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Patch When? #1 - Dev Diary - Cloaks

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Pages (5): « Previous 1 2 3 4 5 Next »
Patch When? #1 - Dev Diary - Cloaks
Offline Redcroft
09-18-2023, 10:54 AM, (This post was last modified: 09-18-2023, 11:27 AM by Redcroft.)
#31
Freedom Fighter
Posts: 429
Threads: 43
Joined: Aug 2013

If you dont need any tech that disrupts the cloak thats just stupid! It was already bad when the magical beep warning was added without any tech needed for it, now this? Please no more magic!
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Offline Nomdszoner
09-26-2023, 01:25 AM,
#32
Member
Posts: 7
Threads: 1
Joined: Mar 2022

This is really going to make me miss the old "happy" way of playing, because for me this module is something that is used to make me feel better (like when I open fire, and sadly those highly skilled pilots almost dodge the shells I fire.)

I think it's a bit too strict for battleships, I like that assassin out of thin air gameplay.

I'll just have to change the way I fight, for example I'll start pointlessly firing (yes, it's almost impossible to hit the target) cannon fire from 4.5K away, projectiles to liven up the player's combat atmosphere, and these cannonballs may have some "cool" projectiles inside that interfere.

[Image: g6NrKG2.gif]
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Offline Kosa
10-09-2023, 06:05 AM,
#33
Member
Posts: 378
Threads: 82
Joined: Dec 2011

To be honest this pretty much makes cloaks useless. Wasting a CM slot for something that will only 'reduce' others scanner range and eats up fuel like crazy is a huge nerf IMO. Especially the transports 3k where butt cloaking was never an issue anyways.

Sorry for the negative feedback guys but this is a HARD -1 from me Sad

[Image: unknown_alpha.png]
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Offline Egon Bigmemes
10-09-2023, 06:36 AM,
#34
Member
Posts: 1,688
Threads: 106
Joined: Mar 2009

gonna have to agree, no point in them now. axe em and disruptors if youre not willing to revert the change
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Offline Greylock
10-09-2023, 09:28 AM,
#35
Buttcloaker Extraordinaire
Posts: 738
Threads: 72
Joined: Mar 2018

I like how buttcloaking hasn't been a real issue in years (I was the biggest buttcloaker on the server for a while) and they only just now got around to nerfing it into the ground.

Let my user title serve as a reminder of better days, boys.

[Image: dqsrBM1.png]
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Offline Kosa
10-09-2023, 11:35 AM, (This post was last modified: 10-09-2023, 11:40 AM by Kosa.)
#36
Member
Posts: 378
Threads: 82
Joined: Dec 2011

(09-16-2023, 12:18 AM)Lachtraube Wrote: I think it would be better to have no power after cloaking like you already have after cruising.
That would also stop the problem and the cloaks would still have their purpose.

This sounds like a reasonable idea!

[Image: unknown_alpha.png]
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Offline Alpha
10-09-2023, 12:03 PM,
#37
Member
Posts: 98
Threads: 34
Joined: Aug 2018

Xeno Relics is needed to make Cloaking devices?

All houses will smuggle Xeno Relics from Corsairs now to make cloaking devices lol
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Offline Alpha
10-09-2023, 12:14 PM,
#38
Member
Posts: 98
Threads: 34
Joined: Aug 2018

Tbh, This is a lot of materials needed to make cloaks, you are making it harder for us to play and enjoy the game.

Why should I get al these list of materials for just a small cloak for a fighter ship?

how much time does it take from me to make one small cloak now and how much should I sell it then?

and how much can I make if I trade ore for same time?
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Offline St.Denis
10-09-2023, 03:56 PM,
#39
Member
Posts: 100,612
Threads: 1,347
Joined: Dec 2011

I have no idea who came up with these figures/requirements, but they have now made the costs of making items and therefore the selling prices obscenely high.

Light Cloak
Material - Amount - Cheapest price - Total Cost
Indust Mat - 15000 - 7 - 105000
Robotics - 15000 - 8 - 120000
Super Alloy - 10000 - 11 - 110000
Superconductors - 10000 - 12 - 120000
Nanocapacitors - 10000 - 12* - 120000
Bio-Neural Proc - 5000 - 29 - 145000
Copper - 10000 - 60* - 600000
Gold - 10000 - 60 - 600000
Platinum - 10000 - 60 - 600000
Xeno relics - 7000 - 60* - 42000
Azurite Gas - 3000 - 60* - 18000
Scientists 200
* best guess at price.

The price of Gold is at Arranmore's price. If bought from Planet New London, then it is 119
Total to build at cheapest price is: 2.58m (old currency = 258 million). NL prices = 3.17m (317m)

This is take at the cheapest price found in Sirius. So those prices are going to go up the further you are from the point of cheapest purchase.
The price of Gold is at Arranmore's price. If bought from Planet New London, then it is 119

The MkIIA is even worse:
Cheapest price = 6.98m (698m) or 8.16m (816m), to make with no profit.

Seeing as a Light Cloak was selling for between 100-150m and a MkIIA for 300-400m, this is a huge increase in price and it doesn't include any profit.

And with the Cloaks having been reduced in effectiveness, I really can't see anyone wanting to a) build many of these and b) buy many of them.

If this was actually thought out and not a case of numbers/commodities plucked from thin air, I would be greatly surprised.

'I would like to be half as clever as some people like to believe they are'
Life is full of disappointments, it is how we handle them that helps to define us, as a person
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Online TheSauron
10-09-2023, 04:06 PM,
#40
Local Gaian
Posts: 2,466
Threads: 358
Joined: Aug 2013

(10-09-2023, 03:56 PM)St.Denis Wrote: Copper - 10000 - 60* - 600000
Gold - 10000 - 60 - 600000
Platinum - 10000 - 60 - 600000

Aren't all three of these (which seem like the biggest offenders, adding 1.800.000m credits to the end price) refinery products? These are likely to become much more affordable once people set up their refinery operations.


One MD Admiral
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