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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Discovery mod v.4.79 bugs&suggestions

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Discovery mod v.4.79 bugs&suggestions
Offline Firebird
01-03-2006, 07:47 PM,
#31
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Posts: 988
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Korrd,Jan 3 2006, 07:19 AM Wrote:Is really necesary to add another warning?
When you receive the first one, you have enough time to reach the closest station...
The second one gives you enough time to dock and leave...
You can miss the warning if you are fighting or something, but when the 2nd warning appears, you can simply Alt+F4 out of the game. You will appear right where you quit...
[snapback]9312[/snapback]

I agree, you don't need a warning every minute, the 5 min allows you to clean up last minute affairs before leaving, the 1 min warning should be interpreted as "You're out of time, get out NOW."

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Offline Profile
01-03-2006, 07:57 PM,
#32
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Posts: 209
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Ok, here is my important suggestion for 4.79:



ADD A NPC NOMAD FACTION



Advantages :

- Allow players being Neutral or Allied with Nomads
- Allow players "being a Nomad"
- Could open a new RolePlay
- Only Nomads Players could freely (does this word is correct?) shoot at other players who are carrying Nomads, Minor Brains, Major Brains...
- Could open new trade routes if we create Nomad commodities and Nomad dockable planet.



Disadvantages :

- Which factions will be hostile with Nomads?
- Nomad Planet and Nomad commodities must be created
- Only Nomad players could buy Nomad Ships


Modders and Mod Masters should read that and answer !

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Offline Wolfpack98
01-03-2006, 08:15 PM,
#33
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Profile,Jan 3 2006, 12:57 PM Wrote:Disadvantages :

- Which factions will be hostile with Nomads?
- Nomad Planet and Nomad commodities must be created
- Only Nomad players could buy Nomad Ships
Modders and Mod Masters should read that and answer !
[snapback]9328[/snapback]

Nomads are hostile to just about EVERYONE.. Predominantly the Liberty Navy, Bounty Hunters and Corsairs...

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Offline Caribe
01-03-2006, 10:02 PM,
#34
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Posts: 378
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Joined: Dec 2005

i got a better idea: how about killing nomads makes you friendly with everyone else

Been here since Discovery 4.77 (lurk mode engaged)

Zapp Wrote:I have recently met and discussed with Atalawohisdi the trader that flies the Caribe. Just so everyone knows, I engaged in Sigma 13. He flies through half the system before going back to New Berlin, where he cruises from one side of the system to the other, hugging the sun as close as he can. All the while, he flies near Battleships trying to scrape me off. I finally send out the white flag, and move back to Sigma 13. However, it was a ruse, and he bit. Knowing his trade route, I interdicted the trade lane and the chase began anew. It ended, an hour after it began, with me retreating, out of Countermeasures and getting very irritated.

He kept boasting how he has never been caught; I'd like to see him beat until he begs to pay, then beaten some more.

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Offline Korrd
01-03-2006, 10:13 PM,
#35
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Posts: 3,714
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Joined: Aug 2005

There is a mod that do that. But doing that would spoil the game...

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Offline urgel
01-03-2006, 10:36 PM,
#36
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Posts: 47
Threads: 3
Joined: Dec 2005

moeny would be shared, all characters in same account have the same money, this would make buying new ships for new characters easier (no 3rd party, credit card trick required)
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Offline Profile
01-04-2006, 03:49 PM,
#37
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Posts: 209
Threads: 26
Joined: Jun 2005

Advantages :

- Allow players being Neutral or Allied with Nomads
- Allow players "being a Nomad"

Characters

All characters have been deleted.

[Image: ugtprofile3mm.png]
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Offline marauder
01-04-2006, 06:29 PM,
#38
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Posts: 1,950
Threads: 42
Joined: Nov 2005

Here's an idea, how about a capship that can carry/tranport player fighters.

It would allow more stratagy and surprises.
eg. group 1 arrives with 2 cap-ships and 4 fighters, while group 2 arrives with just (or so it appears) 2 capships.
Group 2's capships die and out come 3 to 4 fighters from each. While group 1 has lost a fighter and both capships are damaged, group 2's 6 to 8 untouched fighters are fresh and fully loaded still.
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Offline urgel
01-04-2006, 07:00 PM,
#39
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Posts: 47
Threads: 3
Joined: Dec 2005

that would be a coders hell.
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Offline Dab
01-04-2006, 07:18 PM,
#40
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Posts: 9,570
Threads: 320
Joined: Aug 2005

Agreed. Though that strategy doesn't really work. Why not have all 6-8 fighters start to begin with then take down the battleships and fighters and save the battleship (or at least try to). Plus the battleship would need a unique design to hold the fighters. And it wouldn't let the fighters in until the shield is down.

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