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code weapons

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code weapons
Offline Nikita
06-07-2012, 04:09 PM,
#1
Member
Posts: 332
Threads: 22
Joined: Sep 2011

What do you think about code weapons for other type of ships,like GB,Cruisers or battleships?
We have in game many sectors of lost or destroyed military (secret) fleet.
For example:
in past,in original freelancer, we has choice fly only on fighter,and thats why we have only code weapons for fighters. Now we have another situation,we have another type of guns and turels,why not add in game some wreck of bigger ships?
Im not talking about OP guns,or what kind they will be,im talking only about idea to add this.
Turels, forward guns, missle turels and ect.
______________________________________
in perfect - i will be happy to see affilated (and types) guns only for every house or faction.
In reality i dont see any difference in speed or powerfull between all guns. +\- 100 m\s - this is not difference in cruiser guns,or +\- 50ms for primary on BSs.
We have slow and powerful plasma in Rheinland on fighters and fast and deadly photon in GMG.
Rheinland have plasma, Bretonia - particular, Liberty - laser, Corsairs - Neutron and ect...
now we have vinaigrette, but not weapons affiliated houses. With REAL difference in speed,refire and powerful,like it was in original.
But this is another story.

Think about code turels for big ships,this can be interesting.;)

>>>Signatures made by Xtcmax<<<
Video
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Offline massdriver
06-07-2012, 04:13 PM,
#2
Member
Posts: 698
Threads: 34
Joined: Dec 2009

what is the point in adding similar stated guns with different names in addition to regular guns? just a bit of useless work IMO.

[Image: UHiNafb.png]
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Offline Nikita
06-07-2012, 05:08 PM,
#3
Member
Posts: 332
Threads: 22
Joined: Sep 2011

if you cant understand this is not mean that this is not need.
1.Different visualisation from standart guns,like bloodstone for example
2.If we have refire in cruiser (for example) in medium slots 2.0, give some gun with (again for example 1.0 refire) to cooperate this with cerb guns,more damage will do,but will eat more power.For fast and powerful attack,but with Cerb range.
3.Or another gun,which will have 4 guns(like in reality) for anti-snubs,but with more refire and low firepower and different range. With specific visualisation.
4.Or do them only for heavy slots, for this type of ships.
Why not? This is will be interesting. new configuration can be created.

5.Add balistic weapons for heavy ships.We in game have 3 different type of turels. Laser(plasma) turels, missle turels and flaks. Balistic weapons will be 4 type of guns,avaliable only for caps ship(GB too), more interesting for long range fight,but will have their minuses (kinda artillery battles on the sea like in reality).
For example:
Type of battle like this
Shell - like flak
Range - 5.0 - 5.3 k
Speed - 400
Damage - 150 000
Range of explosion - 200 m
Refire - 0.5
Using energy - 250 000

Pluses:
- Long range fight
- Destroying all in range (included GB,Snubs,cruisers),fatal for enemy turels when shield going down
- Low using energy
- REAL BIG HEAVY GUNS (on caps vs cap assault)
- Good refire
- no ammo

Minuses:
- cannot be used in asteroids (can be friendly fire)
- low speed
- can be destroyed by flaks
- not effective in clouds
- slow moving around (very massive turel)
- only for long range or medium range fight

Visualisation - as a trace from missile,with big,artillery explosion when hitting target.

But i think this(energy based) weapons must eat little more energy,than what we have,but in some time they must be more effective,when standard turels cant can not solve this problem.

>>>Signatures made by Xtcmax<<<
Video
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Offline massdriver
06-07-2012, 05:32 PM,
#4
Member
Posts: 698
Threads: 34
Joined: Dec 2009

"if you cant understand this is not mean that this is not need."
this is not needed at all, as duplicating same stated guns - ridiculous, just try to create 10+ guns with different FX, stats, add them to .ini files, place wrecks. result - just another pile of same guns. what's the difference in buying same standart gun from NPC base and code gun from dealer except price? looks like same story with huge number of poor empty systems in disco that arent used at all or which have 1-2 people per month.

[Image: UHiNafb.png]
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Offline Knucklehead
06-13-2012, 03:15 AM,
#5
Member
Posts: 397
Threads: 23
Joined: Aug 2006

' Wrote:5.Add balistic weapons for heavy ships.We in game have 3 different type of turels. Laser(plasma) turels, missle turels and flaks. Balistic weapons will be 4 type of guns,avaliable only for caps ship(GB too), more interesting for long range fight,but will have their minuses (kinda artillery battles on the sea like in reality).
In a way, this is what the Mortar series is all about: Long range, high powered standoff weaponry. They just happen to fire a massive energy ball that could be imagined as an electromagnetic field surrounding a highly explosive core.

As for finding these on wrecks, there are a couple flaws with that idea. First of all, these weapons would need to be tied into the ships' systems so much that it would probably fry the weapon when the ship was destroyed. This isn't the case as much with fighter-class weapons, as they are generally not nearly as powerful as capital-class weapons.

Second, some capital class guns by themselves are large enough to dwarf a starflier, and even some of the smaller freighters. How do you expect a ship's tractor beam to haul something that large in when you can't do so to a ship the size of a starflier? (Although, admittedly, it would be amusing to tractor in a starflier or two. Perhaps Cannon could be persuaded to include that in the Ship Docking mod?;))

It's official, I have too few ships now...
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Offline Yber
06-13-2012, 03:04 PM,
#6
Member
Posts: 1,665
Threads: 97
Joined: Jul 2011

Pointless. Looking at the stats you're giving, it's just about giving caps MORE weapons. No thanks.

[Image: 4sFHsTF.png]
(06-19-2016, 12:06 PM)Mao Wrote: inb4 Sirius gets renamed to XTF.
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Offline Lonely_Ghost
06-13-2012, 03:18 PM,
#7
Member
Posts: 1,217
Threads: 48
Joined: Nov 2010

May be gunship would deal, but no cruiser, BC, BS...
I belive, there were few transports' wrecks , which could drop few turrets, which are regular and you can find them everywhere. But still-there are basic weapon kit, basic faction weapons, regular weapons, and heavy weaponry. So there also no major point.
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Offline Vladimir
06-14-2012, 03:22 PM,
#8
Member
Posts: 1,597
Threads: 39
Joined: Oct 2009

You can use codenames on Valor and Jormungand.

[Image: 158aufs.jpg]
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Offline Reid
06-14-2012, 03:44 PM,
#9
Member
Posts: 1,474
Threads: 90
Joined: Jun 2011

If this is added, we have even more guns that will be sold for ridiculous amounts of credits on Open Market. Fighter code guns are 35 million+ each, so it wouldn't be surprising if cap code guns were 200 million+. And at the moment, more cap guns are just not needed.

[Image: bNOgUUq.png]
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bloogaL
06-14-2012, 03:51 PM,
#10
Unregistered
 

' Wrote:more cap guns are just not needed.
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