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Some questions to the devs

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Some questions to the devs
Zion
09-03-2009, 02:22 PM,
#1
Unregistered
 

Hello.

I saw on some other mods that a lot of things that go farther than the modding on disco are tehcnically possible (like altered physics with inertia, highly customizable ships, groovey light effects).

Im not a dev or know how to mod anything, but had some ideas that might solve some problems that occur ingame. MOst of those problems are related to this: a lot of rules are made to 'maintain the roleplay experience', and are written in the forum. But a lot of people never ever read the forums. You have string after string of 20 page rants of how evil people brek the rules, and rant after rant how the rules arent upheld. But all of that is totally useless... because 50% of people online dont even read the forums.

So... these questions are related to actually programming the server rules and expected behaviour into the game. Right now a lot of these things are in th rules and are meant to get roleplay behaviour, but they just end up causing constant ooc discussions on the forums and ingame, which destroys the RP feeling more than anything else in the game.

Right now its not a question if you think these things should be programmed, its more a question if its actually technically possible.

1: Make bases repair only equiptment that the technicians of the base are suposed to be able to repair. For example: Only Outcasts and outcast allies can repair outcast equiptment.
That would: reduce oorp docking, leaving your ZOI and oorp equiptment use.

2: Make bases confiscate certain equiptment. For example: if you land on Manhattan with your order ship and try to repair your nomad guns there, they will be confiscated instead of repaired.
Same effect as above

3: Make IDs fix the reputation tables. Once your reputation with the faction is good enough to buy and ID from that faction, make the ID give you the desired rep. If you want to change your rep with missions or shooting npcs, you can buy a recruit ID.
Result: less oorp docking, no more 'That base should be shooting you!' you rants.

4: Add a little more inertia to all ships, making them less agile (same turn and pitch rates, but less squigly croshairs because of added inertia). That would make it harder to shieldrun. A starflier or patriot is near impossible to kill as it is, if the guy knows how to run. Sabre is near impossible to kill too. You cna shieldrun to infinity. Most dogfights are much too long.
Result: less aggressiveness and 'shieldrunner! accusations'

5: Make flying a capital ship drain money out of your pocket in regular intervals. That will make you use them only if its really necessary. All over Sirius, you hear people saying: how can a freelancer or lonely lolwutter suport such a huge ship. Well... maybe oyu can make it real by programming a 'cost' of using battleships in to the game.
Result: less cap abuse. More 'realistic' cap usage

6: Well.. this SHOULD be possible: limited amo on GB and cap missiles. Prevents missile spamming

Again... Right now only post your opinnion if you also say if its technically possible or not. Some points wont be popular, by people who are influential on the forums and want to oorp dock and use cap ships excessively themselves but dont want other people to do it. To them... unless you accept that other people can do the same things you can do, you wont change other peoples behavior by ranting. Because if the mod programming doesnt change, all these rants on the forums about how much people who dont read the forums are evil will accomplish: nothing.
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Offline tansytansey
09-03-2009, 02:33 PM,
#2
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I don't think 2 is possible, but 1 might be able to be implimented with some fancy FLhook programming.
3 is already happening on some IDs, like Outcast and Corsair IDs.
4 is useless, I can shield run in a Barghest, one of the largest and slowest Bombers in the game.
5 seems a bit unfair to me, I wouldn't want it as a method of control. And what happens when someone has no credits on their capital ship?
6 would be nice, and make more sense.

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Offline elgeeko
09-03-2009, 02:55 PM,
#3
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Joined: Jun 2009

Purely technically I'm 90% sure that 3, 4, & 6 are possible.

5; I wouldn't advise. Its a good attempt at a solution but it crosses the line between realism and supreme inconvienience

1 & 2; I have never fiddled with FLhook before, but form what I understand its fairly versatile and sophisticated.
The system would have to work by comparing the reputation associated with your equipment, to the reputation of the faction who owns the base.

If the two are neutral or above it can repair, if they are fully red unfriendly it confiscates.
If they are getting towards unfriendly but not there yet, they will just refuse to repair it.

Perhaps the same system could also lock the player out of the commodity market? not only based on guns but also on ship?
Another added incentive to go dock somewhere in-RP, and it might help with OORP trading.

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Offline Linkus
09-03-2009, 02:56 PM,
#4
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Posts: 4,027
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1 and 2 probably not possible.
3 is in use currently for some.
4 would make combat completely different. If you can't shieldrun, you can't dodge. You can't dodge, the entire combat system changes.
5 is unfair to capital ship pilots. Remember that most capital ships are part of a nation who funds them. Unfortunately in FL, we have to fund them ourselves by trading etc. So if you want this, do it for every ship in the game, not just capitals.
6 makes sense.





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Zion
09-04-2009, 08:50 PM,
#5
Unregistered
 

Forgot 1 point:

Is it possible to make pasengers take up more space on a norml freighter than on a passenger liner? And to make non-human cargo take up more space on a passenger liner than on a normal trder? To beat oorp trading.
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Offline Blackvertigo1
09-04-2009, 10:00 PM,
#6
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Posts: 679
Threads: 40
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1) Sounds good. Dun' think it's possible without Source.

2) Doing something like that, yes on a police/military base, no on neutral-affiliated bases (freeports) planets? Ehm, there could be like 50 vessel repair bays that would easily repair equipment that's presented to them. Also anyways you'd require Source.

3) That kind of system is already implemented right now.

4) Not getting hit is good. But impossible to hit is bad. (Impossible to hit because you suck at aiming or the pilot is just really good predicting your shots.)

5) Paying for battle/environment variables are enough already.

6) This would stop constant missile spamming. Though there would need some kind of balance of energy requirements and re-fire rate. Though there is one drawback. Missile turret combos. Basic missile turret + house turret. Though if this was implemented there would have to be well-placed ammo prices on them. Maybe based on the base value of the turret. Like basic missile turrets cost a lot less than faction turrets so they get a decrease 10 - 25% depending on classes. In the sensible terms of pricing. Gunboat missiles 5.000 - 15.000 a missile, cruiser missiles 15.000 - 50.000 a missile. Battleship missiles 100.000 - 250.000 a piece.

Though with this in mind. I'd think of adding something extra to this. Minuteman missile pod launchers. Some turret that looks like a Sidewinder missile launcher that's blown up in size for capitals. Including gunboats. Damage is like that of a sidewinder/cannonball missile. 2.00 - 3.03 refire rate. Now, here's the catch. They are guided much like a Cannonball missile. They'd be a small swarm of missiles that would be anti-fighter/bomber. Ranges that would be around 500 - 750m.

Now. To take a step further while I'm on this. Capital torpedo tube launchers. A -very- slow moving turret that would be a large scale torpedo tube (with some realistic-looking ammo pods connected on the sides) Now I'm talking big with this. Nova Torps on steroids.
Torpedo turrets with the likes of ship class. Gunboat Torpedo Turret, Cruiser Torpedo Turret, Battleship Torpedo Turret.
The blast radius would be like 500 m for gunboats, 750 m for cruisers, 1000 m for battleships. Reload time for Torp on gunboats. 0.15, cruisers, 0.10, battleships 0.7.

Torpedo Ammo cost:
Gunboat - 150.000 a torpedo.
Cruiser - 350.000 a torpedo.
Battleship 500.000 a torpedo.


Any thoughts?

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Offline MarvinCZ
09-04-2009, 11:25 PM, (This post was last modified: 09-04-2009, 11:26 PM by MarvinCZ.)
#7
Member
Posts: 1,312
Threads: 12
Joined: May 2008

I actually think 2) would be significantly easier to implement than 1). 2) is most probably possible, might be worth considering. 1) may not be possible and would definitely need much more work.

3) is currently in place, most IDs are affected. Not all reps are set, but it sets the enemies to hostile.

4) is for a longer debate, this would have far-reaching consequences.

5) rather not.

And about 6), there doesn't seem to be a problem with missile spamming these days. Gunboats are shooting relatively small missiles, not much more powerful than fighter missiles. It should have room for a LOT of them. I don't think Cruiser and Battleship missiles are spammed these days. Even if they were, a limit of 70 would be enough for several battles.
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Offline Alex.
09-04-2009, 11:49 PM,
#8
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1: I think this isn't possible. . .
2: Almost certainly possible, but it would cause lag on the server, not to mention only working on the server that has the FLHook plugin installed.
This would work by it checking the faction of the base owner when you land on the base, and checking if the weapons your carrying are ok (in a database) with the base owner, if it's not, it gives you a message about it, and removes the weapon(s).
3: There are already some IDs being victim to rep-ninja.
4: Nah, it's fine as it is.
5: Cap usage is FINE on the main disco server - apart from the lolcaps, which do need to be sorted.
6: Cap missiles are on turrets - so they don't take ammo.
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Offline MarvinCZ
09-05-2009, 12:07 AM, (This post was last modified: 09-05-2009, 12:07 AM by MarvinCZ.)
#9
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Posts: 1,312
Threads: 12
Joined: May 2008

In response to Alex:

The 2) wouldn't cause much lag, nothing noticeable. How often do you land on a base? Things like the mining plugin are much more resource hungry, and I mean MUCH (like, in several orders of magnitude).

6) would be technically possible - turrets can use ammo. It just wouldn't be good, IMO.
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Offline Blackvertigo1
09-05-2009, 12:09 AM,
#10
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Posts: 679
Threads: 40
Joined: Jun 2008

As I said before. I'm interested in some feedback. Fine. If you don' like what I' have to say sure. I can refrain from handing out ideas that I have for now on. I just want to know if anyone is interested.

Feedback please?

"The path to hell is paved with good intentions."


Quote:* Nodoka Hanamura is all about that SSH life
If you can't RP then 1.0

"There are more things in Heaven and Earth than are dreamt of in your philosophy - from our odyssey into Hell, we have returned with a gift."
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