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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Fuel

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Poll: Would you find Fuel Requirements a healthy Dynamic element for Discovery Economy?
You do not have permission to vote in this poll.
Yes
50.00%
60 50.00%
No.
46.67%
56 46.67%
Other, yet you don't ever post.
3.33%
4 3.33%
Total 120 vote(s) 100%
* You voted for this item. [Show Results]

Pages (7): « Previous 1 … 3 4 5 6 7 Next »
Fuel
Offline RAL
07-28-2011, 03:55 AM,
#41
Member
Posts: 382
Threads: 26
Joined: Jul 2009

' Wrote:that's Battlestar Galactica online right?

It was actually from another mod I played for freelancer. A very old one that was basicly a total conversion/total war mod. Had a similar system, with fuel use for thruster. Difference was that it was free and automaticly refueled when you landed, and there was no RP connection with it. It added a tactical depth to the mod, and shortened fights, after so long, if you hadn't killed your enemy, both of you were starting to dwindle on fuel, and then you'd have to make the choice on whether or not you would use the rest of your fuel to try to escape, or conserve to out last your opponent and then take him out.
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Offline Hidamari
07-28-2011, 08:26 AM,
#42
Member
Posts: 2,100
Threads: 217
Joined: Jul 2009

' Wrote:- all in all - fuel would last for a 10 min fight or a 2 system flight in cruise

yep, you realise that fights can go on in excess of 2 hours dont you?, so you have to refuel 12 times in the fight, ok thats fine for the defender, what about the attacker? they are now screwed after 10 minutes, hell it takes ten minutes sometimes to go and find somebody to RP or fight with,

omicrons would also be screwed.

this is a bad idea because this game isnt supposed to be like that.

[Image: RKaqSve.png]
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Offline Jinx
07-28-2011, 11:31 AM, (This post was last modified: 07-28-2011, 11:32 AM by Jinx.)
#43
skipasmiður
Posts: 7,685
Threads: 313
Joined: Sep 2007

how about : bring escorts and fleet tenders? - capital warships MUST bring escorts in order to survive - its logical that snubs MUST bring capitals in order to survive, too - unless they are .... as you said ... defenders ( short range intercepting duties )

about that fights often take longer than 10 min .... well.. if you enjoy dogfighting for 2 hours - so be it... but it might speed up fights tremendously

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Offline Govedo13
07-28-2011, 11:51 AM, (This post was last modified: 07-28-2011, 11:52 AM by Govedo13.)
#44
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Posts: 4,663
Threads: 97
Joined: Jul 2009

10 min fights are so much no no no no... it kills the skill element of the fight, it means that the party with more members would win everytime, you just dodge till the other go out of fuel and some transp of your party refuel you and you go to pwn the thrustless enemy snubs- this is lolwut in general.
I see it otherwise- every ship have some fuel usage - let say per hour-
20- 80 units for snubs
100-200 GBs
500-1000 cruisers
1000-2000 Battleships
Transports- well this is different I would say that they must have much more efficient engines then the warships so they should use the GB rate fuel?

Fuel usage is depending of the ship usage- you make the fuel perishable if you cruise in this one hour it goes out faster then if you thrust/use impulse if you jump in a hole or Gate you use 10 % of your fuel. If your ship stays still and does not move then you dont use your engines and you dont waste fuel.
The penalty should be that ship without fuel does cruise with 200 speed and does not recharge its core. So fuel should be there to restrict cap spam not to disable PvP fights. And it should be important where you fly and how much fuel you should take. I also find that all ships must be able to use different fuel but only one type should be really efficient for them, depending on the ship type and origin.

€œ
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)

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Offline Coin
07-28-2011, 11:58 AM,
#45
Difficult Customer
Posts: 3,329
Threads: 82
Joined: Apr 2008

How about fuel requirements for trading ships - instead of silently paddling through the darkest parts of space, they need to stick close to the tradelane routes cos thats the most fuel/time efficient.

small ships are exempt, and capital ships (and the largest traderboats) can fit engines that do not require fuel, like nuclear powered subs/destroyers

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Offline Mao
07-28-2011, 12:01 PM,
#46
Member
Posts: 2,680
Threads: 165
Joined: Aug 2009

Fuel?! Hell YES!

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Offline RmJ
08-02-2011, 10:38 AM, (This post was last modified: 08-02-2011, 10:42 AM by RmJ.)
#47
Member
Posts: 2,092
Threads: 161
Joined: Mar 2008

So If I give it another 2 years the community would actually want something more than a simple pew pew game?


Stunning.



Unfortunately this hasn't generated as much discussion when I first proposed it years ago. Disappointing.

Few years ago absolute no, now about half/half. Intriguing...really.

[Image: CrlBx.gif]
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Offline Friday
08-02-2011, 03:40 PM,
#48
Member
Posts: 1,897
Threads: 76
Joined: Aug 2007

Well, if we are blessed and updates come more regularly, there might be more innovation.

Look at Vanilla Freelancer. In the campaign nobody went more than a couple of systems without either:

1) Docking at a base.
2) Docking on a mobile base like the original Osiris.
3) Having a transport (presumably with sufficient extra fuel) in the group.

I could see fuel and range effects as part of a range of new customisation options for ships. It would help create a bond between snubcraft and other ships such as refueling transports and mobile docks.

A lone player would have a reason to interact with passing ships:

- A pirate could be demanding fuel because he really needs it!
- Junker/Zoner travelling salesmen, loaded with basic commodities to sell to passing ships and player-owned bases.

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Offline Luka
08-02-2011, 07:41 PM, (This post was last modified: 08-02-2011, 07:42 PM by Luka.)
#49
Bulwark of Kyushu
Posts: 502
Threads: 29
Joined: Jan 2010

' Wrote:Well, if we are blessed and updates come more regularly, there might be more innovation.

Look at Vanilla Freelancer. In the campaign nobody went more than a couple of systems without either:

1) Docking at a base.
2) Docking on a mobile base like the original Osiris.
3) Having a transport (presumably with sufficient extra fuel) in the group.

I could see fuel and range effects as part of a range of new customisation options for ships. It would help create a bond between snubcraft and other ships such as refueling transports and mobile docks.

A lone player would have a reason to interact with passing ships:

- A pirate could be demanding fuel because he really needs it!
- Junker/Zoner travelling salesmen, loaded with basic commodities to sell to passing ships and player-owned bases.

Now dude not that extreme! humands aren't the Kadesh for neding refueling that much!

Fuel should last like 3-5 hours on cruise speed, when ship's out of fuel, don't know if no thruster working or cruise.
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Offline Daedric
08-02-2011, 08:17 PM,
#50
Member
Posts: 4,321
Threads: 111
Joined: Nov 2010

' Wrote:Now dude not that extreme! humands aren't the Kadesh for neding refueling that much!

Fuel should last like 3-5 hours on cruise speed, when ship's out of fuel, don't know if no thruster working or cruise.

That is how it was in vanilla, genius. Not how he is suggesting it to be.

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