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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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[Opinion & Poll]: Storm in Kepler

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Poll: Kepler Storm
You do not have permission to vote in this poll.
Remove completely
14.55%
8 14.55%
Keep, but remove damage
12.73%
7 12.73%
Keep, allow for story progress
72.73%
40 72.73%
Total 55 vote(s) 100%
* You voted for this item. [Show Results]

Pages (3): « Previous 1 2 3 Next »
[Opinion & Poll]: Storm in Kepler
Offline Treewyrm
02-15-2022, 01:50 PM,
#11
Alchemist
Posts: 2,084
Threads: 61
Joined: Jul 2007

Before it gets better it'll get worse, much worse. For anyone who paid any attention to things appearing in the system this won't come as a surprise.
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Offline Skorak
02-15-2022, 02:05 PM,
#12
3x Custom User Title
Posts: 4,422
Threads: 503
Joined: Mar 2008

(02-15-2022, 01:32 PM)James Greed Wrote: A hazard acts as a hazard. Colour me surprised.

I could imagine it being a problem to nomad and infected snubs who dock on the Wyoming. Loosing a few bots there is probably a headache, rushing towards a fight.

If you can get over being pirated for a few million credits, a storm mugging you for repair money won't break the bank.

Is it very bad? I could make an exclusion path that eliminates radiation on a certain line if it is.

I did set the radiation to what felt like a noticeable but not very harmful amount and made exclusions near stations. The lanes also move you very fast causing almost no damage to traders passing through.

[Image: 4M4UTts.png]
[Image: IDgpvpG.png][Image: T5nJFSb.png] [Image: R2wbzfN.png] [Image: dAW1eot.png111] [Image: R2wbzfN.png] [Image: OECngVP.png77] [Image: R2wbzfN.png] [Image: 7ODm3kk.png33] [Image: R2wbzfN.png] [Image: RKgpLfI.png88]
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Offline Vitoniz30
02-15-2022, 02:15 PM,
#13
Humanity's Shield
Posts: 687
Threads: 134
Joined: Nov 2012

I am completely fine with having hazardous space and see nothing bad in having immense radiation in Kepler. Moreover, I would like to see more random areas in space, especially border/edge worlds with minefields, a volatile gas field which really do damage, clouds with completely disabled scanners, systems like old Omicron Chi with powerful radiation and ultimately deadly gas field etc.
In my opinion, modern disco lacks in-space danger, except Kepler and systems like Omicron Major.

[Image: uKgKrP1.png]
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Offline Miaou
02-15-2022, 02:31 PM,
#14
Cat Pilot
Posts: 1,642
Threads: 131
Joined: Mar 2009

You mean the system we knew had a terrible dark matter storm coming to it got said storm? Oh geez, it's as if there's not a way around the sy-

Oh right Galileo exists.

This discussion and "poll" is made with a heavy bias and appears to just be fishing for any excuse to change something the op doesn't like by looking for people who agree rather than actually seeing how the community feels. There is an air of entitlement given that really shouldn't exist.

Most PoBs in that system we're made after the storm was announced or after it was already there. The "damage" it causes to ships is negligible. People choose to gather in that system. If you don't like standing next to an active hazard then you can just go elsewhere.

The radiation from Wyoming to Ames is fine. There's enough pockets in that system for people to hover themselves in.

Don't make something that is supposed to be a hazard and story point ignorable. We should be adding more interesting things like this, not watering them down.

Characters & Stories
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Offline James Greed
02-15-2022, 02:37 PM, (This post was last modified: 02-15-2022, 02:39 PM by James Greed.)
#15
okay
Posts: 1,125
Threads: 99
Joined: Mar 2013

(02-15-2022, 02:05 PM)Skorak Wrote: Is it very bad? I could make an exclusion path that eliminates radiation on a certain line if it is.

I did set the radiation to what felt like a noticeable but not very harmful amount and made exclusions near stations. The lanes also move you very fast causing almost no damage to traders passing through.

It's not that bad. If the damage does get ramped up through some story, then it might be worth considering a safer, radiation free :tm: path. Depending on circumstances.

[Image: Greed.gif]
Greedback

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Offline Starfliers
02-15-2022, 02:37 PM, (This post was last modified: 02-15-2022, 02:39 PM by Starfliers.)
#16
Return home alive, Pilots
Posts: 489
Threads: 48
Joined: Aug 2021

Being one of the player base owners in Kepler, I have some thoughts.

I'm a strong advocate for having deadly terrain, systems, fields, you name it. I agree with what Shinju said, make the storm more brutal. I've seen far to many fields with that flashing radiation damage symbol and have nothing happen. It's why I like Kepler and Puerto Rico so much. There's an actual danger.

It's been close to a year since the gates reopened to Kepler. I setup my base there for Rp reasons inclusive of the storm. Now, there's rp reasons developing to get out of Kepler. Funny thing is, ooRP I don't want to move if the day after I do, a patch comes along clearing the storm. Not sure how long the story teams intend on having the storm plague Kepler, but it's been a while.

My vote will be cast on developing the story more with Kepler. To be honest, I don't remember why Kepler has the storm, related to Alberta or something? I joined DIsco a some months before the gates reopened, so I'm not privy to the story of the storm. If they decide to ramp up the brutality of the storm, good. Personally, that's bad for me. Because my station sits just outside the no damage safe zone around Ames and will damage those supplying / visiting my station.

(02-15-2022, 01:50 PM)Treewyrm Wrote: Before it gets better it'll get worse, much worse. For anyone who paid any attention to things appearing in the system this won't come as a surprise.

Oh I've noticed.

[Image: PVArGCT.png]

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Offline Y'berg
02-15-2022, 02:37 PM,
#17
Imperial Veteran
Posts: 436
Threads: 60
Joined: Sep 2017

I'd actually crank up the damage as well. It's supposed to be a hazard, afterall
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Offline Toaster
02-15-2022, 02:50 PM, (This post was last modified: 02-15-2022, 02:50 PM by Toaster.)
#18
Caution: Do NOT Insert Fingers
Posts: 3,139
Threads: 247
Joined: Sep 2010

Damage currently is fine. I'd take it easy with any increases.

As it is now and with the current story events going on in Kepler, it's easily possible for anyone involved to move around the system, investigate anomalies, hunt each other down, etc. without having to worry about exorbitant repair fees or accidentally losing equipment. However, it's still important to keep an eye on nanobots and equipment health in case you run into hostilities.

Increase the damage too much and anyone trying to engage with the system's story development may be forced to cluster around the safe zones like Ames - resulting in a weird, uncomfortable gathering of technically hostile factions all just trying to take refuge from the radiation. something something complaints about ames erp something something

Edit: Adding more hazards, scanner obstructions, etc. elsewhere would be neat.

Olivia Sable
On hiatus
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Online Kauket
02-15-2022, 03:06 PM,
#19
Dark Lord of the Birbs
Posts: 6,565
Threads: 507
Joined: Nov 2014
Staff roles:
Art Developer

Galileo exists

[Image: kauket.gif]
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Offline Aingar
02-15-2022, 04:10 PM,
#20
Armed to the Teeth Developer
Posts: 1,086
Threads: 65
Joined: May 2011
Staff roles: Coding Developer
King of FLServer

(02-15-2022, 01:00 PM)Mark_Brown Wrote:
(02-15-2022, 12:51 PM)Aingar Wrote: What is the realistic amount of money 'drained' by the damage? I honestly doubt it goes above 100k per run, which is pennies.

You are correct, however those pennies add up to those base owners requiring over 50k goods.
Then upkeep of Food, Water, Oxygen, and repairs every week.

Thousands turn into Hundreds of Thousands, then into millions.

Temporary/minimal impact for a pass through, heavy impact on a base owner.

Bellck

It might cause you to pay extra 5% of your original cargo costs. Main cost when doing stuff with a PoB is time, not money, I don't see you ever breaking 100mln total

You're using more time engaging in this discussion than it would take you to earn money to negate any costs.

Personally I'm all for more environmental hazards, maybe something that'd enable Freighter routes (other transports not small/agile enough to pass through the hazard without exploding.
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