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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Fuel

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Poll: Would you find Fuel Requirements a healthy Dynamic element for Discovery Economy?
You do not have permission to vote in this poll.
Yes
50.00%
60 50.00%
No.
46.67%
56 46.67%
Other, yet you don't ever post.
3.33%
4 3.33%
Total 120 vote(s) 100%
* You voted for this item. [Show Results]

Pages (7): « Previous 1 2 3 4 5 … 7 Next »
Fuel
Offline RAL
07-25-2011, 02:48 AM,
#21
Member
Posts: 382
Threads: 26
Joined: Jul 2009

If I can pirate it from others :P
  Reply  
Offline Gaz83
07-25-2011, 03:08 AM,
#22
Member
Posts: 572
Threads: 10
Joined: May 2009

No, fuel requirements would just end up being an annoyance.
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Offline Markus_Janus
07-25-2011, 03:13 AM,
#23
Gaijin Slayer
Posts: 1,949
Threads: 103
Joined: Jun 2008

If this were implemented I would like to see another catagory of fuels added for the ones that can be used but are not listed already.
I would suggest exotic fuels or something similar.

Samura Omotai Zaibatsu.
[Image: qz7DdPp.png]
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Offline Jinx
07-25-2011, 08:40 AM, (This post was last modified: 07-25-2011, 08:44 AM by Jinx.)
#24
skipasmiður
Posts: 7,685
Threads: 313
Joined: Sep 2007

well - we can start introducing fuel for snub craft to represent their short range capabilities. - if that works out it might be introduced for larger ships as well if required.

might go like that:

- fighters, bombers only
- fuel goes into the cargohold
- it perishes when the afterburner is used ( moderate usage ) and when cruise is used ( low usage )
- all in all - fuel would last for a 10 min fight or a 2 system flight in cruise
- fuel can be purchased in any station, but there are 5 different types of fuel
- generic fighters ( like the eagle ) can use all 5 types of fuel but have a higher consumption
- factionized fighters ( like templar ) can only use their house specific fuel but have more efficiency

- once fuel runs out: no afterburner anymore, half cruise speed at twice the charge time

the effect is that fighters cannot really leave their house space - unless they have a capital ship or transport with them that has stored larger amounts of fuel for them.

i could easily just copy / paste that suggestion to the dev board to be discussed.

[Image: just_a_signature_by_sjrarj-d63yjsx.png]
Shipdesigns made for DiscoveryGC
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Offline SnakThree
07-25-2011, 08:46 AM, (This post was last modified: 07-25-2011, 08:47 AM by SnakThree.)
#25
Member
Posts: 9,091
Threads: 337
Joined: Mar 2010

i think it would be better to do this with FLhook somehow. and simply use commands to buy something that makes your engine work. And to have different of usages for different ship classes.\

Dynamic economy - not with such game engine.

[Image: rTrJole.png][Image: LJ88XSk.png]
[Image: ka0AQa5.png][Image: QwWqCS8.png]
  Reply  
Offline Markus_Janus
07-25-2011, 09:27 AM,
#26
Gaijin Slayer
Posts: 1,949
Threads: 103
Joined: Jun 2008

' Wrote:well - we can start introducing fuel for snub craft to represent their short range capabilities. - if that works out it might be introduced for larger ships as well if required.

might go like that:

- fighters, bombers only
- fuel goes into the cargohold
- it perishes when the afterburner is used ( moderate usage ) and when cruise is used ( low usage )
- all in all - fuel would last for a 10 min fight or a 2 system flight in cruise
- fuel can be purchased in any station, but there are 5 different types of fuel
- generic fighters ( like the eagle ) can use all 5 types of fuel but have a higher consumption
- factionized fighters ( like templar ) can only use their house specific fuel but have more efficiency

- once fuel runs out: no afterburner anymore, half cruise speed at twice the charge time

the effect is that fighters cannot really leave their house space - unless they have a capital ship or transport with them that has stored larger amounts of fuel for them.

i could easily just copy / paste that suggestion to the dev board to be discussed.

I would not agree that a Liberty fighter could only use Liberty based fuel as fuel is fuel at least as far as H-Fuel goes.

I understand the wish to limit fighters and bombers to one house as it fits in with comments from another thread hanging around, but I still believe a Libertonian fighter could refuel in Bretonia as long as he has a place to land.
Freeports would also act as between house refuel points so trying to limit fighters in this way makes no sense in RP and sounds more like a limit suggested in the capship thread.

Also limiting fuel to house specific types really doesn't help those that live outside house space unless you will claim that all non house forces then use the same type of fuel, which is just weird when considering that the houses can't even come to a common type.
All up that just comes across as backwards to me.

Also what about the ones who RP using different fuel types all together?


Samura Omotai Zaibatsu.
[Image: qz7DdPp.png]
Reply  
Silver.2
07-25-2011, 12:23 PM,
#27
Unregistered
 

' Wrote:well - we can start introducing fuel for snub craft to represent their short range capabilities. - if that works out it might be introduced for larger ships as well if required.

might go like that:

- fighters, bombers only
- fuel goes into the cargohold
- it perishes when the afterburner is used ( moderate usage ) and when cruise is used ( low usage )
- all in all - fuel would last for a 10 min fight or a 2 system flight in cruise
- fuel can be purchased in any station, but there are 5 different types of fuel
- generic fighters ( like the eagle ) can use all 5 types of fuel but have a higher consumption
- factionized fighters ( like templar ) can only use their house specific fuel but have more efficiency

- once fuel runs out: no afterburner anymore, half cruise speed at twice the charge time

the effect is that fighters cannot really leave their house space - unless they have a capital ship or transport with them that has stored larger amounts of fuel for them.

i could easily just copy / paste that suggestion to the dev board to be discussed.


If fuel takes up cargo space...well, light fighters are basically screwed, right? I mean, they'd either have EXTREMELY short ranges, if you put any kind of reasonable armor on them. Hell, some ships, like the arrow, could literally NOT STORE FUEL, if you give it a standard mk. 8 armor upgrade.

Give ships a cargo space buff, if this happens.
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Offline Jinx
07-25-2011, 12:31 PM,
#28
skipasmiður
Posts: 7,685
Threads: 313
Joined: Sep 2007

hm - but light fighters ARE short range - aren t they?

and if armour is too heavy for them - maybe it gives a good reason ( for the first time ) not to equip the heaviest armour everywhere

mind you - fuel consumption might be adjusted of course - same with incompatible fuel.

so lets say - a AU8 LF can afterburn regularly ( since you only really burst the AB ) for like 20 min in a fight .... or cruise around 300k ..... while a AU4 LF can do 30 min AB and cruise like 400k


but thats the point of it after all - define whats long range and whats short range.

[Image: just_a_signature_by_sjrarj-d63yjsx.png]
Shipdesigns made for DiscoveryGC
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Offline Vladimir
07-25-2011, 01:05 PM,
#29
Member
Posts: 1,597
Threads: 39
Joined: Oct 2009

Yes yes yes please do it already. I miss fuel so much, so much.

[Image: 158aufs.jpg]
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Offline Hell Hunter
07-25-2011, 03:01 PM,
#30
Member
Posts: 1,487
Threads: 80
Joined: May 2009

What happens if you're a transport hauling the fuel?

[Image: discosig_zps7bb5682f.png]
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