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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Diversity in transport weapons

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Diversity in transport weapons
Offline mohr
09-17-2007, 03:55 AM,
#11
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Well, since we are on the topic... I have a very dumb question. :crazy: Can pirate/corsair/outcast ID owners fly transports? I only ask this because I was thinking of making two train like ships that that would only be piloted by owners of the said IDs; i.e. one will be outcast style the other corsair/pirate style. This question shows all too clearly how long it has been since I actually played... :$

Anyways, just want to know so I don't make arbitrary transports. Thanks!

Mohr

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Offline Gamazson
09-17-2007, 03:56 AM,
#12
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Techically against the rules but I have never been sanctioned for doing so

AKA Nexus
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Offline Eppy
09-17-2007, 04:03 AM,
#13
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I think that's sort of accepted as a little miswrighting in the IDs. Why shouldn't an Outcast fly a transport? Someone has to move the Cardamine!

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Offline onca
09-17-2007, 05:29 AM,
#14
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' Wrote:Well, since we are on the topic... I have a very dumb question. :crazy: Can pirate/corsair/outcast ID owners fly transports? I only ask this because I was thinking of making two train like ships that that would only be <snip>
Well I guess it's like this.... here in Queensland it is illegal to own a rabbit (AU$10,000 fine). However you can go into any pet store and buy rabbit food, rabbit houses, rabbit books.........

(Now back to our scheduled program)
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Offline Drake
09-17-2007, 05:50 AM,
#15
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Joined: Jun 2007

There's going to be a Smuggler ID in the new version, so have an Outcast tagged, Smuggler ID'd character. Reason enough to have pirate transports.
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Offline Mr_3ppozz
09-17-2007, 12:39 PM,
#16
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I do agree we need some more transport guns, keep damage low there not for fighting... make some weapons that can scare of the pirate's. Something that does good shield damage, but not that much hull damage, high range and high energy usage (especcially for transports, there powerplant is always idle)

Best is to go on with the Transport MK x series, get a 5 6 and 7 ready ^^ but make sure they eat more then enough power so its not an " click and aim" turret, you need to be carefull where and what you shoot...

Dont go over the top but make sure its usefull to fend of an attack, dont make it strong enough to win an attack...

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Offline Jinx
09-17-2007, 01:00 PM,
#17
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i d like to see passive weapons on transports.

something like :
missiles (with or without ammo, i don t care) that do not requipre a hell lot of skill to shoot - cause traders don t spent their time practicing. - that do not really crush an attacker, but do something like - disrupt their hud ( so the aming gets messy ) drain their weapon energy, spin them around (yay, throwing rocks at large cap ships!)

anything to give a trader time to make an escape - but not too much. its a trader after all. if it was fantasy, i d say something like darkness powder - doesn t hurt, but confuses someone enough.

also something that would be nice is - mines that send IFF signs. imagine a transport making an escape and popping multiple IFFs that head into several directions ( might be torpedo sized and speed ). of course doesn t work when the transporter is in visible range - but hey - it helps when the transporter is on the edge of the sensors.

i guess you get the point, don t give a transport even more offensive powers - they allready have more than they deserve. they specialize in ONE category, which is having a large cargo hold. they should not specialize in others like having a good weaponloadout, armor and all. ( i d still like the idea of anything 1k+ cargo with like a max of 2k armor and a max of 2k shields, so they would stay away from pirate jump points nicely or bring an escort to clear bandits ahead )

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Offline Mr_3ppozz
09-17-2007, 02:06 PM,
#18
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I agree with you there Jinx, dont give them more offensive powers, merely DEFENSIVE.

Get something to take the shields down... mount some other turrets to do damage to hull, but dont make it too powerfull, just enough to make sure a single pirate will pay dearly if he uses the wrong tactic.

Point is simple.... traders are for making money, not killing every single thing they come across.. thats what a ALL THE OTHER SHIPS are for:)

Trying to make a life in the Sirius Sector

The story continues - Birth of Fortune, Homegrown happiness
Got any questions, ideas, comments on the story, click here

The life of a young OSI transport pilot
For all questions, ideas, comments and everything else on this story


"War. War never changes. Since the dawn of human kind, when our ancestors first discovered the killing power of rock and bone, blood has been spilled in the name of everything, from God to justice to simple, psychotic rage."
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Offline Unseelie
09-17-2007, 03:02 PM,
#19
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Posts: 4,256
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i have a problem with the idea of a transport ever trying to engage, or scare off a pirate.
any fighter should be able to dance circles around a transport....and using the guns on the transport, is a sign of imminent death: transports simply can't, and shouldn't be able to fight.
the only sort of weapons that makes sense for a transport are weapons that help you run.
i only have a cd mounted....because, its rear firing, and can let me get away....and is great fun....cd the pirate :lol:

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Offline Doom
09-17-2007, 03:20 PM,
#20
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Posts: 1,694
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Joined: Apr 2006

why trade ship wouldn't be able to defend it self?...at least to some extent...
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