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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Discovery 4.81 features, bugs & suggestions

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Discovery 4.81 features, bugs & suggestions
Offline Korrd
09-21-2006, 03:00 PM, (This post was last modified: 09-21-2006, 03:38 PM by Korrd.)
#31
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Posts: 3,714
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The idea behind the new 282 systems is a good one. It makes the mod, like a platform for others to mod.

See it like a "moddable" mod.

It's also logical as Igiss said. There has to be a bunch of unexplored systems out there. Vanilla FL limited you only to previously explored systems. Why not expand that to allow you to go and explore the galaxy for yourself?

I think that adding all those systems was a cool idea. At the point that my first cap ship will be a cruiser equipped for long range exploration. Sort of voyager from star trek. And i will finally will be able to "boldly go where no player has gone before..."

Also think in the RP possibilities all those systems add to the mod...

The only flaw i found with the new systems is the conduit patterns. They are arranged more like a matrix than a real galaxy... All the conduits between systems have almost the same length.

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Offline Teaboy
09-21-2006, 03:56 PM,
#32
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for those systems to be worth exploring korrd there needs to be lots of intresting things in each of them. items unique to bases, ships, etc.
Offline Korrd
09-21-2006, 05:17 PM,
#33
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Posts: 3,714
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Yes. I know. More content will be added as new versions are released. Then, it will be fun to explore. Also, the systems are hidden by default. If you don't want to see them on your map, don't explore them.

I've been reading the readme, and noted some unbalances on some ships.
Here is what i've found and some comments about it:

Readme.txt Wrote:Armored Transport  2/7      480    40000  180    2.050.000  Heavily armored transport
Transport          0/5      1000  50000  200    5.000.000  Transport
Large Transport    0/5      2000  80000  350    9.500.000  Large Transport
The Armored transport should have more armor than the Large and normal transport. After all, its a heavily armored version of the transports. That is, more armor in detriment of cargo space.

Readme.txt Wrote:LI Dreadnought      0/12    1600  420000  800  165.000.000  Liberty Dreadnought
Osiris              0/12    1500  400000  800  180.000.000  Order/Corsair Battleship
I've noted that the Osiris is more expensive than the LI dreadmought. But the LI dreadmought offers better armor and more batts / botts. Prices should be changed so the Dreadnought is more expensive.

Readme.txt Wrote:NO Battleship      0/15    1700  580000  1000  185.000.000  Nomad Battleship (Safe undocking from certain planets not guaranteed)
RH Battleship      0/16    1800  600000  1000  190.000.000  Rheinland Battleship (Safe undocking from certain planets not guaranteed)
I remember from the vanilla FL SP that the RH was building nomad battleship to replace RH battleship because those were more powerful that its predecesors. Now, here, the RH battleship is more powerful that the nomad one.
Either it is an upgraded version of the original RH BS (should be noted in the infocard) or the nomad BS hull should be increased to something like 620.000 or so. After all, nomads had more powerful ships than humans...

Readme.txt Wrote:Zoner Juggernaut    0/14    1700  500000  900  200.000.000  Zoner Heavy Battleship (Safe undocking from certain planets not guaranteed)
LH Spyglass        0/14    1600  475000  800  195.000.000  Lane Hacker "Spyglass" Battleship (Safe undocking from certain planets not guaranteed)
RH Battleship      0/16    1800  600000  1000  190.000.000  Rheinland Battleship (Safe undocking from certain planets not guaranteed)
NO Battleship      0/15    1700  580000  1000  185.000.000  Nomad Battleship (Safe undocking from certain planets not guaranteed)
Outcast Dreadnought 0/14    1600  450000  800  180.000.000  Outcast Heavy Battleship
KU Battleship      0/14    1700  560000  1000  180.000.000  Kusari Battleship
BR Battleship      0/14    1600  440000  800  170.000.000  Bretonia Battleship
LI Dreadnought      0/12    1600  420000  800  165.000.000  Liberty Dreadnought
BH Battleship      0/14    1500  360000  700  165.000.000  Bounty Hunter Battleship
Here, some pricing seems weird. Look at the zoner juggernaut for example. It is the most expensive ship in game, but not the most powerful one. The RH BS is more powerful and is cheaper. I think pricing could use a bit of a tweaking.

Readme.txt Wrote:Kadesh Freighter    2/6      190    4000    25    246.000    Middle-class freighter
Kushan Freighter    3/5      350    12000  80    1.515.000  Elite freighter
Taiidan Freighter  4/3      135    2600    18    122.500    Great ship for beginning traders
Raiders Freighter  2/6      400    15000  100    1.795.000  Heavy freighter
X-Shuttle          6/3      245    5600    35    440.000    Armored freighter
Camara              0/6      345    8900    70    812.000    Heavy freighter
Bactrian            4/4      280    8000    50    986.000    Corsair heavy freighter
Also, there are freighters that should be counted among the trading ships, not the fighters. As they are not fighters.

Readme.txt Wrote:Somtaaw SHF        2/5      160    30000  180    3.000.000  Super heavy fighter
Taiidan Bomber      4/0      62    10600  66    2.955.000  Agile and powerful bomber
RH Bomber          4/2      120    21800  145    5.120.000  Capital ship killer 
The somtaaw SHF should be categorized as a bomber (after adding the dual torp slots), and armor lowered to something arround 25000.
The Taiidan Bomber armor should be increased to a level around that of the other two ships shown here, say, 24000 or so. Also price should be increased. Its too weak to be used efectively as a bomber against a Capital Ship.

[Image: 3cfefe54.jpg]

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Offline Lightfoot
09-21-2006, 06:04 PM,
#34
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Posts: 221
Threads: 5
Joined: Jun 2006

Korrd,Sep 21 2006, 10:17 AM Wrote:The Taiidan Bomber armor should be increased to a level around that of the other two ships shown here, say, 24000 or so. Also price should be increased. Its too weak to be used efectively as a bomber against a Capital Ship.
[snapback]37583[/snapback]

Amen, Can't even dent the paint on a gunboat.

But, Great Paint Job on the Taiidan!

"Beau" Coup

<span style="font-family:Trebuchet Ms">Brotherhood of Light ~ Grenoble ~ Belfast

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</span>
 
Offline Teaboy
09-21-2006, 06:34 PM,
#35
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Posts: 237
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Joined: Jun 2006

So far, im very happy with the way the Affiliation works. Factions etc. :)
Offline Angel
09-21-2006, 06:41 PM,
#36
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Posts: 1,277
Threads: 95
Joined: Sep 2005

Well, you guys have to look at it this way, unless you really want too, threres no need to go out to all these systems. I might visit a few, but not all of them.

Because personally i don't want my Nav Map super cloged with systems.

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Offline Igiss
09-21-2006, 06:51 PM,
#37
Discovery Creator
Posts: 3,180
Threads: 578
Joined: Jun 2005

Quote:I've noted that the Osiris is more expensive than the LI dreadmought. But the LI dreadmought offers better armor and more batts / botts. Prices should be changed so the Dreadnought is more expensive.
Please don't mix nanobots and cargo hold size. The ships have same nanobot capacity (800). And Osiris is more combat-efficient.

Quote:Here, some pricing seems weird. Look at the zoner juggernaut for example. It is the most expensive ship in game, but not the most powerful one. The RH BS is more powerful and is cheaper. I think pricing could use a bit of a tweaking.
House battleship price listed there doesn't count turrets. So Rheinland battleship might as well be more expensive.

Quote:Also, there are freighters that should be counted among the trading ships, not the fighters. As they are not fighters.
They are listed in Freighters and Fighters section.

Quote:The somtaaw SHF should be categorized as a bomber (after adding the dual torp slots), and armor lowered to something arround 25000.
This ship never had a single turret slot, and surely never had two.

As for Taiidan Bomber and Armored Transport - some changes will be made.
Offline Teaboy
09-21-2006, 07:10 PM, (This post was last modified: 09-21-2006, 07:19 PM by Teaboy.)
#38
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Posts: 237
Threads: 23
Joined: Jun 2006

the only thing i would say about the new tag system, its very easy to achieve...
maybe you should make it so that you get the tag only if you get full green with the guardians or something?

also because its so easy, it only requires full green rep.... it is easily possible to gain the tag of a faction you dont want, and then it seems to be very hard to get rid of.
Offline DarkOddity
09-21-2006, 07:26 PM,
#39
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Posts: 931
Threads: 67
Joined: Aug 2006

I think the faction tags are working just fine IMO.

Now for the Order, the infocard still say sthey are terrorists.. Now my question is:

Are we playing Pre-Nomad Invasion? Or post Nomad Invasion? If we are playing post nomad invasion shouldn't they be a globally neutral lawful entity? Basicly you kill nomads and your rep goes up with them.. I noticed yesterday when working for my ID the more and more pirates I killed.. the more my rep with the Order went down (Now full red)

Also, is it possible to change the missions on Order bases to be against nomads instead of BHG?

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Offline Igiss
09-21-2006, 07:37 PM, (This post was last modified: 09-21-2006, 07:41 PM by Igiss.)
#40
Discovery Creator
Posts: 3,180
Threads: 578
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Yes, completely forgot about The Order infocard. Will fix that later.

Fate of The Order was a complicated one: Liberty refused to collaborate with them, and they had to rely on their own limited resources... and on Corsair and Zoner help. Their role in Nomad war largely remains unknown to general public, and yes, this faction is very close to being unlawful.

There are certain powers in Sirius that are interested in The Order to become extinct, and that's why they got Bounty Hunters against them.

Anti-nomad missions... tried to add them, but they won't work for some unknown reason.

Anyway... Beta 2 is available for dowload here:
http://discoverygc.com/files/Discovery48....zip.flmod
Soon I'm going to install it serverside.
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