(02-06-2014, 10:58 PM)Treewyrm Wrote: Since code formatting got screwed already I'll just quote relevant bits.
(02-06-2014, 09:50 AM)Coin Wrote: Perhaps instead of reducing the number of restarts, we reduce the amount of rep given, so it gives you 85% of full rep. this way, the repping process is complete with 4 missions, and the server activity is boosted
Okay, which ones would get to the chopping block then? Go ahead, make a list, post here.
For a start, remove the duplicated restarts (bw/core). discovery mod. go discover, etc. in fact, i'd remove the maps from the restarts altogether.
i'd also remove the restarts from the factions with sufficient activity (lib navy im looking at you), and give preference to factions that do not have an associated official faction, like most of kusari, etc.
finally, i'd give 0.85 rep, not full rep. this way, they have to go out and behave like their character - shooting some enemies or even doing some missions. they get the feel for the roleplay before the training wheels come off.
(02-06-2014, 10:58 PM)Treewyrm Wrote:
(02-06-2014, 09:50 AM)Coin Wrote: how is a supergate different to a jumpdrive? should we nerf jumpdrives so that are limited to a 2 system range? - gets you out of trouble, but has 24hr/server restart cooldown
Really? Gates require no resources to pass through, can be used infinitely and by any ship, require no coordinates. Compare that to jumpdrives. Besides all such gates would really do is take away activity from other places and make a giant uncontrollable non-stop clusterf*ck around them, which in turn will have server crash due to being old software unable to scale that sort of stuff. Factions who reside outside will see diminishing activity in their ZoI and they'll simply die, only those adjacent to such gates would exist. Still looks like a good idea to you?
nevertheless, this was a post about creating those selfsame clusters. I'm not putting any idea up here as "tah dahhh, i know everything", but they're ALL for discussion. The supergates can be turned on and off at will through dsace - they don't need to be a permanent feature: jumpdrives are now a fact of life - i can take my freelancer smuggler, and jump from crete to manhatten, dock, pick up some fuel and jump back again. during which time, I see no other players, and i can jump in above/below the plane and make a run for the mooring point, and it's really hard to stop me, especially if i use the turret-zoom scanning trick.
however, jd's take up space; the supergates might be more attractive to someone who was thinking about running at max profit
(02-06-2014, 10:58 PM)Treewyrm Wrote:
(02-06-2014, 09:50 AM)Coin Wrote: except the size of the mod, and the dilution of players wandering off into empty systems
For size of the mod... I suspect you mean physical size of the mod files taking space at hard drive. In that case it would not affect that much anyway - most space usage comes from assets such as textures, especially duplicated ones, then models and various other stuff. Systems themselves are merely a set of small text files. For example Unknown system is about 14kb uncompressed and 3kb in LZMA compression which is what being used in distribution installer. Comparatively a lousy so old it's no longer funny anymore gif meme image posted here at forums typically starts from 800kb.
not physical size of number of megabytes, but the size of the sandbox we play in.
(02-06-2014, 10:58 PM)Treewyrm Wrote: Some systems are made for exploration activities, not every system is meant to be activity hub. Problem ain't with those, problem is with oversized buffer systems between activity hubs and thus making it a long chore to go from one to another.
this. i'd shrink them down, or perhaps expand the next system and add the bases into there, so instead of two large systems, we can have the option of one large one, or two smaller ones, or a combination of the choices, rather than the situation at the moment, where i can enter cruise and make coffee and return to the pc before i've reached the jumphole.
(02-06-2014, 10:58 PM)Treewyrm Wrote:
(02-06-2014, 09:50 AM)Coin Wrote: see above
See above and my previous post again.
(02-06-2014, 09:50 AM)Coin Wrote: we could talk about this. skype?
It's easy to find me on skype, but I see no issue with you here listing jumpholes you'd consider deleting.
i've no problem with discussing a list of jumpholes; i wanted to give you the option of not revealing any future developments to the mod by accident:
me: what about this hole?
you: nah, that's getting deleted later
Community:arghargh arhg argh hate hate hate etc.
Key: Red = delete, blue = create
not sure about deleting the om minor-om92 link - not been in om100 for a while, so cant remember how dangermouse it is.
Aside from that, do you think that the unity engine would be compatible with disco mod? unity runs on all four cores, and has twitch based ship movement.