1) In what ships did you observe texture replacement bugs? What other ships are bugged and should be replaced?
no obvious bugs there. those that had obvious problems are already revised.
2) What do you think about codename weapon balance? How should location of codename wrecks change in the next release?
codenames are basicly fine in their general power, but should be more different in stats. - i d like to see quick firing ones aswell as fast projectile ones balanced. currently, they are almost all slow refire, heavy damage, a lot of energy and slow projectiles. - i d like to see them more extreme in stats - like some 800ms codename with inferior damage and still a lot of energyuse ( to balance out stuff - for one good, you decrese two other stats ) - same with refire.... maybe an extreme refire one like the chainguns at 12 refire - but again with a lot more energy usage and less damage than a usual lvl9 ratio. - its a tradeoff and they are still prototypes - so the energyuse can be higher than established lvl9 faction weapons.
3) What ships require a hitbox change?
its been mentioned in countless other threads - i haven t kept track there. - personally, i don t care much about the hitbox as long as it is "more or less" enveloping the model - maybe rather a bigger hitbox than a smaller.
4) What is your attitude to possible integration of all Vanilla ship components into the hull root? This means that Vanilla ships will have only one component, like all new ships, and will take same splash/missile damage.
i d much rather like it the other way round, but thats not possible. - if we make all ships less vulnerable - maybe we can increase the missile splash damage by a bit and increase their blast radius by a few meters - cause they ll mostly be used to damage equipment then. other than that - i m positive there. a good thing to bring non vanilla and vanilla ships in line.
5) How the ship hit points should be rebalanced if all components of Vanilla ships will be integrated into one (so the original ships would have only one component, like all new ships)?
take away their advantages - less agility, less armour, just like other non vanilla ships.
6) What do you think about complete disabling of NPC shield and hull repairs? Decrease of NPC ship strength will be compensated with better shields and reinforced hull where necessary.
i dont know about that one. - i haven t been too frustrated with the current concept - but it might be a way. mostly - i d like the NPCs to make use of their weapons more. - NPC fighters are not even half as effective as players ( when it only comes to firing their weapons ) and NPC battleships / battlegroups are a joke that makes one cry. imo - raid groups should get the same powerful weapons and coding that the stationary BBs have - make them extremely powerful - but at the same time lower their armour to a reasonable amount. they should blow up quicker but should damage a player much much more.
7) Which areas of Sirius have too many NPCs? Specify exact locations you are observing in the current mod version.
i can only comment on the places i have been lately. omega-15, station rostock spawns annoyingly many hessians or corsairs - considering its the BHG purchase station of their warships, there are by far too many NPCs - maybe it would be beneficial to actually add a stationary BHG battleship there to shoot the pirates down to keep the area clean.
8) Consequences of which RP event you consider worth including into the next mod version? What should be included? Name only ONE event.
none that i know of....
9) What do you think about removing Campaign SP compatibility from Discovery (not Open SP compatibility)?
i think that would be nice - if the singleplayer actually works detrimental towards the choices we have with the major part of disco - which is the multiplayer part. but i don t know how many players download the mod for SP and how many download it for MP.... so its hard to say.
10) What is your attitude to possible inflation of credit cards that would prevent cheating with those?
uh? i must have missed something - i only use credit cards to transfer to myself - no idea what you mean by cheating with them.
11) What if all/most armor upgrades are removed and replaced with special expensive money-saving item (similar to credit cards, but without the risk of losing it)?
if that means to loose all multipliers - then some weapons must be rebalanced. for example the supernova is mostly balanced against capital ships WITH multipliers - the common multiplier on most capital ships is the type 4 armour at 3.0 - when this was removed, warships especially would drop like flies to bombers. i think - fighters would be fine against other fighters - even with missiles. but the balance between the shipclasses ( also bombers < > transports ) would suffer greatly. almost every transport would die to a single supernova - and since most successful pirates have bombers and not fighters - the use of bots would be nullified, cause either the transport is at 100% or after a single shot at 0%.
12) What should be done about Nova cannon and other bomber weaponry?
imo - the NOVA should be ammoless and doing 60k damage and be able to be dual mounted and fired for a total effect of 120k damage without ammo. - the supernova however should take ammo and do 150k damage with a train CD blast radius ( provided we get rid of the vanilla vulnerability ) and a much better "to hit rate" - maybe 3k range, good tracking ability 300 speed - but 10k / shot. so it will be still a good weapon, can be fired from a long range - and cannot be spammed cause bombers are limited to 70 and it costs money.
13) How would you suggest to balance the missiles for fighters, gunboats, cruisers, and battleships? Note that refire rates for most missiles will be lowered anyway, since missiles are known to be a source of server lag (multiple moving objects).
fighter missiles are fine - but when ships become less vulnerable, the damage must be raised. - cruiser and BB missiles should be faster ( 250 ms ) maybe cause they cannot really add their momentum to the missile speed. - all capital ship missiles need a MUCH better tracking ability - maybe a line of sight that is like 180 degrees instead of - ( what is it now? - 45 degrees? ) - don t know... but they should track better.
14) What new IDs would you suggest to add? What ID changes you consider necessary?
it would be nice to add guard IDs for those that maxed out the guard rep. factions that allow warships should be limited to gunboats for normal IDs and all ships for guard IDs. - thats a fair measure, cause all, playerfactions aswell as others have to work more for their reputation - and its more likely that the rep sheet is fixed when they need a maximum guard rep for a warship.