(11-17-2013, 01:51 AM)Vigilia.Procuratio Wrote: As for the trade lanes, that's certainly an old bug. There is clearly a discrepancy somewhere but this is not new. I have to say though, advising people to not hit the lanes unless something comes is pointless given that stray gunfire and mines from the NPCs can disable them.
Not anymore they don't...
And we do have a quickfix for this issue. We can disable all serverside plugins. No more POBs, no more TLAGSNET, no more technerf, no more givecash, no more anything. I'm pretty sure it'll solve some lag issues, but it'll disable a lot of the functionality that makes Disco unique.
But - now that the shipboard scanners are fixed, I think I got a solution for the lane issues. Lane popzones can be set to have a sensor efficiency reduction (easily up to 90%) to simulate sensor inefficiency while in the lane tunnel. Means traders in the lane would not know what's coming (pirates too close to the lane nodes, same deal). These zones are typically 1200x600xlane length. Roughly the size of the lane itself. If we'd apply this, pirates could keep a lane node dropped, and an approaching ship would have no way to detect the pirates until they're kicked out of the dropped lane.
Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.
Mostly retired Discovery member. May still visit from time to time.