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Bottle necks and activity hubs

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Bottle necks and activity hubs
Offline Treewyrm
02-08-2014, 07:58 PM,
#20
Alchemist
Posts: 2,084
Threads: 61
Joined: Jul 2007

(02-08-2014, 06:59 AM)Coin Wrote: by core i mean the restart, not the faction. why do the sairs need to have two restarts?
I meant restart as well, Core needs activity and so its restart command will remain and there is no reason to remove it. As for why corsairs have two restarts - I don't know.

(02-08-2014, 06:59 AM)Coin Wrote: well, if the restarts for liberty are nerfed a bit, then you'll see people choosing other parts of the sandbox to play in, as they can set up real fast, as opposed to the LN restart which would give them 0.55 rep. This would also be a valid measure of how serious a player was about that char - cos they'd put in some time to develop it.
Having to do two-three missions and then have full rep ain't going to hinder that at all.

(02-08-2014, 06:59 AM)Coin Wrote: how about if the missions were divided into 'money' missions that give a tiny increase in rep, and 'rep missions' that give no money at all, and are labelled as '<FACTION> Flight School Evaluation Exercises' that are much much harder to do, but drop a lot of reputation on you. We have bluemsgs arrive when players kill each other/themselves, can we have msgs from the mission commission? '<Player> has just completed Flight school evaluation level 4'
'<player> has died trying to complete flight school evaluation level 1'
Missions are generated, you can't have some missions of same type named this and some missions named that, they all share same lines. Besides what would that change? I doubt anyone going to look into catching mission completion event server-side to hook a message that would piss and annoy everyone around (as login/logout messages were endlessly spamming). What would that really do? Missions are just missions, farming for rep and money, not much else about them, while roleplay interaction goes between players.

(02-08-2014, 06:59 AM)Coin Wrote: with this 1337 smuggler i'd be acheiving nothing - no interaction with any other player... i'd be completely safe from piracy, and the predations of the lawful factions who view cardamine/artifacts/whatever as illegal. I'd not make as much money each trip as a 5ker rolling down the lanes, but i'd make it a lot faster, and not 'lose time' by interacting with people. and if no-one sees me, then who can tell if im obeying the cargo size rulings?
Well, good job on accomplishing exactly nothing with that. Not to mention you'd still need to buy fuel for your jump drive each time. Enjoy your wafer thin profit margins, I suppose.

(02-08-2014, 06:59 AM)Coin Wrote: The supergates can be just jumpholes or they could even be nomad gates - and when someone activates the gate, they can jump through, but this means that nomads spawn - at both ends, which would put paid to any campers, and also be a nasty surprise for anyone approaching the gate - pop, 5 nommie assassins spawn, and they can either fight it out, knowing that the next person coming through could add to the number of nomads, they can dive for the gate, or they can retreat and try in a few minutes.
Nomad gates don't spawn NPCs, never could in the first place. Even so how could some easy to kill NPCs prevent a player in almost any ship, including starflier, from docking with the gate? Honestly, I'm struggling to find any sense in what you're trying to suggest here. Please give your ideas a whole lot more thorough thought before posting them away. I'm not going to sort various pseudo-randomly generated ones that have very little anything to do with the subject, unsurprisingly offering no solutions and addressing none of the issues I had raised previously.

(02-08-2014, 06:59 AM)Coin Wrote: i'd also have the gates on a timer. They activate for an hour, maybe three times a day, and in turn, so that if one gate is active, then the others are not. this would mean that you can cruise all the way up to the gate, dock with it, and it just returns you to the same system, but with a crapload of nommies around you.
While technically possible to lock gates server-side it would require a whole new plugin with scheduling mechanism. I don't think anyone going to do that just to test the idea of yours. Right now it's an idea of questionable beneficence. If there'd be really good and solid reasons why it is necessary, how it would improve things around, and so on and so forth - it might be considered.

(02-08-2014, 06:59 AM)Coin Wrote: thinking about it some more - we have nomad gates in various random places. do they work for nomad players, cos for my sair char they only dumped me back into the same system.
They're not at random places and there aren't many of them to begin with. Nomad gates work just like normal bidirectional gates, and only two exceptions exist: the ones in iota/99 have a circular sequence, and the one in kansas->unknown is unidirectional gate. Anyone can use them.

(02-08-2014, 06:59 AM)Coin Wrote: darn. can we mod miner wars? their source code was released in march last year. we strip out the always online component, and dump a load of disco content (player bases im thinking of here), we could have ourselves a stable 6dof space sandbox.
Don't know, I haven't seen its engine to see what it is capable of or not.
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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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