• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
« Previous 1 … 525 526 527 528 529 … 547 Next »
Discovery 4.82 features, bugs & suggestions

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (13): « Previous 1 … 9 10 11 12 13 Next »
Discovery 4.82 features, bugs & suggestions
Offline OrrinDymas
02-06-2007, 10:07 PM,
#111
Member
Posts: 75
Threads: 9
Joined: Dec 2006

Idea courtesy of =BSG=Panzer:

Zoner Gunboat- start with a talarca cruiser, take off the tail fins, skin it same color as Zoner jugg, boom instant Zoner gunboat.

Yes, I know that sounds like our contriversial Colonial Gunstar. but it would be a Zoner ship.

' Wrote:Subject: Battlestars

I've noticed the difference between a Battlestar and a Battlestar Advanced is so small that people who use them (especially BSG) only buy the Adv. version. Seeing a standard B-Star is very rare. I think this could be fixed by refitting the Advanced and/or making it significantly more expensive, while giving the standard one an edge in maneuvers and somewhat cheaper (if the price raise for the Adv. is too big, then both can be changed to balance it) to make it act like a Colonial Battlecruiser or something, while leaving the Talarca (aka. Gunstar) to be the Light Cruiser class, and finally the Adv. B-Star to function as the main Battleship. Thing is, a 'ship slot' (not that ship slots actually exist :rolleyes:) is being used for a ship that has no tactical or any kind of use.

And I think this is a very good idea as well.
  Reply  
Offline Panzer
02-08-2007, 12:15 AM,
#112
Man of iron, blood and Nyxes
Posts: 3,092
Threads: 56
Joined: Dec 2006

I've found something, that may yet be of use:

The Tiger class destroyer

[Image: destroyeranimation.gif]

(Finally learnt, how to add images to posts)

Here's its description:
No battle can be won with only a single ship. Battlestars, while formidable aircraft carriers, lacked the heavy firepower, speed and maneuverability to be effective in ship to ship combat in the absents of fighter cover. Many a Battlestar was destroyed in the early days of the war, when fighters were drawn away and the massive Battlestars were forced to confront the deadly Baseships of the Cylon Empire. Thus humanity struck at the Cylons with massive fleets, combining the impressive fighter deployment of the Battlestar with more heavily armed frigates, destroyers and cruisers.

By the 71st yharn, the Colonial fleets found themselves ill equipped to deal with the onslaught of the Cylon's latest breed of Capital ship, the Hades class Base-Star. New Cylon warship was armed with three-hundred fighters, 100+ turbo-lasers and two Mega-Pulsar cannons capable of destroying almost any capital ship, and thus the time for a new breed of Colonial attack cruiser had arrived.



Premier destroyer type vessel placed into service by humanity was the "Tiger class" destroyer! The Tiger was the most heavily armed warship built to that date, armed with 18 heavy turbo-laser batteries, 50 light turbo-lasers, four Laser Cannons in the wings and upgraded variants came to included two Mega-Pulsar cannons in the nose. In ship-to-ship combat, no vessel in the known universe could best the Tiger.

Measuring 1,074 meters, about 5/6 the length of the Battlestars, the Tiger was nearly as powerful, was faster, significantly more maneuverable and carried only half the crew of her cousin. In addition to her massive weapon payload, the Tiger also carried 8 Starhound class Vipers, 4 Landram surface transports and 4 Mk. VI space shuttles.

During the "Thousand Yharn" war, the Tiger was the premier escort and attack capital ship of the human race. Unlike the impressive Colonial Battlestars, which were originally designed as little more than aircraft carriers, the Tiger class Destroyer was able to effectively engage is high speed ship-to-ship combat and protect the Battlestars in fleet opperations, destroying any Cylon capital ship that came between the Battlestars and their objectives.

In the last days of the "Thousand Yharn" war, all of the Colonial fleet, along with the rogue ships of humanities fallen allies, made one last strike at the Cylons, at their primary Tylium mining and starship construction yards in the solar system of "Molecay." All the starships that participated in the "Battle of Molecay", including the valiant Tigers, were destroyed.

ARIES DOCKS TIGER CLASS DESTROYER:

SCALE: capital
LENGTH: 1,074 meters
TONNAGE: 16,000,000 metric tons
SPEED: 0.24C sub-light, 1.0C warp
POWER:

1 Tylium energizer [7,360 Terawatts]
2 fusion reactors [43.8 Terawatts]
STANDARD CREW: 264
18 officers
62 warriors - 12 are fighter pilots
184 crew
PASSENGERS: 200 troops
CARGO CAPACITY: 1,800 metric tons
CONSUMABLE: 18 months
MANEUVERABILITY: class B
HULL/ARMOR: 2.8 to 4 meters
EM-SHIELDS: 20% - 40%
SENSORS: Short/Medium range, sub-light, 200,000 m^3/s
SCANNERS: C at 300,000 KM
WEAPONS: 2 Mega-Pulsar Cannons
4 Turbo-Laser Cannons
18 Heavy Blaster batteries
50 Light Flack batteries
12 20 megaton solonite missiles (anti-capital ship)
2 400 megaton solonite bombs (planetary bombardment)
FIGHTERS: 8 Starhound class Vipers
4 Landram surface transports
4 Mk. VI space shuttles

(http://www.tecr.com/galactica/capships/destroyer.htm)

It looks almost exactly like the normal battlestar, the only major difference is the lack of the side landing pads. The modification of the existing model woulddn't require much work, as the shapes of this vessle are fairly simple.

[Image: Vxqj04i.gif]
Reply  
Offline Dab
02-08-2007, 02:18 AM,
#113
Member
Posts: 9,570
Threads: 320
Joined: Aug 2005

Okay, energy balance needs fixed a bit..


Order MkII Battleship Turret

Name - Damage (Dmg Per Second)
Hull Damage - 2,250 (1,125)
Shield Damage - 1,125 (562.5)

Range - 1,956
Refire - 2.00
Speed - 1,222
Energy Usage - 30,000


Basic Battleship Turret

Name - Damage (Dmg Per Second)
Hull Damage - 1,700 (850)
Shield Damage - 850 (425)

Range - 1,833
Refire - 2.00
Speed - 1,222
Energy Usage - 8,000


Rheinland Battleship Defense Turret

Name - Damage (Dmg Per Second)
Hull Damage - 1,800 (900)
Shield Damage - 900 (450)

Range - 1,956
Refire - 2.00
Speed - 1,222
Energy Usage - 11,000


Kusari Battleship Primary Turret

Name - Damage (Dmg Per Second)
Hull Damage - 1,840 (920)
shield Damage - 920 (460)

Range - 1,956
Refire - 2.00
Speed - 1,222
Energy Usage - 11,000


Liberty Battleship Primary Turret

Name - Damage (Dmg Per Second)
Hull Damage - 1,980 (990)
Shield Damage - 990 (495)

Range - 1,833
Refire - 2.00
Speed - 1,222
Energy Usage - 12,000


Liberty Battleship Secondary Turret

Name - Damage (Dmg Per Second)
Hull Damage - 1,960 (980)
Shield Damage - 980 (490)

Range - 1,894
Refire - 2.00
Speed - 1,222
Energy Usage - 12,000


Bretonia Battleship Tertiary Turret

Name - Damage (Dmg Per Second)
Hull Damage - 1,940 (970)
Shield Damage - 970 (485)

Range - 1,833
Refire - 2.00
Speed - 1,222
Energy Usage - 11,800


Cerberus Battleship Turret

Name - Damage (Dmg Per Second)
Hull Damage - 3,560 (1,780)
Shield Damage - 1,780 (890)

Range - 2,040
Refire - 2.00
Speed - 850
Energy Usage - 50,000


Battlerazor

Name - Damage (Dmg Per Second)
Hull Damage - 61,000 (30,500)
Shield Damage - 30,500 (15,250)

Range - 1,800
Refire - 0.50
Speed - 450
Energy Usage - 450,000



Energy usage per 1 hull damage (Using Per Second hull damage/Energy Usage);

Order MkII Battleship Turret - 26.6
Basic Battleship Turret - 9.41
Rheinland Battleship Defense Turret - 12.22
Kusari Battleship Primary Turret - 11.95
Liberty Battleship Primary Turret - 12.12
Liberty Battleship Secondary Turret - 12.24
Bretonia Battleship Tertiary Turret - 12.16
Cerberus Battleship Turret - 28.08
BattleRazor - 14.75


At 450,000 Energy Usage

Battlerazor - 30,500 Damage - 450,000 Energy Usage
Bretonia Battleship Tertiary Turret - 37,006 Damage - 450,000 Energy Usage
Order MkII Battleship Turret - 16,917 Damage - 450,000 Energy Usage


You can use the Rheinland/Liberty/Bretonia turrets and get more damage than the battlerazor for the same energy usage. This allowed you to use infernos occasionally and Battlerazors occasionally while firing these almost non-stop. Order MkII turrets do almost half the damage of Battlerazors for the same energy usage. Use 6 of these, and your energy plummets, making anything else being used, useless.

Either we need to reduce the Order turret's energy usage to around 14,000-15,000, or increase the other turrets energy usage to around 26,000 - 29,000.

[Image: DFinal.png]
Reply  
Offline wolf
02-09-2007, 05:33 AM, (This post was last modified: 02-09-2007, 05:38 AM by wolf.)
#114
Member
Posts: 2
Threads: 0
Joined: Feb 2007

Halle system, Elbe station, crashed when i clicked on a rumour in the bar. I was suppose to talk to a robot if that helps.
Also there are no missions nor goods to buy.
Reply  
Offline Qunitinius~Verginix
02-09-2007, 06:05 AM,
#115
Member
Posts: 2,777
Threads: 61
Joined: Aug 2006

That station is in a empty system. It will remain empty until a player puts some contentent in it or Igiss Decides to go on a spree and fill all the empty systems.

Verginix Out

[Image: qvsigaz9.gif]
  Reply  
Offline Koolmo
02-09-2007, 10:03 AM,
#116
Member
Posts: 1,662
Threads: 65
Joined: Sep 2006

So, can I assume that Liners are safe to pirate in, now that they're fully GB qualified? Good to make the change, although my gun config will need some work.

<span style="color:#FFFF00">&quot;General Solo, is your strike team assembled?&quot;
&quot;Barely, they're pretty drunk.&quot;
</span>
SCRA Recruiting--SCRA Feedback--SCRA Message Dump--SCRA Faction Status
Jack Handey Wrote:I can picture in my mind a world without war, a world without hate. And I can picture us attacking that world, because they'd never expect it.
  Reply  
Offline Dab
02-09-2007, 01:30 PM,
#117
Member
Posts: 9,570
Threads: 320
Joined: Aug 2005

I believe Igiss classed them as Civilian Cruisers, which would put them in the cruiser category.. Cruisers can't pirate. But Liners are open game to cruisers and battleships, unlike the transports.

[Image: DFinal.png]
Reply  
Offline Igiss
02-09-2007, 02:53 PM,
#118
Discovery Creator
Posts: 3,178
Threads: 578
Joined: Jun 2005

Cruisers are Gunboat-class vessels (now). I doubt that they are RP-suitable for actual pirating.
Reply  
Offline Korrd
02-09-2007, 04:12 PM,
#119
Member
Posts: 3,714
Threads: 241
Joined: Aug 2005

' Wrote:ok here is a few more from my members for me to post on here
maxx22 Added 30/01/2007 14:27:24

This might sound weird & i?m not a programmer -so be nice.
What about adding a rogue/alien invasion fleet showing up in a random system, make this a module/mission able to be turned on & off by admin. Make them in the newer systems as not to screw with the games original systems or mod itself. This way, we all have to pool our resouces & skills to come together & attack or ambush this alien invasion fleet. Set it up like a small tactic war. We would put all disputes to the side, to defend our way of life. It would be a good way to get everyone together once or twice a year or more. Kind of like your carnage nite but against the computer/server.
Start it out with rumor?s of strange sightings & missing ship convoys, etc. Give out medals or death certs. depend on how well we work together? OK, I played alot of wing commander & X-beyond, but it would add a twist to the game every now & then.
Just a thought,it might not be do-able, but it?s a idea?
Cmdr-Adama Added 30/01/2007 15:56:15

anyway i was thinking about the long time you have to travel from the one end of the sirius system to the other end... can?t we add something like light jumps and that you have to buy fuel for it or something so you can not jump unlimited and jump away anytime you want... it should be a nice adding to the game i think...

also it would be fun if you can get cloaked or something so nobody can see you for a time... great to escape a battle or to attack somebody without he notices... anyway... you should buy a cloaking device (do not make it to expensive or to sheap and it has also to be limited that you cant stay cloaked for always...

Just some crazy ideas which i made up when im sleeping ... Tell me what you guys think


*****Now i am not to sure i want cloacking device lol, but some good ideas here****
Cheers
There will be no cloaks. It has been discussed before. Cloaks would spoil the game.
The "Warp" engine has been discussed before. It can't be done because of FL game engine limitations.
For the alien invation... that can be done by players as a huge RP event. I think that it would be quite difficult to add it to the mod.

' Wrote:subject: Widescreen resolutions

This has been annoying me greatly now, because i cannot play FL in widescreen (resolution 1400 x 900) because when i manually change the resolution, all the buttons at the top go off screen.:(. Is there any way to fix this by adding a option for widescreen resolutions in the options menu which actaully works properly?
Not possible. Its a game engine limitation. The game was not designed with Wide screen in mind.

[Image: 3cfefe54.jpg]

Server Status | Server Rules | Players Online | Player Rankings | Freelancer Account Manager
(If you find any mistake in my English, please let me know via a PM)
(Really, I speak terrible English, so please, tell me if I make mistakes. I'd like to improve it a bit Smile)
  Reply  
Offline endlessvoid
02-09-2007, 10:59 PM, (This post was last modified: 02-09-2007, 11:02 PM by endlessvoid.)
#120
Member
Posts: 98
Threads: 13
Joined: Jan 2007

Omega 15. Going to New Berlin by taking Jump Holes thru Omega 56 and Halle.

Reputation with Rheinland Police and Bounty Hunters are Full Green.

Entered Omega 56. Neutral Bounty Hunters Guard.

Entered Halle. Hostile Rheinland Police Guard.

Why? Im missing something?:(

[img=http://img77.imageshack.us/img77/5634/why1yl6.th.jpg]
[img=http://img217.imageshack.us/img217/9377/why2pu5.th.jpg]
[img=http://img403.imageshack.us/img403/9099/why3bh9.th.jpg]

&quot;Cardamine! Cardamine! Everybody Wants CARDAMINE!&quot;
Reply  
Pages (13): « Previous 1 … 9 10 11 12 13 Next »


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode