• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
« Previous 1 … 460 461 462 463 464 … 779 Next »
Freighters, lets make them more desirable

Server Time (24h)

Players Online

Active Events - Scoreboard
Kusari Super Alloy Shipments - 2,500,000 / 2,500,000
LSF Arms Shipments - 438,090 / 2,000,000
LSF Munition Shipments - 189,831 / 2,000,000
Pirate Black Market Shipments - 937,488 / 1,000,000
Dragon Bounties - 19 / 10,000
KOI Bounties - 74 / 10,000
LSF Bounties - 47 / 10,000
Samura Bounties - 7 / 10,000

Latest activity

Pages (3): « Previous 1 2 3 Next »
Freighters, lets make them more desirable
Offline Sprolf
12-25-2009, 10:40 PM,
#11
Member
Posts: 3,052
Threads: 48
Joined: Mar 2009

Several replies to that:

LOLNO

DO NOT WANT

WAAAAAAAAAAAAAAAUGH PLEASE NO

IT BUUUURNS

Etc.



The last thing we need is transports reduced.
I personally think every ship in the mod should get 125% cargospace. We definitely don't need to make money half as fast - that's even less time for roleplay. And I don't have a lot of time as it is.

  Reply  
Offline Sickboy
12-25-2009, 10:43 PM,
#12
Member
Posts: 145
Threads: 23
Joined: Nov 2008

You got your point there.
So in the end freighters will be use for RP only. Sad but true.
Reply  
Offline gafiaiiu
12-25-2009, 10:44 PM,
#13
Member
Posts: 144
Threads: 5
Joined: Sep 2008

' Wrote:Etc.
The last thing we need is transports reduced.
I personally think every ship in the mod should get 125% cargospace. We definitely don't need to make money half as fast - that's even less time for roleplay. And I don't have a lot of time as it is.

Alternatively, if you don't mind trading too much, you can always make less, but RP while trading, and if you hire escorts, it can make the trips seem a lot shorter.

Also, bombers that attack skilled pilots in freighters die. And, if the freighter is more skilled than a VHF, it can take one of them out too. Overall, its got the survivability of a bomber, with generally up to eight forward firing weapons on more heavily armed ones.
Reply  
Offline Captain
12-25-2009, 11:19 PM,
#14
Bowex
Posts: 2,177
Threads: 95
Joined: Jan 2008

I'm leading EFL Group now for nearly 2 month's

we have 5 trade ships, 3 are freighters and 2 are trains,

and nobody here complained about the ships, aurochs really pwn fighters

[Image: R8pppB2.png]
  Reply  
Offline Friday
12-26-2009, 12:03 AM,
#15
Member
Posts: 1,897
Threads: 76
Joined: Aug 2007

Han Solo was a smuggler, not a trader.

Freighters should be the main smuggling ships. Sorry but the P-Trans is just too damn big!

If it were ONLY Freighters who could use the Smuggler ID, and contraband unable to be carried on regular Transports, then contraband profits could be jacked up.

Then you would have a situation that is more fitting - with large transports hauling the bulk cargo, and freighters hauling the smaller, less legal cargo.

In terms of combat capability. I still maintain that Freighters = True bombers.

Give Freighters bigger powerplants - so they can fire their guns continuously.

Give them less forward facing guns - but a better 360 degree fire coverage.

Dont give them Torp slots - instead maybe give them some Bomber Turret Slots? That way they can still shoot at larger ships - but have to fire continuously to be effective (and thus expose themselves to return fire).

So remove the fighter forward guns - and give them Bomber Forward guns Instead...

[Image: GMG_banner.png]

  Reply  
Offline Dusty Lens
12-26-2009, 12:17 AM,
#16
Member
Posts: 6,664
Threads: 438
Joined: Dec 2007

Some freighters do have fighter torp slots.

I think giving them class 6 turrets might be interesting.
Reply  
Offline Sprolf
12-26-2009, 12:20 AM,
#17
Member
Posts: 3,052
Threads: 48
Joined: Mar 2009

Giving them missile turrets only they could fire (due to their powercores) would also be interesting.

  Reply  
Offline Shryke
12-26-2009, 03:10 AM,
#18
Member
Posts: 925
Threads: 40
Joined: Jul 2009

Well, if we want to up their combat capabilities I think we should differentiate between freighters and support craft. The former having greater cargo capacity and less offensive firepower, and the latter having the opposite.


Reply  
Offline Sickboy
12-26-2009, 09:27 AM,
#19
Member
Posts: 145
Threads: 23
Joined: Nov 2008

Quote:If it were ONLY Freighters who could use the Smuggler ID, and contraband unable to be carried on regular Transports, then contraband profits could be jacked up.

Then you would have a situation that is more fitting - with large transports hauling the bulk cargo, and freighters hauling the smaller, less legal cargo.

Yes lets do that! Admins please ad this idea to you to do list in creation next mode update!
Reply  
Offline QuietVega
12-26-2009, 10:00 AM,
#20
Member
Posts: 8
Threads: 1
Joined: Sep 2008

I'd totally do it. If you could make a small, nimble, and survivable freighter I'd definitely smuggle like it's goin' out of style.
  Reply  
Pages (3): « Previous 1 2 3 Next »


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode