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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Idea for future mod

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Idea for future mod
Offline Taffic
10-21-2007, 11:32 PM,
#11
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Posts: 407
Threads: 8
Joined: Sep 2007

Void 2112 have some super-duper fast thrusters on board....they balance this with massive energy drain. Many love it - but I've always been heavy on the thrusters & found this aspect of their mod a pain. Some ships also fly faster than others

At the extreme they have a Robot LF that can fly & fire at 320 speed - faster than cruise lol

[Image: trafalgartaffic.jpg]
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Offline weylin
10-22-2007, 03:40 AM, (This post was last modified: 10-22-2007, 03:43 AM by weylin.)
#12
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Posts: 243
Threads: 43
Joined: Dec 2006

What if the faster accel one also increased strafing speed, but the overall max speed would be slower.


And if Igiss would rather not have this in the game, still, it would be nice to purchase different engine effects like on the freelancer universe.


The reason i got this idea for the engines is i was playing around with the player files on my server and gave my ship a escape pod engine, that makes you go like three times faster but its a bit a bit harder to come to a stop. My idea was somthing like this but toned way down. I wasnt thinking extreme changes between the two

[Image: freelancerblssig2od6.png]
[Image: 1001192422415di7.png]
[Image: outcast-pilot-3.png][Image: proud-to-be-Outcast.png]
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Offline Unseelie
10-22-2007, 04:33 AM,
#13
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i think...there was a mod that did that...but, it wasn't included because it broke some things.

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Offline ghostcat
10-22-2007, 04:47 AM,
#14
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Posts: 520
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Joined: Dec 2006

Piece of experience; changing the speeds around messes with the physics.

The contrails get all angular, autopilot gets confused, and turning gets irregular...

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Offline Qunitinius~Verginix
10-22-2007, 06:01 AM,
#15
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Posts: 2,777
Threads: 61
Joined: Aug 2006

An Interesting idea, having two different engines that make the accleration and ax speed different. I could definitly see this thing being popular. I would support this getting added into the mod.

Verg

[Image: qvsigaz9.gif]
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Offline Malaclypse 666
10-22-2007, 06:11 AM,
#16
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Posts: 3,634
Threads: 87
Joined: Sep 2006

Jeez, guys.

I speak from experience here.

The Blue Knights Server virtually imploded overnight, people leaving in droves, because the Admin there started offerring this "uber" stuff. Uber shields, uber engines, invisibility cloaks...

I like my crappy little engines and shields just fine, I do. There's enough new goodies coming with the next Mod to keep you all happily experimenting and tweaking for months and months.

A resounding "no thanks", if you please.

Mal

[Image: malsig_alt1.png]
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Offline Qunitinius~Verginix
10-22-2007, 06:21 AM,
#17
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Posts: 2,777
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You do have a point there Mal. I remember looking over the forums and seeing how it was falling apart. People like 'Mr Bean, whow as the 'Cowboy' of Sirius wanted a cloak so he could kill at the RP 'pu****s' and that he wanted a battleship with 85 guns.

It was really quite sad. But this upgrade is not going to be like that Mal. It would be like trading accelteration for a little more speed or speed for a little more acceleration. Nothing too 'uber' or '1337' here.

Verg

[Image: qvsigaz9.gif]
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Offline BestFlyerHere
10-22-2007, 07:17 AM,
#18
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Posts: 1,409
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Joined: Sep 2006

I doubt this could be done. Unless I'm mistaken, there's no variable for engine acceleration. So... acceleration idea, although it was a good one, gone.

Sure, we could make them different speeds, but everyone would only buy the fast one, so it's exactly the same situation as before.

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Offline weylin
10-22-2007, 05:31 PM,
#19
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Posts: 243
Threads: 43
Joined: Dec 2006

IF thats the case then forget the whole idea. I just thought there was a variable for it due to the properties of that hidden escape pod engine

[Image: freelancerblssig2od6.png]
[Image: 1001192422415di7.png]
[Image: outcast-pilot-3.png][Image: proud-to-be-Outcast.png]
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Offline Taffic
10-22-2007, 07:28 PM,
#20
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Posts: 407
Threads: 8
Joined: Sep 2007

All too often I agree with Mal on game balance issues - just how many variables do you need??

You can regulate acceleration by changing the weight of the ship. This is why the sabre strafes like a dream and a train doesn't.

I also know that Void-2112 had diff sorts of engines (for choice & all) but players usually used only a very limited selection (#cough# Robot Thruster #cough#) and most of that game choice lay dormant as merely past ideas that had merit at the time. In actual fact here on Disco (with the RP bent) you see much more diversity as the focus isn't on kill stats i.e. dock camping to blow up traders. Am I being to harsh? :unsure:

So yes (I'm sure) the coder_gurus could do it, but with practically every faction represented & most weapons used I'm quite happy as it stands

[Image: trafalgartaffic.jpg]
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