• 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 Development Discovery Mod General Discussion
« Previous 1 … 542 543 544 545 546 547 Next »
Discovery mod v.4.79 bugs&suggestions

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (28): « Previous 1 … 4 5 6 7 8 … 28 Next »
Discovery mod v.4.79 bugs&suggestions
Offline urgel
01-04-2006, 10:01 PM,
#51
Member
Posts: 47
Threads: 3
Joined: Dec 2005

oh, yeah, that would be kinda cool.
Reply  
Offline Gwynzer
01-05-2006, 12:50 PM,
#52
Member
Posts: 109
Threads: 0
Joined: Dec 2005

I think that ALL capships patrol Should havve about 2 fighters per Gunboat... 4 for a cruser and about 6-10 for a dread....



I thnk that most of the bigger ships shouldnt handle like frieghters and like capships....... When you seeen a Hugenot Turn in about 5 seconds to face you its kinda unrealastic

[Image: gwynzer.png]
  Reply  
Offline The Mini Pirate
01-05-2006, 04:46 PM,
#53
Member
Posts: 8
Threads: 0
Joined: Dec 2005

About Order being hostile to all i dont think thats true as i put up me LAN server used IONCROSS to move to toledo, i could buy anything i wanted,

before anyone asks me im NOT The Pirate on another account i am merely his friend and he directed me here.
Reply  
Offline Dab
01-05-2006, 07:20 PM,
#54
Member
Posts: 9,570
Threads: 320
Joined: Aug 2005

2 things. He said it was hostile to all NPC (non-player controlled) faction and allied to players.

Also I have an idea. Is it possible to make a control key on the keyboard that rolls the ships in FL? like do barrel rolls in a fighter, or use a complicated roll/turn in a cap-ship to run or get behind the enemy. I'm not sure if this is possible though. Another idea was the possibilities of a rudder control.

[Image: DFinal.png]
Reply  
Offline Korrd
01-05-2006, 07:29 PM,
#55
Member
Posts: 3,714
Threads: 241
Joined: Aug 2005

There are 4 movements that are not possible in freelancer:
Roll left/right
Strafe up/down
FL ship movements are rather bidimensional...

I dont know if its possible to add those movements to FL, given that the movements are hardcoded into the game engine... But if it is possible to add them, i would like to see them added to the mod.

[Image: 3cfefe54.jpg]

Server Status | Server Rules | Players Online | Player Rankings | Freelancer Account Manager
(If you find any mistake in my English, please let me know via a PM)
(Really, I speak terrible English, so please, tell me if I make mistakes. I'd like to improve it a bit Smile)
  Reply  
Offline urgel
01-05-2006, 07:58 PM,
#56
Member
Posts: 47
Threads: 3
Joined: Dec 2005

i believe that would require to strip down most of the code and rebuild it......

and then ud get spinning huegenots XD
Reply  
Offline Gwynzer
01-05-2006, 08:04 PM,
#57
Member
Posts: 109
Threads: 0
Joined: Dec 2005

Korrd,Jan 5 2006, 06:29 PM Wrote:There are 4 movements that are not possible in freelancer:
Roll left/right
Strafe up/down
FL ship movements are rather bidimensional...

I dont know if its possible to add those movements to FL, given that the movements are hardcoded into the game engine... But if it is possible to add them, i would like to see them added to the mod.
[snapback]9429[/snapback]



it IS Possible to to those actions.... In Freworlds 1.65 these moves were available...

Stafe up and Down works fine at anytime... is just finding apprpriate keys for them that is triky...

The Roll clockwis/anti-clcokwise is Also in free worlds bit you cannot do it while in space flight :( Its fun for annoying your escorts tho....

[Image: gwynzer.png]
  Reply  
Offline Retread
01-05-2006, 10:54 PM,
#58
Member
Posts: 43
Threads: 1
Joined: Sep 2005

As for a player nomad faction,
it would be possible to make a "nomad" player rep. The catch is that all the other factions will hate you since you're a nomad and want to rid Sirius of humanity. Period.


On a personal note, I think a player who adjusts their rep by shooting enemies of the nomads to get friendly with them should be considered a traitor to humanity(imho) and their rep adjusted so all of sirius hates them. Even the nomads wouldnt trust a traitor and I would suggest their rep be no greater than barely neutral so they cannot buy nomad weps.


As for NPCs following player ships...
well they already do to an extent, but there is a mod the allows them to follow you anywhere in a given system..the catch is they cant follow you into other systems. I think that would have to be coded in.
For the time at hand, just plain going out and hiring other role players as wingmen is the best option. At least you have to pay them. NPC's on the other hand...I think I would stay away from that can of worms...its a cheap cop out by not paying for your help. But if NPC could be coded into the MP game to be bought as wingmen..(I know, I've seen it done in "Tachyon: The Fringe" and that's a whole different game engine) I would see to it that it cost just as much as hiring a real person. Besides, NPCs just dont have the same skill level as real players do.

[Image: MySigLogo.jpg]

AKA Retread

"Where WAS that jumphole from the other run?"
  Reply  
Offline Wolfpack98
01-05-2006, 11:17 PM,
#59
Banned
Posts: 1,195
Threads: 84
Joined: Nov 2005

Bah. one shouldn't have to "buy" wingmen (or women.. *winks at Sam*)

If you need a wingman, Just call up a buddie. I mean.. for example:

in [SF], We all consider eachother wingmen. We'll even help out traders, but we will not engage in open hostilities with another PC faction unless given no other choice or we're at war. Paying for eachother's "companionship" during a long haul is kinda ridiculous IMNSHO.

the paying thing makes more of us seem like mercs, like AW. They get a lot of their money for being escorts.. When you start paying for "Wingmen" they become escorts. Get it?

I'd avoid the can of worms of relying on NPCs.. even the lowest of n00bs could kill the NPCs easy enough.

Now if I could kill a Nomad BS with as few Nomads as possible... (Yeah, Sam.. I owe you a drink..)

User was banned for: Compromised account
Time left: (Permanent)
Reply  
Offline AW-Eldfrey
01-06-2006, 01:41 AM,
#60
Member
Posts: 29
Threads: 2
Joined: Dec 2005

I think it would be nice to add fighter escorts for fleets so when there are fleet engagments in a clans capital system it would make it feel like a real battle with that many ships flying around and its not to hard to kill the AI off so it wouldent be unfair

[AW]Eldfrey
[AW]Proteus
Manticore_Trader
Reply  
Pages (28): « Previous 1 … 4 5 6 7 8 … 28 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