smile)
 
Offline Qunitinius~Verginix
11-28-2006, 01:56 AM,
#66
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Posts: 2,777
Threads: 61
Joined: Aug 2006

Now why would that happen? What the heck? I think they should be changed back....

[Image: qvsigaz9.gif]
 
Offline Zukeenee
11-28-2006, 02:02 AM, (This post was last modified: 11-28-2006, 02:05 AM by Zukeenee.)
#67
Member
Posts: 1,803
Threads: 82
Joined: Mar 2006

Alright, I got a few suggestions here...

Transport Ships
First off, I have some ideas for all the transport ships out there. If we could have more balance with them (ie: not everyone having a Large Train or a Container Transport), then we could RP with them a bit more, too. It seems that everyone always goes for the transport ship with the biggest cargo hold. It was the L. Train, then the C-Trans, and now it's the L. Train again. But in order to have a bit more vareity to our trader ships, I think that each transport should have its own pros and cons. For example, The transport ship with the biggest cargo hold would have the least guns and defences (something like the Whale, maybe), and the transport ship with the most defences and armor (currently the C-Trans) would have a smaller cargo hold. This would make the players make choices; decide what they will sacrifice. Will it be a bigger hold for more profit, but fewer defences against pirate attacks, or will it be greater defence with less cargo? Another thing you might add in with this is shield class, so that a total of three factors would be present. I have already noticed that the Large Transport can carry a class 8 shield (or at least it could in 4.81), and the larger ships like the L. Train and the C-Trans can only hold a class 7. Little thing like this make good pros and cons for traders who have to decide on what is most important to them.


Shield Types
Another thing that I think could use some tweaking would be the shield types (Positron, Molecular, and Gravitron). Right now, everyone has a Gravitron shield, because they are the strongest, hands down. But what if we added some pros and cons to the shields, too? My idea would be something like this: Give Gravitron shields the most power, but give them a significantly slower recharge rate. Give Positron shields a lower power output, but give them a faster recharge rate. As for Molecular, maybe make them somewhere in the middle, with average power outputs and recharge rates. This way, we could have more variation in shields. I, for one, could use a change from the "White Hexagon" (Gravitron) type shields. Come on, how about some more of those "Yellow Energy-Bolt" (Molecular) type shields?


Homeworld Ships
And about those weird (I think they're from some game called "Homeworld"?) "Kushan" and "Taiidan" and whatnot ships: I think that they should be made to seem a little more Freelancer-ish. I understand that changing the skin and rebuilding them in another program would be out of the question; that's not what I'm asking for. All that I'd like to see is a little change in the infocards, giving them backgrounds that actually apply to the Freelancer universe. Right now, they all seem to talk about their backgrounds from whatever game it is they came from, and seem very out of place in the Sirius Sector.


Amerigo Vespucci
And one more thing: Could you change 'America' Base in Vespucci to 'Amerigo' Base? The original Italian explorer who "discovered" America was named Amerigo Vespucci. Later, when a German cartographer made a map that included this new continent, he named it "America", after Amerigo Vespucci, only with a slight spelling error, apparently... So, while it makes sense to call the base "America", I believe that it would make more sense to be called "Amerigo".


And, let's see... well, all of the other stuff that I have to suggest isn't really about enhancing the mod itself, just the server and the community... so, that's it for this post.

[Image: Zukeenee2.gif]
 
Offline mAtty
11-28-2006, 02:12 AM,
#68
Member
Posts: 51
Threads: 2
Joined: Sep 2006

Qunitinius~Verginix,Nov 26 2006, 09:07 PM Wrote:I was testing out the Rheinland gunboat again, and i noticed, even thought the main cannon is back; there is no mountable spot for the cannon. This must be a glitch because i cannon click on the cannon to see its stats. Also on the subject of the forward cannon, it is now utterly worthless as it takes up so much energy. I can fire it twice before i run out of energy. (This incudles my other guns firing as well.

PLEASE return gunboats to how they were before, except make the main turrets fire faster to show anti-fighterness.

Verginix Out
[snapback]46094[/snapback]
this happened to the forward gun on my liberty gunboat as well. also, why are the gunboat battle razors weaker? jw
lol it was fun taking out nomad battleships with my razors.
 
Offline Qunitinius~Verginix
11-28-2006, 02:15 AM,
#69
Member
Posts: 2,777
Threads: 61
Joined: Aug 2006

I know, the gunboats now are all but usless. Igiss, they need to be returned by 48.23. Also, is their a list of all the factiosn that have upgrade guns? I was looking at all the hopefull candidates and I noticed that none of them have upgraded ones. Just a few thoughts

Verginix Out

[Image: qvsigaz9.gif]
 
Offline Dab
11-28-2006, 02:18 AM,
#70
Member
Posts: 9,570
Threads: 320
Joined: Aug 2005

How are gunboats useless? Because they can't punch holes in cruisers? They aren't meant to. They are anti-fighter. One reason why you can equip, GB, and fighter turrets. The forward guns are just useful when there is a cruiser and you have support.

[Image: DFinal.png]
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