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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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The future of the barge?

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The future of the barge?
Offline SnakThree
08-11-2012, 09:05 AM,
#31
Member
Posts: 9,091
Threads: 337
Joined: Mar 2010

' Wrote:Then why should it even stay in the mod when there already are player owned bases to store stuff? Like anyone would love to RP a darn storage depot :/ pfff.
Since Barge can provide addtional 40k of repair materials/storage units for those very same stations?
Because it is safer, easier and cheaper to use Barge as ore storage instead of protecting, maitaining and managing station?

:mellow:

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Offline Ninefour
08-11-2012, 09:15 AM,
#32
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Posts: 473
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Joined: Dec 2010

' Wrote:Since Barge can provide addtional 40k of repair materials/storage units for those very same stations?
Because it is safer, easier and cheaper to use Barge as ore storage instead of protecting, maitaining and managing station?

gf.

retired
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Offline Soban
08-11-2012, 09:22 AM,
#33
Mobility Scooter Enjoyer
Posts: 887
Threads: 112
Joined: Apr 2009

Option One.

Already enough nerfed.
A Pain to fly. A single NPC can ruin the jump, server lag too.
Even docking with base is pain. And we already need to be two to jump it.

We tried something, since we have done something like 20-30 Jumping barge to supply base.
It's easier to empty it manually with somebody than trying to dock sometime.

And Also if cruise is nerfed the good old bump will replace it.

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Offline Curios
08-11-2012, 09:23 AM,
#34
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Joined: Sep 2009

6, 4 and 2 would be my choise. Also downsize it.

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Offline Widow
08-11-2012, 10:07 AM,
#35
Devourer of Iridium
Posts: 1,947
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Joined: Oct 2010

Personally, I'd like to see barges become a pain in the but to use, so they are used as barges, not trading ships.

Remove its cruise (or reduce drastically), and allow the use of a jump drive (I don't care to know how these work, so I guess whatever one would suit... The less distance travelled the better?)

Either that, or change it so only a particular ship (Heavy lifter would have been almost ideal) has to tow it (/tow command, formation?), meaning there has to be at least two people to move the barge at a reduced speed, kinda like a tug boat.

Only allow docking at places such as mooring fixtures, making people have to work as a group/team/whatever to load goods, but remove the drifting, after all, its meant to be stationary... Perhaps remove Jettison from the barge? Meaning there needs to be a few guys about to load/unload resources.

Give it something to defend itself with, whether it be different turrets, more armour, or a better shield.... Its a sitting duck for pirates...

I wouldn't want to see it gone, it is great for RP. And more convenient for factions/groups using it as its meant to be, rather then multiple player bases that would take up all/most their time maintaining so are basically useless anyway.






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Offline oZoneRanger
08-11-2012, 10:12 AM,
#36
O.G.|Original Gamer
Posts: 956
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Joined: Jan 2010

The 4, 6 and 7 combo would be my vote.
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Offline Andrew Black
08-11-2012, 10:32 AM,
#37
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Posts: 25
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Joined: May 2012

Quote from Admin:

We have at least one or more of the following options:
1) Do nothing.
2) Reduce its cargo capacity.
3) Reduce its cargo capacity and massively increase its armour.
4) Remove its cruise engine (jumping and very slow normal engines only)
5) Prohibit barges docking at structures that are too small (i.e. allow docking only at mooring points)
6) Prohibit barges docking at anything. This means that two people are needed to use a barge; a player driving a freighter or transport to load/unload the barge and the barge player.
7) Increasing its cargo capacity and reducing its armour.


i would choose multiple options.

a combo of option 2 and 5, but give it an option to go into cruise but with mayor delay. like 1 minutuse to charge up. and please make is en multiple player vessel. a barge of 15.000 cargo would still need 3 transports of 5000 carhold to empty it up fast and with 15.000 flying around it still would shurely need escorts in case some bad guys shows up.

but hey my thoughts, il see what come out of it, good luck with reinventing the darn thing and till next time.

Friendly greetings from Andrew Black

Friendly greetings from, Andrew Black captain of the Ageira|Etna
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Offline Miranda
08-11-2012, 10:38 AM,
#38
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Posts: 886
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Due to the size of the barge you could give it chain firing heavy mortars like an admin Venator, but you still wouldn't be able to hit anything. Its just the way the engine is.

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Offline Jessitrescott
08-11-2012, 11:52 AM,
#39
Mother of Mep
Posts: 780
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Joined: Mar 2011

Increase the Cargo capacity of the Barge,Decrease armor ,Disable Cruise engines but Give it thrusters and improve turning radius , make the barge as a mobile space station

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Offline AeternusDoleo
08-11-2012, 12:05 PM,
#40
Ex-Developer
Posts: 5,744
Threads: 149
Joined: Nov 2009

Recommendation:
Prohibit barges from docking at anything that does not have a "Large" mooring point. Limit thus to shipyards and other huge structures that allow capital ship mooring.

Motivation:
If you prevent barges from docking anywhere, the problem arises that if one is blown up, it will always respawn at the same station. This doesn't give players much freedom to dock that thing where they want, or even in the region. Shipyards and huge capital berths are not common through the mod, but they would be sufficient to give players a chance to dock things in the region where they play.

I would recommend giving player bases of level 3 and up a capital ship berth if we want to do this.

Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.


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