• 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 Development Discovery Mod General Discussion
« Previous 1 … 537 538 539 540 541 … 547 Next »
Discovery 4.80 features, bugs & suggestions

Server Time (24h)

Players Online

Active Events - Scoreboard
Kusari Super Alloy Shipments - 178,950 / 2,000,000
LSF Arms Shipments - 44,650 / 2,000,000
LSF Munition Shipments - 46,330 / 2,000,000
Pirate Black Market Shipments - 158,250 / 1,000,000
Dragon Bounties - 4 / 10,000
KOI Bounties - 11 / 10,000
LSF Bounties - 8 / 10,000
Samura Bounties - 1 / 10,000

Latest activity

Pages (18): « Previous 1 … 4 5 6 7 8 … 18 Next »
Thread Closed 
Discovery 4.80 features, bugs & suggestions
Offline Raven
05-25-2006, 09:21 AM,
#51
Member
Posts: 40
Threads: 5
Joined: Aug 2005

An info card edit for the next version:

Camara Freighter available at Battleship Westfalen, Hamburg lists CD/T as being an available mount. This should be removed as the craft hasnt got this mount.

About as usefull as braile on a drive up ATM.
Offline Wolfpack98
05-25-2006, 10:01 AM,
#52
Banned
Posts: 1,195
Threads: 84
Joined: Nov 2005

Gwynzer,May 23 2006, 04:48 AM Wrote:This may be the wrong place to post, as it is 4.80 and my problem is in the lastest version.  But i think the Asteroid Miner in Edinbourgh is Glitched, whenever i went near it, the server crashed. This happemnd 3 times
[snapback]21190[/snapback]

Trust me, guys.. if the server crashed, I would have noticed.

When you get kicked out of a game, that does *NOT* mean the server crashed.. it usually means the CLIENT crashed out.

Please note the difference next time. Thank you.

User was banned for: Compromised account
Time left: (Permanent)
Offline JnD
05-25-2006, 04:24 PM,
#53
Member
Posts: 36
Threads: 3
Joined: Mar 2006

1. May i suggest a mining mine... Mine with extremely small amout of damage with a very large blast radius to make mining a bit more worthwhile (note because mining is a teadious job i find it's better to run aquired materials to a closer base than take them to the point of best profit) and trains/transports don't have mine droppers so it would be limited for use on small freighters which have a much smaller cargo hold and won't be quite too unbalanced seeing as they can't mine 4000 units at a time.

2. I also think that trains/transports should be restricted to docking at mooring fixtures and shipping bases (with the A-D dock ports). The reason I suggest this is... With a cargohold that large, the ability to hide on any base, and the immense amout of shields/hull (with an MK7 armor upgrade and adv. champion shields) it is a very hard job to pirate them. This would make trading via trains/transport a high risk high reward job. Another reason i suggest this is i've found a perticularly cheap run, Yanagi depot -> New berlin with artifacts and engine components. The run takes a grand total of what, maybe a minute, and makes 5 million credits there and back. Also, a pirate tried to hit my train up, he didn't have enough time to take me out. So in conclusion if trains/transports were givin docking restrictions again then maybe this would create a diversity of freighters so that buying one of the smaller ones might be a viable option. I don't mean to seem like I'm bashing traders but isn't it just a little too convienient to hide from pirates in that situation and a bit too easy to make money. The original reson for the restricted docking is that very reason, and it would encourage escorts and start up more player interaction between one another.

[AW]AWC-Toronto <- Big Bad RH cruiser
[AW]282ndSKings.Redout <-Talon
Transport IMS-Canuk <- "Target" Shipper
Offline Nightfall
05-26-2006, 02:37 PM,
#54
Member
Posts: 2,291
Threads: 58
Joined: Mar 2006

Found a little bug:

Orange Base in Connecticut - it says GREEN BASE when you dock, in the info... didn't check the others

[Image: da0cdf1d.jpg]
[Image: I_like_it_shiny_by_ravenwoodarts.gif] [Image: duque-de-corsica.png] [Image: ghosts-of-razgriz-tr-bk-2.png] [Image: outcast-pilot-3.png] [Image: raving-outcast.png] [Image: jolly_roger_a1a.gif]
If the stars should appear one night in a thousand years, how would men believe and adore and preserve for many generations the remembrance of the city of God? - from 'Nightfall' by I. Asimov
The Outcasts consider Siniestre Nube a sacred place for several reasons. Early explorers discovered a jumphole within the depths of the cloud that leads to a strange world of ringed stars and strange craft. All ships in the burrial ground are placed facing that hole to honor the Alien Spirits. - An Outcast rumor
 
Offline Korrd
05-26-2006, 03:32 PM,
#55
Member
Posts: 3,714
Threads: 241
Joined: Aug 2005

I like the idea of the mining mine. It will make mining less boring.
A mine with damage 50 and range 1000 should suffice. But beware NPC as they will turn hostile if they get caught in the shockwave.

[Image: 3cfefe54.jpg]

Server Status | Server Rules | Players Online | Player Rankings | Freelancer Account Manager
(If you find any mistake in my English, please let me know via a PM)
(Really, I speak terrible English, so please, tell me if I make mistakes. I'd like to improve it a bit Smile)
 
Offline Dab
05-26-2006, 03:46 PM,
#56
Member
Posts: 9,570
Threads: 320
Joined: Aug 2005

Make it only do 1 dmg. Then the damage won't be high enough to make NPCs hate you. Whether they turn red or not depends upon the damage you shoot at them. Usually anything less than 1/3 of their shield they wikll just watch it. Any more and they turn red... So a 1 damage mine would be fine.

[Image: DFinal.png]
Offline Virus
05-27-2006, 01:06 AM, (This post was last modified: 05-27-2006, 01:07 AM by Virus.)
#57
Member
Posts: 4,311
Threads: 257
Joined: Oct 2005

Possibly have it have a REALLY bright explosion.... So its like a Flashbang... :)

Or a second one that does that.




Is that even possible??

[Image: virussig3.png]
Into the Maelstrom - A Measure of Salvation - Reaver Company Database
Offline marauder
05-27-2006, 12:47 PM, (This post was last modified: 05-28-2006, 12:00 AM by marauder.)
#58
Member
Posts: 1,950
Threads: 42
Joined: Nov 2005

due to a massive arguement between LNS victory, LNS dedalus, wolf and angel over this I suggest the following:

Gunboat forward GUNS be either locked onto the gunboat, or made so that they can't be mounted on turret mounts.

____________________________________________________________________

Found these while trying out the kushan bomber,

1) there's only 1 CD/torp mount

2) the first turret mount would probably be better as a gun, but it's up to you

3) it needs either a small boost to it's energy level, not the recharge rate (just the starting level), or to have the infocard altered so that class 9 is the max and class 8 is the optimium.

4) is the amount of armour correct?

if it is then the agility is fine, if not then the it'll need to be lowered.

5) is the cargo hold size correct?
 
Offline Jamez
05-28-2006, 02:14 PM,
#59
Member
Posts: 1,571
Threads: 80
Joined: Feb 2006

I wouldnt like the GB Gunds locked onto the GB's cuz i like putting RH Gun on the Lib GB cuz it looks cooler :P

The gun slot only is a problem because the kusari and bret FWD guns actually go on turret slots.

The RH and Lib GB Guns are actually guns and wont mount on a turret slot.

Andrew Skye
Starflier thrill-seeker

Evangeline Knight
Seasoned fighter pilot

Shinji Takeda
Renzu Corp ex-COO
 
Offline marauder
05-28-2006, 02:34 PM,
#60
Member
Posts: 1,950
Threads: 42
Joined: Nov 2005

Aha, thks for the info jamez, I haven't even looked at gunboat guns since the huegenot lost it's two class 10 gun mounts...

If there are gonna be some more turrets then a gunboat version of the inferno turret might be a good idea.
 
Pages (18): « Previous 1 … 4 5 6 7 8 … 18 Next »
Thread Closed 


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
3 Guest(s)



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