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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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"Abandoned" Bases

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Poll: Good or bad
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Good idea
85.51%
177 85.51%
Bad idea
14.49%
30 14.49%
Total 207 vote(s) 100%
* You voted for this item. [Show Results]

Pages (9): « Previous 1 … 3 4 5 6 7 … 9 Next »
"Abandoned" Bases
Offline reavengitair
05-09-2009, 09:27 AM,
#41
Member
Posts: 3,399
Threads: 108
Joined: Dec 2008

We couldn't possibly have destroyable bases... If you destroyed it and a player had docked on it - yea I can see the server blowing up.

In anycase - respawning every server restart is a bad thing. I can never find codenames at the moment because of that.
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Offline Shaka
05-11-2009, 04:04 AM,
#42
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Posts: 218
Threads: 17
Joined: Jun 2008

I could see there being a couple of bases where one could dock on. In just about any 'roid field there's abandoned wreckage of old stations. There's that weird abandoned thing in the eta minefield. Finally, read the infocard of wedel mining station. It's something along the lines of "abandoned by daumann, later inhabited by squatters, until the Unioners moved in."

I think this is perfectly plausible.

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Offline AdamantineFist
05-11-2009, 04:28 AM,
#43
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Posts: 2,177
Threads: 28
Joined: Feb 2008

Awesome idea, in my opinion. I'd love to see some little abandoned Depots floating about.

[Image: FistShroom.png][Image: OORPShroom.png][Image: bowexbar.jpg][Image: RheinlandShroom.png][Image: BretoniaShroom.png]
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[Image: frcl.jpg]
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Offline Sprolf
05-11-2009, 04:47 AM,
#44
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Posts: 3,052
Threads: 48
Joined: Mar 2009

I actually came across this idea years ago when I was fiddling with modding...
I was making a simple expansion pack tentatively called the "Liberty Explorer" in which I added a robot-maintained station to the Pequena Negra, another to the supply depot near Willard, (all of these were useless stations, other than buying oxygen or H-Fuel for a modest price) Albany Base as a Liberty Rogue reconstruction of the depot you destroy in mission 2 or so in Single Player, and a few more stations around Liberty, along with more wrecks, more zones, updated infocards, new (and brilliant) rumours, all leading up to a massive treasure hunt that you could follow through various vague hints, etcetera...

(I was going to work around to doing this for every house and then every other system, but I didn't get past Liberty.)

(I actually recall that I attempted to flesh certain NPCs out, give them character - like an old Junker on Albany who had lost his hands [had robotic ones] who spun long-winded and marvelous yarns about the world and more often than not told you how he lost his hands.)

I digress.

On topic - YES, I think this would be a good idea, but it should be used with caution.

One could put them out of the way - not between jumpholes or near any bases or patrol routes, or one could place them in hazardous zones where they might naturally have been abandoned.

One could also nerf the docking sequence so that it takes about a minute to complete (due to very old and faulty machinery, you have to get it just right), and allow other players to shoot at those in docking sequence if they were chasing them. (I believe players can damage those in docking cinematic, correct? Advise me if I am wrong - the rules seem to point to that.)

Also. We have an AI ID, so why not an NPC AI faction?
(Or do we have that already?)
Since these bases are logically robot-controlled, it might make sense if a neutral AI faction controlled them all, or at least the ones the robots controlled. This would give them all neutrality to everyone, although it might also give The Harvesters an interesting RP option - to move amongst their less enlightened machine brothers in the systems of Sirius.

And in addition, these could work as a way to balance the economic situation.
Food rations(?), Water, H-Fuel, Oxygen, and the like are the very necessities of life, but they don't catch a good price! You can't make much money shipping them. These bases could actually buy them at moderate prices, generating an in-system (keep in mind that these bases would be in remote locations) traderoute that would make moderate amounts of money - nothing special, but nothing horrible either.



So, yes, I vote.
Affirmative, and yes again! This is a brilliant idea.


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Offline Derkylos
05-11-2009, 05:58 AM,
#45
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Posts: 1,410
Threads: 48
Joined: Sep 2008

Completely abandoned, undockable stations I can see, similar to Ithaca...would add some interest if well-used (not scattered liberally across space like planets in Gallia...), but Junkers and Zoners have a tendency to colonise any vaguely habitable structure in and out of House space, respectively (Ames, FP 2, etc...).

TBH, any wrecked and/or abandoned station would have to have been in a useful location at one point in it's life...Ithaca is an example of such a base.

Perchance, some could be added to certain asteroid fields, representing where mining operations were attempted, but proved unprofitable (everywhere...hehe). For example, I believe Silverton contains many parts of "space industry", but I have not seen a complete "abandoned base" structure, maybe one there would be appropriate?

[Image: 2ecf33o.png]
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Offline swift
05-11-2009, 06:27 AM,
#46
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Posts: 2,838
Threads: 61
Joined: Jul 2008

After reading through the topic, and updating my opinion from the first post, I'll go with a big fat YES

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Offline mwerte
05-11-2009, 02:25 PM,
#47
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Posts: 4,049
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Joined: Nov 2007

My only concern would be factions trying to take these over and treating them like guard systems "you obey us here or we pew pew you" when the base itself is listed as neutral.

Sprof, don't get ahead of yourself, heh. No you do not take damage during the docking cinematic, before that you do.


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Offline Weedalot
05-11-2009, 02:38 PM,
#48
Member
Posts: 2,364
Threads: 38
Joined: Oct 2008

i dont think it should happened... its like a quick stop.. refuel and get some fast food to get you going again... i dont think people will want to take over them as well.. and from what i understand there should be a lot of those added.. so there should not be such a problem

♠ Because we can ♠
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Offline bluntpencil2001
05-11-2009, 02:49 PM,
#49
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Posts: 5,088
Threads: 66
Joined: May 2007

Further idea:

Don't have them show up on your scanner. Make them only selectable via sight, much like Bruchsal has been altered into an 'Unknown Station'.

If possible, limit docking to certain ship classes too.

[Image: sig-9566.jpg]
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Offline Zapp
05-11-2009, 04:14 PM,
#50
Member
Posts: 4,977
Threads: 267
Joined: Sep 2007

Quote:(Can we get the backdrop from the asteroid base with the archway in SP?)

That's Tekagi's Arch, and is now a Wild base.

On topic, I love this idea. Think it's awesome. There shouldn't be a commodity dealer because who'd be there to buy stuff? Bar could have one person just hanging around, with a rumor that says "Wow, another human, it's been awhile" or summat like that. There are some cool places you could put these. Abandoned mining facilities or miners, abandoned pirate bases (lawful forces found a base and drove everyone out). Perhaps another base in the Badlands, to the west where nothing really is (give pirates a place to lay low and fade into the West Point - California JG trade lane and pirate).

Also, little skirmishes could take place over these bases. Forum RP in finding and "taking" these bases could take place, and if possible it could be implemented into the mod via the new Updater system.

Two thumbs up from me. Also, make transports unable to dock (fixes the problem of smugglers going "NYAH NYAH U CANT CATCH ME").

[Image: u8rHEaq.png]
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