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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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What are your top 3 things

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What are your top 3 things
Offline zhihao420
02-19-2011, 12:46 PM,
#51
Member
Posts: 204
Threads: 2
Joined: May 2010

The only feature I want in the mod as of now is the ability to control your ship's movement whilst in turret mode.That or unlocked free flight camera tilt.

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Offline Jinx
02-19-2011, 12:46 PM, (This post was last modified: 02-19-2011, 12:49 PM by Jinx.)
#52
skipasmiður
Posts: 7,685
Threads: 313
Joined: Sep 2007

here are my dreamfeatures:

- economy effects: if players do not deliver a certain amount of goods to your bases, your repair / ship / equipment prices skyrocket - giving pure trading factions the means to really place an effective embargo on other factions - and these factions must really roleplay to keep friends that trade with them - not only pvp deathsquads. [ at the same time, NO more credit transfers at all anymore ( no credit cards, no console command ) ]

- a proper balance between fighters/bombers and capital/capital warships: no spin, extreme collision damage, MUCH slower bombers, and MUCH MUCH MUCH slower capital ships ( turning ) - at the same time, NO risk for snubcraft to use jumpholes, and medium risk for cruisers to use jumpholes, HIGH risk of damage for battleships to use jumpholes. since capital warships would be at a disadvantage with such a system - greatly increased hitpoints.
upon death ( exception being in GUARD systems with a matching ID when killed by a ship of the SAME ID ) - ships respawn with only 50% health to ALL systems. ( fighters are cheap respawns, bombers more expensive, cruisers/battleships extremely expensive )

- a semi dynamic storytelling system: gamemasters that are not concerned with sanctions or anything but ONLY with faction balance and lore progression ( also mini and major events )

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Offline Rommie
02-19-2011, 12:54 PM,
#53
Member
Posts: 1,585
Threads: 46
Joined: Mar 2009

' Wrote:here are my dreamfeatures:

- economy effects: if players do not deliver a certain amount of goods to your bases, your repair / ship / equipment prices skyrocket - giving pure trading factions the means to really place an effective embargo on other factions - and these factions must really roleplay to keep friends that trade with them - not only pvp deathsquads. [ at the same time, NO more credit transfers at all anymore ( no credit cards, no console command ) ]

- a proper balance between fighters/bombers and capital/capital warships: no spin, extreme collision damage, MUCH slower bombers, and MUCH MUCH MUCH slower capital ships ( turning ) - at the same time, NO risk for snubcraft to use jumpholes, and medium risk for cruisers to use jumpholes, HIGH risk of damage for battleships to use jumpholes. since capital warships would be at a disadvantage with such a system - greatly increased hitpoints.
upon death ( exception being in GUARD systems with a matching ID when killed by a ship of the SAME ID ) - ships respawn with only 50% health to ALL systems. ( fighters are cheap respawns, bombers more expensive, cruisers/battleships extremely expensive )

- a semi dynamic storytelling system: gamemasters that are not concerned with sanctions or anything but ONLY with faction balance and lore progression ( also mini and major events )

dream on :)

In space, nobody knows I'm a panda
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Offline Akura
02-19-2011, 12:57 PM,
#54
Member
Posts: 5,367
Threads: 167
Joined: Mar 2009

' Wrote:Uh... are we understanding each other?

I was talking about making one slot that can mount only a CD, and one for snac, not about taking the CD away.

Or were you meaning to quote Ashes?


This removes the bomber's ability to go SNAC/Nova Torp, which a lot of people love.
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Offline Edmund.BlackAdder
02-19-2011, 01:06 PM,
#55
Member
Posts: 103
Threads: 19
Joined: Oct 2009

1. Mark the capship-missions, so you can take or avoid them, corresponding to your own interest
2. mining areas in Gallia
3. dynamic prices would be nice (only a special amount of all deliveries of a commodity to a base in a week pays the full price, then the payment starts dropping), but I fear it's too difficult
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Offline NonSequitor
02-19-2011, 01:18 PM,
#56
Member
Posts: 911
Threads: 116
Joined: Dec 2007

1. A decent price for toxic waste (ALG).

2. Weapon speed increase across the board for all gun and turret types (+150-200 m/s).

3. Mining in Colorado.
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Offline Coin
02-19-2011, 01:56 PM,
#57
Difficult Customer
Posts: 3,329
Threads: 82
Joined: Apr 2008

fix cruisedrain
fix docking with barges
instakill weapon platforms in guard systems
(more admins - to take the load off the admins we have already)

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Offline jxie93
02-19-2011, 02:05 PM,
#58
Member
Posts: 3,740
Threads: 80
Joined: Sep 2009

Nerf gunboats, buff cruisers, buff transports.

Increase weapon speeds.

Free flight camera tilt.

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Silver.2
02-19-2011, 02:19 PM,
#59
Unregistered
 

Alright, here's what I want.

1)An expanded bomber system - You know, more weapon choice. Perhaps weapons which could make a bomber more easily defensible against a fighter, while hurting their ability to strike larger ships to some degree. Or, perhaps, weapons which make them completely ineffective against anything smaller than a cruiser, but, deal a significantly larger amount of damage to such targets (if they even hit them at all?)? Oh, and, of course, bomber missiles OTHER than the good-awful (and bugged!) Nova torps.

2)A dynamic economy - I honestly find going back and forth ad infinitum. Make me think for my money!

3)A proper snub shipline for the Outcasts - Seriously? One of the most powerful unlawful forces, and, arguably, one of the most powerful quasi-house groups in the entire sector, and yet we can't even afford to build our own line of fightercraft? Also, as a personal note, I mostly want a new bomber. But...that's just me. New fighters would, of course, be necessary to go along with that.
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Offline Toaster
02-19-2011, 04:36 PM,
#60
Caution: Do NOT Insert Fingers
Posts: 3,151
Threads: 250
Joined: Sep 2010

' Wrote:here are my dreamfeatures:

- economy effects: if players do not deliver a certain amount of goods to your bases, your repair / ship / equipment prices skyrocket - giving pure trading factions the means to really place an effective embargo on other factions - and these factions must really roleplay to keep friends that trade with them - not only pvp deathsquads. <strike>[ at the same time, NO more credit transfers at all anymore ( no credit cards, no console command ) ]</strike>

- a proper balance between fighters/bombers and capital/capital warships: no spin, extreme collision damage, MUCH slower bombers, and MUCH MUCH MUCH slower capital ships ( turning ) - <strike>at the same time, NO risk for snubcraft to use jumpholes, and medium risk for cruisers to use jumpholes, HIGH risk of damage for battleships to use jumpholes. since capital warships would be at a disadvantage with such a system - greatly increased hitpoints.
upon death ( exception being in GUARD systems with a matching ID when killed by a ship of the SAME ID ) - ships respawn with only 50% health to ALL systems. ( fighters are cheap respawns, bombers more expensive, cruisers/battleships extremely expensive )</strike>

- a semi dynamic storytelling system: gamemasters that are not concerned with sanctions or anything but ONLY with faction balance and lore progression ( also mini and major events )

Olivia Sable
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