• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
« Previous 1 510 511 512 513 514 … 779 Next »
User Command Wish List

Server Time (24h)

Players Online

Active Events - Scoreboard
Kusari Super Alloy Shipments - 2,273,050 / 2,500,000
LSF Arms Shipments - 212,290 / 2,000,000
LSF Munition Shipments - 164,031 / 2,000,000
Pirate Black Market Shipments - 650,240 / 1,000,000
Dragon Bounties - 16 / 10,000
KOI Bounties - 57 / 10,000
LSF Bounties - 41 / 10,000
Samura Bounties - 5 / 10,000

Latest activity

Pages (6): « Previous 1 2 3 4 5 6 Next »
User Command Wish List
Offline triple88a
06-24-2009, 07:01 AM, (This post was last modified: 06-24-2009, 07:03 AM by triple88a.)
#41
Member
Posts: 150
Threads: 13
Joined: Jul 2008

that is a good idea, i wish you could specify which rep you want to drop. For me, i do tons of corsair missions killing bounty hunters. The outcasts are also enemies with the bountyhunters so i got the outcasts at full rep.... I'm a corsair with full green rep for the outcasts... whats up with that?

/droprep Outcasts

/droprep BountyHunters

Due to rp, i'm not suppose to go alone to fix my rep with the ship i'm flying...
  Reply  
Offline chovynz
06-26-2009, 05:46 AM,
#42
Member
Posts: 2,023
Threads: 79
Joined: Apr 2008

Well, this is not a user command but more FLhook related. But I didnt know where to put this one.
We all know that Jump holes are ... "unsafe" right? Ageria do not reccomend using a jump hole as... things might happen. Anyway...
I think an awesome addition to the game would be this piece of FLHook majikery.

How about 1 in every 1000 Jumps, a message comes up to the affected jumper... "Nav computer reports an anomaly with this jump hole." This message comes up after they have docked with the hole and are on their way.

Then one of a number of possibilities happens.
  • You jump to a different system. One you were not expecting. Say four or five systems away, and a FLHook message comes up. "Jump anomaly detected. Unknown co-ordinates. Nav computer resetting."
  • A message comes up, "Computer error detected. Jump hole instabilities have critically damaged your ship. Self destruct initiated." Then 5 seconds later the ship blows up.
  • something else.

Sovereign Wrote:Seek fun and you shall find it. Seek stuff to Q_Q about and you'll find that, too. I choose to have fun.
  Reply  
Offline Ximen_Benitez
06-26-2009, 06:25 AM,
#43
Member
Posts: 605
Threads: 74
Joined: Aug 2007

Ok, the above idea is epic. I SO agree. That would be amazing.

Now I dunno if this would help, or ruin roleplay... but maybe...

During the first twenty minutes of a characters gameplay, he could use the command: /teleport [system]

This would help in setting up... but it may also destroy the RP. It could probably only be used once. Then again it may be possible... but.. meh.

[Image: 1z6y3k6.png]
  Reply  
Offline atlantis2112
06-26-2009, 07:50 AM,
#44
Member
Posts: 1,350
Threads: 125
Joined: Apr 2009

/autobuy <#> missiles <on/off>

No idea how annoying it accidentally having this command on and I buy 70 Novas, 70 Sidewinders, 70 Cannonballs..
  Reply  
Offline Cannon
06-26-2009, 08:58 AM,
#45
Ex-server monkey
Posts: 4,530
Threads: 1,161
Joined: Mar 2008

A related idea for jump holes could be that big ships take damage (more damage) than little ships. I think I remember FL canon saying that this is true. It'd also provide motivation to use little freighters as they would be cheaper to run through jump holes...less damage = more profit per unit. Just a thought...

The other thing is that is would be easy to implement.

Proud member of "the most paranoid group of people in the community"
Old Avatar #2 | Old Avatar #3



Reply  
Offline chovynz
06-26-2009, 09:07 AM,
#46
Member
Posts: 2,023
Threads: 79
Joined: Apr 2008

' Wrote:A related idea for jump holes could be that big ships take damage (more damage) than little ships. I think I remember FL canon saying that this is true. It'd also provide motivation to use little freighters as they would be cheaper to run through jump holes...less damage = more profit per unit. Just a thought...

The other thing is that is would be easy to implement.
Remember that pirates/unlawfuls have to use jumpholes all the time (especially border workds ones), so we don't want the damage to happen everytime. Just occasionally, and you never know when or where it'll hit or to whom.

Sovereign Wrote:Seek fun and you shall find it. Seek stuff to Q_Q about and you'll find that, too. I choose to have fun.
  Reply  
Offline farmerman
06-26-2009, 09:16 AM,
#47
Off in space for a bit
Posts: 3,215
Threads: 162
Joined: Jul 2008

' Wrote:Remember that pirates/unlawfuls have to use jumpholes all the time (especially border workds ones), so we don't want the damage to happen everytime. Just occasionally, and you never know when or where it'll hit or to whom.

Perhaps some holes could also be more stable than others? (Or rather, some more unstable, with the stabler ones being the normal variety. Not sure which'd be best.) For instance, the Magellan-Leeds hole goes a big distance - that could make it much less stable. This could allow for the more pirate-centric holes to not have has many issues as the ones everyone might use primarily.

Or it could be per system perhaps? Give each system a constant for problems, and then whenever anyone jumps from that system, have the chances for problems be x in 1000, or whatnot. Or maybe have it based on the number of jumpholes in the system (they might interfere with each other gravitationally), and then have variation based on the above?

[Image: 4986_s.gif]
Faction info links: Samura Heavy Industries : LWB : Watchers
Reply  
Guest
06-26-2009, 09:20 AM,
#48
Unregistered
 

Cannon, there was that small idea for processing one type of good into other, better goods.

For example you mine 1000 units of X
You go to a base and buy 10 units of Y to process 1000 units of X into 500 units of Z with 10 units of hazardous units A.

Mine X, go to a smelter to buy Y, sell the X on a base that needs it and dump the A at ALG or other bases.


The command would disable the ships engines (cruise and thrust and manuvering) and would drain the power.

Depending on what you process and what you use to process and how much you process calculates the time and resources needed.


And dont yell EVE clone, there should be more in depth use for IMG ships.
Reply  
Offline chovynz
06-26-2009, 09:27 AM,
#49
Member
Posts: 2,023
Threads: 79
Joined: Apr 2008

' Wrote:Cannon, there was that small idea for processing one type of good into other, better goods.

For example you mine 1000 units of X
You go to a base and buy 10 units of Y to process 1000 units of X into 500 units of Z with 10 units of hazardous units A.

Mine X, go to a smelter to buy Y, sell the X on a base that needs it and dump the A at ALG or other bases.
The command would disable the ships engines (cruise and thrust and manuvering) and would drain the power.

Depending on what you process and what you use to process and how much you process calculates the time and resources needed.
And dont yell EVE clone, there should be more in depth use for IMG ships.
Thats a good idea actually. Sort like a um... yeah. It truely is a MMORP command.
It would be good to be able to make multiple things too, i.e.
Silver ore could make a number of things, maybe.
/smelter gold/silver/boron/scrap?/

Sovereign Wrote:Seek fun and you shall find it. Seek stuff to Q_Q about and you'll find that, too. I choose to have fun.
  Reply  
Offline Cannon
06-26-2009, 09:50 AM,
#50
Ex-server monkey
Posts: 4,530
Threads: 1,161
Joined: Mar 2008

Thinking about the manufacturing stuff really hard...which reminds me, I need a modeller for manufacturing modules.

Proud member of "the most paranoid group of people in the community"
Old Avatar #2 | Old Avatar #3



Reply  
Pages (6): « Previous 1 2 3 4 5 6 Next »


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode