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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Some questions to the devs

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Some questions to the devs
Offline Blackvertigo1
09-04-2009, 10:00 PM,
#6
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Posts: 679
Threads: 40
Joined: Jun 2008

1) Sounds good. Dun' think it's possible without Source.

2) Doing something like that, yes on a police/military base, no on neutral-affiliated bases (freeports) planets? Ehm, there could be like 50 vessel repair bays that would easily repair equipment that's presented to them. Also anyways you'd require Source.

3) That kind of system is already implemented right now.

4) Not getting hit is good. But impossible to hit is bad. (Impossible to hit because you suck at aiming or the pilot is just really good predicting your shots.)

5) Paying for battle/environment variables are enough already.

6) This would stop constant missile spamming. Though there would need some kind of balance of energy requirements and re-fire rate. Though there is one drawback. Missile turret combos. Basic missile turret + house turret. Though if this was implemented there would have to be well-placed ammo prices on them. Maybe based on the base value of the turret. Like basic missile turrets cost a lot less than faction turrets so they get a decrease 10 - 25% depending on classes. In the sensible terms of pricing. Gunboat missiles 5.000 - 15.000 a missile, cruiser missiles 15.000 - 50.000 a missile. Battleship missiles 100.000 - 250.000 a piece.

Though with this in mind. I'd think of adding something extra to this. Minuteman missile pod launchers. Some turret that looks like a Sidewinder missile launcher that's blown up in size for capitals. Including gunboats. Damage is like that of a sidewinder/cannonball missile. 2.00 - 3.03 refire rate. Now, here's the catch. They are guided much like a Cannonball missile. They'd be a small swarm of missiles that would be anti-fighter/bomber. Ranges that would be around 500 - 750m.

Now. To take a step further while I'm on this. Capital torpedo tube launchers. A -very- slow moving turret that would be a large scale torpedo tube (with some realistic-looking ammo pods connected on the sides) Now I'm talking big with this. Nova Torps on steroids.
Torpedo turrets with the likes of ship class. Gunboat Torpedo Turret, Cruiser Torpedo Turret, Battleship Torpedo Turret.
The blast radius would be like 500 m for gunboats, 750 m for cruisers, 1000 m for battleships. Reload time for Torp on gunboats. 0.15, cruisers, 0.10, battleships 0.7.

Torpedo Ammo cost:
Gunboat - 150.000 a torpedo.
Cruiser - 350.000 a torpedo.
Battleship 500.000 a torpedo.


Any thoughts?

"The path to hell is paved with good intentions."


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Messages In This Thread
Some questions to the devs - by Zion - 09-03-2009, 02:22 PM
Some questions to the devs - by tansytansey - 09-03-2009, 02:33 PM
Some questions to the devs - by elgeeko - 09-03-2009, 02:55 PM
Some questions to the devs - by Linkus - 09-03-2009, 02:56 PM
Some questions to the devs - by Zion - 09-04-2009, 08:50 PM
Some questions to the devs - by Blackvertigo1 - 09-04-2009, 10:00 PM
Some questions to the devs - by MarvinCZ - 09-04-2009, 11:25 PM
Some questions to the devs - by Alex. - 09-04-2009, 11:49 PM
Some questions to the devs - by MarvinCZ - 09-05-2009, 12:07 AM
Some questions to the devs - by Blackvertigo1 - 09-05-2009, 12:09 AM
Some questions to the devs - by Monster - 09-05-2009, 12:19 AM
Some questions to the devs - by MarvinCZ - 09-05-2009, 12:34 AM

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