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Offline Victor
07-22-2007, 11:05 AM,
#31
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Posts: 386
Threads: 11
Joined: Jun 2007

I think what Dab meant was create different sets of crews for different types of ships.

Mercs -> Gunboats

Experienced -> Cruisers

Veterans -> Battleships

Then Veterans won't fit on gunboats or cruisers, or Mercs on Battleshipts or Cruisers, etc.

Quote:then every base (planet, station etc.) should sell different crew member
like... BS as stations should sell soliders, pharmaceutical stations should sell medicals etc.

This is also a very nice thought... gives it some diversity. But why not give the fighters something as well ... like a co-pilot or a slot for 1 crewman, or something...


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Offline DxD
07-22-2007, 01:17 PM,
#32
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Posts: 19
Threads: 3
Joined: Aug 2006

' Wrote:I think what Dab meant was create different sets of crews for different types of ships.

Mercs -> Gunboats

Experienced -> Cruisers

Veterans -> Battleships

Then Veterans won't fit on gunboats or cruisers, or Mercs on Battleshipts or Cruisers, etc.
This is also a very nice thought... gives it some diversity. But why not give the fighters something as well ... like a co-pilot or a slot for 1 crewman, or something...

It Would be nice 2...
but...do you realy think anyone would expect co-pilot in light-fighter? maybe it's better for VHF only?... and yeah...BS could be sold only to persons with enough crew-members... it would be only way to get BS...
any idea how to make BS look different than other?...mine is to set aministrators as sellers of BS so it would be kind of name certification request..but instead you get ship:D... altough it would create mess 2...:wacko:
what do you think?



[56]

"There's nothing wrong with being a loser...It just depends how good you are at it" - B.J.A.
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Offline Victor
07-22-2007, 01:43 PM, (This post was last modified: 07-22-2007, 01:45 PM by Victor.)
#33
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Posts: 386
Threads: 11
Joined: Jun 2007

Well, it would make flying around in a BS more honorable... but people won't come to this Server anymore... Why impress someone to get a BS first rather than just going to another server that gives you a 1000 billion credits and buying yourself one...??

Although it would solve the BS whoring problem...:unsure:

What can be done though is to put a higher level requirement on Battleships... like level 80, or something... that would mean that you actually have to work for a BS.

But that's beyond the point... the changes discussed here would probably (if to be implemented) be in the next release of the mod - but think about it... no other server would have it... :sleep:

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Offline DxD
07-22-2007, 03:17 PM, (This post was last modified: 07-22-2007, 03:18 PM by DxD.)
#34
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Posts: 19
Threads: 3
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' Wrote:Well, it would make flying around in a BS more honorable... but people won't come to this Server anymore... Why impress someone to get a BS first rather than just going to another server that gives you a 1000 billion credits and buying yourself one...??

Although it would solve the BS whoring problem...:unsure:

What can be done though is to put a higher level requirement on Battleships... like level 80, or something... that would mean that you actually have to work for a BS.

But that's beyond the point... the changes discussed here would probably (if to be implemented) be in the next release of the mod - but think about it... no other server would have it... :sleep:

This is RP server... i don't mind cause they kill me if i'm order and they're xenos... how come they'll mind to have less BS?... it's insane...like... it would be the best if they would have to EARN their BS...and rest of us would be tankfull cause no one would be on mercy of those big chumps... (sorry if I offend anyone)... but nowadays is realy easy to get BS...and that sux.... so i sugest to improve the rolle of crew and to do something about getting BS...it's too easy... i mean...everyone got them... that's not cool
if it's Rp server... people wouldn't mind... (i don't recall in bretonia-kusari war only battleships... there are a lot of VHF... trust me... I involved for fun... and if you don't watch.. you could kiss yourself goodbye...)


any new ideas?


[56]

"There's nothing wrong with being a loser...It just depends how good you are at it" - B.J.A.
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Offline Othman
07-23-2007, 10:21 AM,
#35
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Posts: 2,011
Threads: 49
Joined: May 2007

There are already armor upgrades in game. And I dont think that agility could be changed during gameplay. At least it would be hard to code it. What is only left can be done in my opinion of course is about the firepower variable. But Dab has already stated that crew men boosting your weapons would not sound logical and I agree with that. Why dont we try to have a firepower booster instead of this crew stuff?

On the uncharted lagoons of anguish, I sail with a canoe made of my sins.
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Offline Victor
07-23-2007, 12:08 PM, (This post was last modified: 07-23-2007, 12:09 PM by Victor.)
#36
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Posts: 386
Threads: 11
Joined: Jun 2007

Variety...

If we get a firepower booster like the armor upgrade, it would be exactly that - just another upgrade of which everyone has the same thing.

At least with the crew idea, there will be a variety of upgrades, thus meaning you'll have to use a different tactic for every enemy - making it more RP, instead of just fighting a copy of the same opponent everytime.

I never said the coding would be easy, but it must be possible (maybe not exactly as we discribe it to be, but at least along the lines). That is, if the modders agree with me on this...:unsure:

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Offline pipsqueak
07-24-2007, 05:47 PM, (This post was last modified: 07-24-2007, 05:55 PM by pipsqueak.)
#37
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Threads: 37
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If you get a chance, please review the table I created.
The upgrades are nominal, to say the least. Unless you are in a cap ship where having a crew would make a difference. So when the "big boys" meet, a ship with a full experienced crew would have an upper hand, as in real life. Why even have crewmen for smaller ships ? there is a good reason....any one figured it out yet ?:D. If you have a big boy....It allows your team mates with VHF's to prepare crewmen for you. Remember you would be increasing exp on only one crewman at a time. Also that they can be traded like commodity.
:mellow:IDEA: What if the battles damage the crewmen to a certain extent ? I'd say newbie crewmen sustain more damage and deaths than a Adv ones. Oh yeah, if the battleship is destroyed, its crew would float around in space 100% crewmen/10% Adv. Crewmen. The winner gets to tractor those in and enhance his ship.
Frankly Firepower could be changed to Gun recharge rate aka adding more power to the ship's power plant. AKA more shots from the Cerebus BS turrets :o)
( I know that can be done).

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Offline yurineova
07-24-2007, 06:43 PM,
#38
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Posts: 744
Threads: 25
Joined: Jul 2007

I'm extremely interested in what the developers/admins will say, this is a nice idea

Never underestimate what a game engine may be able to do;)

As far as the upgrades, I think its all a good idea, and have no arguement to offer at the moment EXCEPT, who the H*** is gonna encode all of this? I have been scripting for the good part of last year, and I've been lookin over coding and all that, and I dont believe the Developers want to put in THAT much time to scripting something they dont even know whether it will work out or not. Maybe if someone else could do the encoding/scripting and send it to the Developers...

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Offline pipsqueak
07-25-2007, 06:41 PM,
#39
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Posts: 970
Threads: 37
Joined: Apr 2007

Well,

Some of these upgrades are available in the void mod aka
Shield Recharge Rate
Power Plant Upgrade
Shield capacity increase.
so I know that can be done.
The thing is it is not really interesting to add just another pice of object on the ship. Whats the difference.
The only thing I am not sure off is how would you code/script the event where the expired crewman is replaced by an advanced crewman. Can this even be done ? please advise...
I am relatively new to modding but I have coded software before and I hope I kind of understand what potential limitations there could be for a closed source EXE which accesses a lot of date from the open data files..

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Offline Victor
07-25-2007, 07:12 PM,
#40
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Posts: 386
Threads: 11
Joined: Jun 2007

I don't think the developers would want to copy any coding from other mods (or at least I don't think so...). They could use it as guidelines to create even a better piece of coding - using our ideas as reference as well.

As for modding the coding into the software...:wacko:... I don't even want to know.

Would still be nice though... another 5 years of gameplay, here we come...


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