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Bottle necks and activity hubs

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Bottle necks and activity hubs
Online Treewyrm
02-07-2014, 04:32 PM,
#17
Alchemist
Posts: 2,084
Threads: 61
Joined: Jul 2007

(02-07-2014, 08:21 AM)Coin Wrote: 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.
Bounty hunter and Guild Core, although related, are a bit differently handled. BHG operating in Omicrons are having problems with activity, so keeping that start option is good.

(02-07-2014, 08:21 AM)Coin Wrote: 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.
Having official faction and having activity are two things, sometimes having one adds to the other, but that's not always the case.

(02-07-2014, 08:21 AM)Coin Wrote: 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.
Well, accomplishing any generic missions doesn't really give any feeling of roleplay. If those were sort of story missions, scripted stuff, then may be (but those would be impossible to do here, sadly). But they ain't and do not differ from missions of any other faction.

(02-07-2014, 08:21 AM)Coin Wrote: 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.
And what exactly would you accomplish with your freelancer smuggler equipped with jump drive? Due to fuel usage you wouldn't really smuggle anything in particular. The one issue jd has is that there is no way to disrupt charging. Either way how's that relevant to supergates? How would you address the issues I've raised with supergate concept you have suggested?

(02-07-2014, 08:21 AM)Coin Wrote: not physical size of number of megabytes, but the size of the sandbox we play in.
Make a list of systems you consider should be deleted and put explanation for each one addressing rationale behind deletion.

(02-07-2014, 08:21 AM)Coin Wrote: 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.
We'll see how things will work with Omicrons first. If they do well and will be received well - similar approach could be applied in other parts.

(02-07-2014, 08:21 AM)Coin Wrote: 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:
Understandable, feel free to drop into PM box. But be sure to provide reasonable rationale for every single jumphole deleted or added, it matters too.

(02-07-2014, 08:21 AM)Coin Wrote: me: what about this hole?
you: nah, that's getting deleted later
Community:arghargh arhg argh hate hate hate etc.
Not sure if I care really about 'arghargh' and 'hate hate hate'. Genuine and constructive feedback - sure, always welcome, but hysterical bitching derived from oversaturated sense of self-entitlement and silly personal agendas and feuds, as well as attempts to force into some purely ideological approach >> /dev/null. Think we've seen excessive amounts of that lately and what good had it done? None really. So everyone can have opinion, but not every opinion deserves a response, strictly imo.

(02-07-2014, 08:21 AM)Coin Wrote: 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.
Problem with FL isn't with its client running single core, it's the server being single-threaded and does not scale horizontally at all (no multicore support, no clustering). Unity engine would offer you nice client with support of newer OpenGL/DirectX versions and thus fancier shaders (nomad ships with tessellation shader animation, oh my!), effects and stuff related to visuals, that's sure, but not the server part - what it has out of the box wouldn't work well for this type of game.
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Messages In This Thread
Bottle necks and activity hubs - by Coin - 02-05-2014, 07:10 AM
RE: Bottle necks and activity hubs - by Curios - 02-05-2014, 07:20 AM
RE: Bottle necks and activity hubs - by GrnRaptor - 02-05-2014, 07:35 AM
RE: Bottle necks and activity hubs - by Xenosaga - 02-05-2014, 08:30 AM
RE: Bottle necks and activity hubs - by Pancakes - 02-05-2014, 08:55 AM
RE: Bottle necks and activity hubs - by Treewyrm - 02-05-2014, 09:51 AM
RE: Bottle necks and activity hubs - by Birdtalon - 02-05-2014, 11:08 AM
RE: Bottle necks and activity hubs - by Thargoid - 02-05-2014, 01:13 PM
RE: Bottle necks and activity hubs - by Highland Laddie - 02-05-2014, 12:38 PM
RE: Bottle necks and activity hubs - by Thargoid - 02-05-2014, 01:09 PM
RE: Bottle necks and activity hubs - by Pavel - 02-05-2014, 04:47 PM
RE: Bottle necks and activity hubs - by Coin - 02-06-2014, 09:50 AM
RE: Bottle necks and activity hubs - by Treewyrm - 02-06-2014, 10:58 PM
RE: Bottle necks and activity hubs - by Coin - 02-07-2014, 08:21 AM
RE: Bottle necks and activity hubs - by Treewyrm - 02-07-2014, 04:32 PM
RE: Bottle necks and activity hubs - by Coin - 02-08-2014, 06:59 AM
RE: Bottle necks and activity hubs - by Coin - 02-06-2014, 03:52 PM
RE: Bottle necks and activity hubs - by Korny - 02-06-2014, 05:00 PM
RE: Bottle necks and activity hubs - by Luis - 02-08-2014, 04:54 PM
RE: Bottle necks and activity hubs - by Treewyrm - 02-08-2014, 07:58 PM
RE: Bottle necks and activity hubs - by Nutline - 02-09-2014, 01:28 AM
RE: Bottle necks and activity hubs - by Coin - 02-11-2014, 06:40 AM

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