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Suggestion on Capship changes

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Suggestion on Capship changes
Offline Why?
04-08-2008, 05:54 AM, (This post was last modified: 04-08-2008, 05:56 AM by Why?.)
#21
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Posts: 141
Threads: 3
Joined: Mar 2008

Have to disagree about the transport part. They need to be beefed up. When you spend that much on a ship, and then more on the cargo, it must be able to survive some stuff. I like the way the current ones are now.

Also think there needs to be larger transports, more expensive, more hull, guns, and cargo space.

I mean how long would it take for someone to think of gutting a battleship out and using it to haul cargo?

And Freelancer supposedly can support 32 guns on a ship. The biggest battleships in Disco have only 16 guns.

Oh, and since Ghost brought up Khaos Prime, I am almost positive it was the first modded FL server. It opened its doors the day FL came out, and started modding very soon after.

Hmm, where have I come? Why does it seem so familiar to this one?
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Offline sovereign
04-08-2008, 06:12 AM,
#22
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Posts: 3,893
Threads: 38
Joined: Feb 2008

You obviously have never tried pirating. It's barely possible as is... your wish to beef transports is understandable if you haven't tried pirating. Either beef transports and let caps pirate, or nerf transports- option A leads to no one using fighters, option B leads to good, nice, engagements, and hopefully proper RP. I say B > A.

[Image: SCRAgenderheuristics.png]
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Offline Why?
04-08-2008, 07:59 AM,
#23
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Posts: 141
Threads: 3
Joined: Mar 2008

It doesn't lead to proper rp. It leads to single pirates just saying,"pay er die" to everyone they see. That isn't good rp by anyone's definitions.

However with 2 good pirates, pirating anything is easy. Even my Luxury Liner, something that is very difficult to do.

That is proper role play. Teaming up to take down difficult targets. Not just allowing anyone to do it easily.

Being a pirate should not be easy. It should take practice and at least 1 teammate to be able to pirate everything you see.

However there should be larger transports as well. As I mentioned, someone would eventually think of gutting a cap ship.

With the cap sip idea, several problems are already solved. There is already a model, a design, a hitbox, etc. Plus every faction has some cap ship that could also be used as a transport, ala instant variety.

So instead of everyone flying trains, they could fly the modified cap ships that are now transports.

Make the things cost 250 million and have a 10,000 hold. And a good hull and better shields.

Then you would get teams of pirates, which is how it should be done anyways. 2 or 3 bombers would be able to pirate anything. And with that large hold, they could probably get the traders to pay a bit more to keep from being blown up.

Plus, 10,000 of anything is gonna cost the trader, so just being destroyed and rebuying is not gonna be a pleasant option. So traders would be more willing to negotiate with pirates.

Add to that some variety in the trade routes, and the Sirius Sector becomes a much more interesting place.

Hmm, where have I come? Why does it seem so familiar to this one?
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Offline Varyag
04-08-2008, 04:46 PM,
#24
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Posts: 1,336
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Joined: Dec 2007

I pirate is a slipstream with moderate success, you don't NEED a bomber.

Basilisk

[Image: RHShroom2.png]
"I looked up and all I saw was green death"
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Offline sovereign
04-09-2008, 04:18 PM,
#25
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Posts: 3,893
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' Wrote:I pirate is a slipstream with moderate success, you don't NEED a bomber.

Basilisk

Then either the traders you encounter don't bother with the Adv. Transport shields, which I don't think you can break the regen of too easily, or you are a god.


And on the subject of weaker transports leading to 'pay or die', that's mostly from the fact that traders realize how much damage their guns do and don't let you RP anything. Nerf the level 4 guns, lower the armor so both traders AND pirates have to worry, and then you have some good RP.

Seriously- the only thing that can handle the crazy shields on transports are gunboats, Supernova antimatter cannons, and some three VHFs. Especially since traders like to abuse ZoI from well-RPing pirate types, while ignoring the fact that THEY SHOULDN'T BE IN MIFFING CHUGOKU!!!

[Image: SCRAgenderheuristics.png]
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Offline Muleo
04-10-2008, 06:57 PM,
#26
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Posts: 862
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Joined: Jan 2008

Quote:However there should be larger transports as well. As I mentioned, someone would eventually think of gutting a cap ship.

Yoda[T] trades in a Battlestar Advanced. I'm yet to come across him, but if I do, I'll let you know..

As far as RP goes, I think it does make sense that a trade ship should easily be beaten by a pirate. A trader's job is to run away from the pirate until the police/military can come help, not to take on a pirate head on.

In the golden age of Piracy, in the carribean, without escorts or a convoy, trade vessels were unable to defend themselves against a pirate ship. In the modern age, with piracy going on in the pacific, trade ships are a lot bigger than pirates, but they're still most often unable to defend themselves.

Pirates in the modern world, usually are nothing but a small motorboat, with a machine gun on it. They pray on tradeships in shallow straits that they must pass slowly, which is kind of like camping in front of a jump hole.

Making traders harder to kill would really just kill piracy... And without piracy, there's very little to do in this game...
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Offline sovereign
04-11-2008, 05:30 AM,
#27
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Posts: 3,893
Threads: 38
Joined: Feb 2008

' Wrote:Making traders harder to kill would really just kill piracy... And without piracy, there's very little to do in this game...

Mainly, there would be no pirates, then no lawfuls, then no unlawful militaries. That's bad. Making pirating a little easier should give things a nice kick in the rear and keep it rolling. Maybe have somebody actually clean up S-13 occasionally...

[Image: SCRAgenderheuristics.png]
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Offline Why?
04-11-2008, 05:51 AM,
#28
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Posts: 141
Threads: 3
Joined: Mar 2008

I just don't think pirating is that hard. It is not super-easy, and it shouldn't be.

But someone who is determined will be able to do it.

With 2 people acting as a team, that is an unstoppable force against traders.

And if anything, trader guns are worthless.

I have 11 of them. A decently flown VHF can take down my shields, and a bomber can kill me before I can get him.

Not that I have really tried to duel anything in it. Maybe I should to see if you are right.

Hmm, where have I come? Why does it seem so familiar to this one?
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