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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Idea for asteroid fields

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Idea for asteroid fields
Offline Huhuh
09-12-2010, 09:40 AM,
#11
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Posts: 2,458
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' Wrote:Was relating to Flak 88.

But as for No-clipping...your also talking about No clipping through any object if it was enabled. Even if it's possible on such an old game like Freelancer. I only assume this because as a admin on a Gmod server, there is no option for no clipping through specific objects, just no clipping as whole.

Maybe the asteroid instead noclips?

[Image: 6fZYcda.gif]

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Offline lw'nafh
09-13-2010, 08:46 AM,
#12
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Biggest problem with FL right now in regard to asteroids is the inability to change the mass of ships/asteroids so you don't end up bouncing... I think they tried noclipping asteroids for caps, but I'm not actually sure.

I'd say no-clip them, it'd help so much, pl0x.

вellυм ѕe ιpѕυм aleт
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Offline yurineova
09-14-2010, 04:42 AM,
#13
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' Wrote:Biggest problem with FL right now in regard to asteroids is the inability to change the mass of ships/asteroids so you don't end up bouncing... I think they tried noclipping asteroids for caps, but I'm not actually sure.

I'd say no-clip them, it'd help so much, pl0x.
Alot of times the roids help to prevent capitals form moving through them to further strategize and balance the mod.

As such, a No clipping would destroy that balance. I'd be agaisnt it.

However, a few points;

There should be a way to "ghost" the astroids, like the "Ghost Docking Ring" thats included with FLMM.

Also, If the server was at a higher performance, I'd think the destroyables would be able to work, its jsut mainly the poor connection due to the client. If we ever consider something such as this, w first need to tweak the clients method of connection to streamline it and make it faster and more efficient.IE, transmit data only from players online, and only whats happening in that one system, rather than displaying where everyone is, when they die, when they login, etc. Maybe kill a few unused FLHook commands, like /rolldice or /flipcoin.

Just ideas.

signature goes here once its done!
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Offline Osilon
09-14-2010, 09:59 AM,
#14
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Erm, I thought the position of non-solid rocks was client-side, which is why nobody else sees the same destroyables you do?

A million dollars isn't cool. You know what is cool? A basilisk.
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Offline Geisha_Maiko
09-14-2010, 10:19 AM,
#15
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In favor of the no-clip and reduced speed idea.
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Offline lw'nafh
09-14-2010, 10:31 AM,
#16
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Might as well, I say do it.

вellυм ѕe ιpѕυм aleт
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Offline SeaFalcon
09-14-2010, 10:35 AM,
#17
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I do support that some fields get moveable big rocks.

For example omicron Minor
But the badlands should remain solid because otherwise we have dreads running amok after everyone in those fields.

Those fields are supposed to give bases protection from larger vessels.
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Offline Rommie
09-14-2010, 10:35 AM,
#18
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No... the reason for asteroid bases is so they will be protected by enemy capital ships. It would ruin the balance.

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Offline AeternusDoleo
09-14-2010, 10:49 AM,
#19
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Posts: 5,744
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These ideas posted are all nice, but they upset the current balancing act these roids represent. I'd say change nothing, leave all as is.

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Offline SeaFalcon
09-14-2010, 10:54 AM,
#20
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Making some fields with moveable astoriods would be better and not harm the balance. But there needs to be carefuly watched which fields can be changed and which can not!

As I said above Minor could use a better passage for capitals since the order operates a lot in Delta.
But for example the fields in the badlands and the fields around rochester need to remain solid since they offer protection.
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