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  Discovery Gaming Community Discovery General News and Announcements
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Good and bad news
Offline Charos
08-18-2012, 12:49 PM,
#21
Member
Posts: 1,553
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Joined: Nov 2010

Surveyor MK I should produce fast (it takes 100 seconds to survey) and short-lived (7 days) coordinates and perhaps usable by transports.

Surveyor MK II, an average scanning module, that needs some time (500 seconds) to produce coordinates that last for 15 days. (Cruiser+)

Surveyor MK III which is the most advanced scanning module, takes alot of time (1000 seconds) to produce coordinates for 30 days. (Cruiser+)

Accuracy doesn't really matter since they always ended up 5-10k from the survey point made by any module. This is just an idea though.

Remember our fallen, we are the Legion.
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Offline Prysin
08-18-2012, 12:53 PM,
#22
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When you mention "fixing" a issue with the docking system, do you refer to the bug were a ship docked can be forcibly teleported back to its "dock host" even if said ship docks at a station?

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Offline Psymple
08-18-2012, 01:41 PM, (This post was last modified: 08-18-2012, 01:42 PM by Psymple.)
#23
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Also, lololol the bug is back where when you land on a player base some of the goods in your cargo breifly disapear whilst you remain on the player base...

When you undock you have them, the moment before you dock you have them, once you dock they do not appear, as no longer in your cargo... (but still take up cargo space!)

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Offline Savannah
08-18-2012, 03:28 PM,
#24
Probation
Posts: 91
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Joined: Jul 2012

Great work Cannon, as always!

10 days ... Ufffff ...

Funny, but so low expiration term doesn't impact power trading. Jump a scannership with the jumper and rescan even twice a day. But for other purposes, both supplying and battle and fun uses it's way too little time... Even for selling coordinates business 10 days feels too low... Imho around 30 days sounds more reasonable balance of effort required to upkeep necessary coords alive.

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Offline Charos
08-18-2012, 03:36 PM,
#25
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Posts: 1,553
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' Wrote:Also, lololol the bug is back where when you land on a player base some of the goods in your cargo breifly disapear whilst you remain on the player base...

When you undock you have them, the moment before you dock you have them, once you dock they do not appear, as no longer in your cargo... (but still take up cargo space!)

You need to give them via trade window to another ship.

Remember our fallen, we are the Legion.
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Offline Syrus
08-18-2012, 06:06 PM,
#26
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' Wrote:The player owned bases have been updated to fix a fault whereby people could sell items to bases when the max stock was set to 0.
This probably caused the new "fix" of the MAX values:
- You can't sell more than the MAX value allows anymore.
This is good, but with it comes a new bug:
- When you sell more than the base allows the freight disappears. Nothing is added to the base, not even is it MAX'd out with the freight you sell, it just completly disappears.

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Offline Miranda
08-18-2012, 07:43 PM,
#27
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' Wrote:This probably caused the new "fix" of the MAX values:
- You can't sell more than the MAX value allows anymore.
This is good, but with it comes a new bug:
- When you sell more than the base allows the freight disappears. Nothing is added to the base, not even is it MAX'd out with the freight you sell, it just completly disappears.

We encountered this problem this morning and Cannon seems to have fixed it

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Offline Govedo13
08-18-2012, 08:01 PM, (This post was last modified: 08-18-2012, 08:40 PM by Govedo13.)
#28
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' Wrote:I'm happy to discuss or listen to views regarding the 10 day thing.
In the last systems 1 and 3 were useless, making them different would be nice. I guess people would go now for 3 only for trade/base supply- giving different kind of features for different surveys is the right approach.
' Wrote:Surveyor MK I should produce fast (it takes 100 seconds to survey) and short-lived (7 days) coordinates and perhaps usable by transports.
Surveyor MK II, an average scanning module, that needs some time (500 seconds) to produce coordinates that last for 15 days. (Cruiser+)
Surveyor MK III which is the most advanced scanning module, takes alot of time (1000 seconds) to produce coordinates for 30 days. (Cruiser+)
Same story with the accuracy- 1 worse, 2 mediocre,3 good
Make changes in the fuel consumption/time needed as well.
If we take 1 to have the features of current 2 then 6x for 2 and 12x for 3. Same for the goods needed to be produced in the base.
So for occasional jumping 1 and 2 would be good enough, for serious jumpers 3 would be the only option but on really higher price. I hope survey 1 to become finally available to transports as the info-card suggests too.

Also indeed travelling/base supply from more then 3-6 different spots using JDs with only 10 days survey time is not possible so slight changes would be more then appreciated.

May be the best approach to balance the jumping is to get together the people with huge jumping experience and discuss the options with them.

About the docking Modules- any plans to make heavy docking module that can serve GB or 2 snubs?

€œ
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)

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Offline RedEclipse
08-18-2012, 09:14 PM,
#29
Phoenix Godfather
Posts: 1,609
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IMO, better change this system on amounts of jumps per survey.

Like
mk1 - 50 jumps
mk2 - 70 jumps
mk3 - 100 jumps

And after that disappears. It's will be a fair nerf, same for all jumpers. Not alike current one.

Also, it's possible to make auto tractor while do survey? My B button gonna die.
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Offline Ipuvaepe
08-18-2012, 10:25 PM,
#30
Member
Posts: 984
Threads: 23
Joined: Aug 2010

' Wrote:The bad news is that jump coordinates have a life time of approximately 10 days after which they become unsafe to use.
Don't expect any more coords on my free jump list folks. I was actually surprised how many people would skype/PM me about it, and how many more would use them quietly (like a certain RM turtle who raided NY via my Pittsburgh coords). I digress, this is way too short and so I'm done.

Cannon, come ingame and play. Do you realize how hard it is to fit a battleship into the edge worlds asteroid fields? It can take two weeks just to do the omegas/omicrons with a mk II on a battleship with a dedicated fuel transport trailing you. Hell, it'd be quicker to do blind jumps for surveying than to do it normally now. Congratulations on nerfing something not even remotely overpowered - never done that before.

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