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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Larger Ships Explosion Effects.

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Larger Ships Explosion Effects.
Offline Panzer
03-30-2007, 06:47 PM,
#7
Man of iron, blood and Nyxes
Posts: 3,092
Threads: 56
Joined: Dec 2006

NS ideas, which would be of great use here are as follows:

the mentioned big ship explosion - upon exploding, a ship drops 5-6 big pieces of debris, whirling aroound

Battleships there (somehow) don't get bumped around by small ships and behave spotlessly in asteroid fields

trade...More efficient due to a standard, large cargo hold on every freighter (7000), however these are not armed and those which are, have a lesser hold capacity.

more trade, there are lots more profitable routes there (unlike disco, which has only 2), every "civilization" (Star trek, Star wars, Stargate, even BSG and cylon) has one in-house route and in some cases one, connecting 2 civilizations. Very large diversity of goods and prices means sizeable income.

speed... well, cruise speed has been increasd to 900m/s there... a bit too much for disco's needs imho, but sometimes traversing Newcastle takes simply too long

weapons projectile speeds were increased significantly, firearms were added too, not only energy weapons. I just Looooved that blast sound. Bullest flwe at least 1200m/s, more than even the energy-hungry solaris. Their range was also much bigger. fighters would open fire at 1k away, battleships...

Battleship weapons...That's what was probably most welcome for me. Big ships could engage at 5 kilometers. This prevented ramming, made the thing look more realistic. (come on, haven't we had ebough seeing BSs hugging?)

Nuclear weapons well..those were probably the least balanced weapons there. I both loved and hated them. Huge blast radius and power, combined with the fact, that fighters could mount 2 launchers meant death to all battleships. They were just too uber. What I did like about them was their range. normal BS guns there shot no further than 5k, these missles could fly 18k away

And if they could fly that far, they had to have a traget, in other words, a bigger range for player spotting, was 45k there, but on disco it would be too much. I'd increase it to 20k. sort of earlier warning ^^

Ships...Well, I'd say it's a vault full of ship designs, all waiting to be added. TONS of SW, ST and last, but not leat, BSG ships. There was the raptor, the viper mk VII, 4 new battlestars (the Pegasus would fit in perfectly here, looks a bit more FL-ish, than the adv here and DEFINITELY more than the trade federation ships, serving as the spyglass, carrier and zoner juggernaut)

To sum up : more and better-paid trade routes, better BS behavoiur and physics, larger weapons range and firepower (the former applies more to bigger vessels), wider use of missles, larger player-spotting range.

Loved the mod for these things, but hated for the total lack of RP there. all the guys there would be called PvP whores on disco.

[Image: Vxqj04i.gif]
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Messages In This Thread
Larger Ships Explosion Effects. - by seanstakes - 03-30-2007, 08:43 AM
Larger Ships Explosion Effects. - by Virus - 03-30-2007, 03:05 PM
Larger Ships Explosion Effects. - by Panzer - 03-30-2007, 03:15 PM
Larger Ships Explosion Effects. - by Virus - 03-30-2007, 03:16 PM
Larger Ships Explosion Effects. - by Igiss - 03-30-2007, 03:32 PM
Larger Ships Explosion Effects. - by Virus - 03-30-2007, 03:36 PM
Larger Ships Explosion Effects. - by Panzer - 03-30-2007, 06:47 PM
Larger Ships Explosion Effects. - by Qunitinius~Verginix - 03-31-2007, 06:52 AM
Larger Ships Explosion Effects. - by Panzer - 03-31-2007, 12:37 PM

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