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Offline pipsqueak
07-19-2007, 04:08 PM, (This post was last modified: 07-19-2007, 04:33 PM by pipsqueak.)
#21
Member
Posts: 970
Threads: 37
Joined: Apr 2007

Different level of Crew members ?:unsure:
nah man, that only means that every one will be flying with the most talented. Not necessary.
Now if some how their experience can increase during fight or danger.
1. *Trigger* would be Danger Music the game identifies danger as the music changes so use that event to start the crew people experience. I'd say 20 minutes per character during danger. They can experience one member at a time.
Max crew of 100(on the biggest batle ship/ Max crew of one type 50) so it would take 16 hours of danger flying to get the total crew in advanced stage)
2. This part I am not sure of as to how difficult it would be. As a crewman "expires" replace with non-expireable Adv. Crew man.
3. In case of a defeat/desturctionof the ship, all or 90 percent advance crewmen die. All novices survive.
(Why? because there is more at stake for a player in a fight then just tractoring back in your crew). You gotta rebuild your crew.. and I assume that the advanced Cremen are a little older and less resilient.
Quote:Oooo, Now you started a brainspark...
Imagine having different kinds of crew for different kinds of upgrades !!
Engineers to boost the recharge of your shields by say 5% per member,
Gunman to boost your damage output by say 5% per member,
Architects to boost your hull defense by say 5% per member,
Co-pilot (only one allowed & more expensive) to boost your turn rate by say 20%
DUDE... that is friggin genious... my mouth dropped when I read this. Heck Yeah...
How about a table like this
.........................................................................Crewman.........Adv. Crewman...Max(50 Crew)
Engineer(increase shield recharge rate by)...........0.20 point...........10.0 point..........500 points
Gunmen(increase damage by)................................0.2%................0.5%...............25%
Repairmen/Architects(increase hul cap by)................10...................500.................25000
CO-pilots(increase turn rate by/Cruise charge)..........0.01%.............0.10%..............5%
Also make these commodoties tradeable, so you can sell these suckers at diferent locations... LOL. Adv bring ten times the money of normal crewmen.
Now in terms of Cargo hold.... Every member will impact the cargo hold by 10.
You wanna full crew ? Prepare to give up, upto 1000 cargo (Battleship).
SHIP BREAK DOWN.....as crew capacity
Light fighter..................................0
Heavy fighter................................1
VHF.............................................3
Bomber/ Super heave fighter.........5
Transport (cargo under 500)..........10
Transport (cargo under 1000)........30
Transport (Cargo over 1000).........50
Gun Boat.....................................20
Battleships (100)
Sorry I am not familiar with other class of cap ships..
Any ideas on this guys ???

[Image: pixresizeuo0.jpg]
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Offline Victor
07-19-2007, 05:09 PM,
#22
Member
Posts: 386
Threads: 11
Joined: Jun 2007

:laugh:

At this rate (if it ever happens), we'll need a secondary server just to run the info this is gonna produce...

But damn, just imagine...

You can even have like a weird-lookin' Electrician sitting in the back of your ship repairing Nanobots...:laugh:


[Image: graphicalqv7.png]

[Image: sigot0.png]
[Image: userbarwy6.jpg]
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Offline DxD
07-20-2007, 05:14 PM,
#23
Member
Posts: 19
Threads: 3
Joined: Aug 2006

haha...you're catching what was my plan!
nice job all of you...now to find some cronies in administrators room...some beta testing...and...wof!
:laugh:
what do you say?...
I personaly think you've made good point so far...



and yeah...greetings from [56] :D

"There's nothing wrong with being a loser...It just depends how good you are at it" - B.J.A.
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Offline pipsqueak
07-21-2007, 07:36 PM, (This post was last modified: 07-21-2007, 07:37 PM by pipsqueak.)
#24
Member
Posts: 970
Threads: 37
Joined: Apr 2007

Quote:At this rate (if it ever happens), we'll need a secondary server just to run the info this is gonna produce...
But damn, just imagine...
You can even have like a weird-lookin' Electrician sitting in the back of your ship repairing Nanobots...

LOL I think a server can handle simple mathematic calculations...I hope.
This would be calculated when the CREWman/Adv. Creman count changes.....

The only thing I have a question with is when a crewman expires and we replace with ADV crewman.
The problems I fore see...
1. We know that the game is identifying your AO or MOX expiring, 1 unit at a time. Now, could we some how replace inventory automatically with some thing else after it expires? If it can be done... all we gotta do is make the crewmen an expirable commodity.
2. There is currently no commodity that starts expiring at the danger trigger (except yours truly's nerves), can that actually be worked in the game. A workaround could be to change the experience time to 2hours a crewman and not worry about the danger music variable. (max talented crew = 200 hours)

That way, suddenly, almost all capital ships would be slightly different than each other in capabilities. One death and you are back to square one.

[Image: pixresizeuo0.jpg]
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Offline TankTarget
07-21-2007, 07:46 PM,
#25
Member
Posts: 1,310
Threads: 34
Joined: Jun 2006

I think the whole idea although brilliant....

Cannot be done.

However some more pros to the idea itself assuming it ever gets taken up.

It would give factions more RP behind taking control of a BS. And it would force them to use armorys as deposits for such things.
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Offline pipsqueak
07-21-2007, 07:52 PM, (This post was last modified: 07-24-2007, 05:40 PM by pipsqueak.)
#26
Member
Posts: 970
Threads: 37
Joined: Apr 2007

Deleting Duplicate... ADmin please remove this... cant find the darn button.

[Image: pixresizeuo0.jpg]
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Offline Eppy
07-21-2007, 08:41 PM,
#27
Member
Posts: 3,865
Threads: 162
Joined: Apr 2007

Very good idea, but methinks it won't happen without Microsoft's oh-so-precious hardcode.

YEW DUBBLE-POSSTED!!!!!!!!!!111111111

Quote:Quick comment - we thought that Panzer was the Leader, Swift. -Agmen
Eppy Wrote:Which Dreadnought was that?
n00bl3t Wrote:One of your nine. Tongue
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Offline DxD
07-21-2007, 09:23 PM,
#28
Member
Posts: 19
Threads: 3
Joined: Aug 2006

I think we should stick to the crewman abilities...you see... it would be difficult to place them as expirable equip., soo...i sugest that they stay on the lvl. of something like armor.. but !... if we want diference in BS...then every base (planet, station etc.) should sell different crew member
like... BS as stations should sell soliders, pharmaceutical stations should sell medicals etc.
so...example: if your shield goes down... and you're in lack of shield batteries ... your ingineers could create additional batteries :D(maybe it sounds dumb...but hey...it's my opinion)

AND THAT WOULD BE ONLY FOR BS!!... (and destroyers and gunboats) :D




[56]!

"There's nothing wrong with being a loser...It just depends how good you are at it" - B.J.A.
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Offline Dab
07-21-2007, 09:45 PM,
#29
Member
Posts: 9,570
Threads: 320
Joined: Aug 2005

If this were to be made, and if it is possible, I personally think there should be only 6 types of crew. One that enhances armor, and one that enhances power. Items can't increase your weapons damage, as its effecting you and your ship, not the equipment on it. Like armor upgrades don't enhance your weaponry's health.

Then you have 3 levels of it all. Small, Medium, and Large crew. Basically for Small-Gunboats, Medium-cruiser, Large-battleship. Or you have smaller than large on a BS, so you can carry more equipment and cargo. You shouldn't be able to equip both types of crew. Only one type. That way you have to decide between defense and firepower (energy granting you more time to shoot weapons before running out). Then you have to decide between large gain or cargo.

[Image: DFinal.png]
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Offline DxD
07-22-2007, 08:08 AM,
#30
Member
Posts: 19
Threads: 3
Joined: Aug 2006

' Wrote:If this were to be made, and if it is possible, I personally think there should be only 6 types of crew. One that enhances armor, and one that enhances power. Items can't increase your weapons damage, as its effecting you and your ship, not the equipment on it. Like armor upgrades don't enhance your weaponry's health.

Then you have 3 levels of it all. Small, Medium, and Large crew. Basically for Small-Gunboats, Medium-cruiser, Large-battleship. Or you have smaller than large on a BS, so you can carry more equipment and cargo. You shouldn't be able to equip both types of crew. Only one type. That way you have to decide between defense and firepower (energy granting you more time to shoot weapons before running out). Then you have to decide between large gain or cargo.
But they have to be different from each other... cause no one will use small crew... and thing is to make difference in BS-s...
I agree with you about 6 crew part... but in my opinion it would be the best if we sell them like ID (only to most frendlier player)... so it could maybe make a difference... who knows...? It would be stupid to set them as experience... (everyone will buy only the best ones...)
And no increasing damage! think about it

"There's nothing wrong with being a loser...It just depends how good you are at it" - B.J.A.
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