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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Ideas For Future Base/Ship Modules

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Ideas For Future Base/Ship Modules
Camtheman
04-10-2012, 11:36 PM,
#1
Unregistered
 

Well, based on what Cannon said when queried about why there were 3 Equipment slots on the juggernaut when realistically you'd only need 2 (jump drive/scanner module) that future modules/devices are coming.

What do you think they're will be?

Because honestly I can't think of anything else besides the ones that are here or will be.

Player docking... been wanted for several years to make carriers useful. We'll have it soon'„¢

Cloaking. Here, pretty good for transports/battleships. Little tweaking needed for Gunboats, Fighters/Bombers/Freighters.

Jumping. Possible, most efficient when the scanner module/jump drive are on seperate ships.

What else could their be?

In addition, the number of module slots on the higher-order core upgrades makes me suspect future modules for bases are coming...

I find commodity factories to be interesting.

No, not to where a base could sustain itself even partially with its own factory, but in the same way cloaks/jumps/docking modules/scanner modules are only produceable via player bases, these commodities would only be availible from player bases.

They'd sell for quite high around Sirius. Perhaps more specific, higher quality commodities branching off from what are already here.

Coffee, Beer... But not only that, perhaps higher quality manufacturing equipment.

You know.

What do you think?

What are your ideas?
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Offline sprundermuff
04-10-2012, 11:42 PM,
#2
Member
Posts: 149
Threads: 12
Joined: Feb 2012

I think we should get energy generators.

For far too long have we suffered goin' bone dry on energy in a fighter!

[Image: NeveBrovskiiUoA2.png]
[UoA]-Neve.Brovskii
' Wrote:Nolan Stross ... He came.
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Camtheman
04-10-2012, 11:47 PM,
#3
Unregistered
 

Other mods I've seen done powergenerator upgrades but then that would require some SERIOUS balancing work...

Especially for bombers...

It's been shot down before :(

I would love more ship customization... like what we've gained with this mod update.

Personalization.
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Offline Fythbro
04-11-2012, 12:29 AM,
#4
Member
Posts: 22
Threads: 3
Joined: Jul 2010

Factory modules to produce commodities would be awesome, as would mining stations set inside gas/asteroid areas.

I have no idea how it could work, but attaching and npc in system patrol to a base would be handy for defense!

Coalition
CPW-Icewind
Yakov.Vojack

GRN
RNS-Hellequin
RNS-Ardennes
Jean.Luc.Renard

Independent
December
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Offline Grumblesaur
04-11-2012, 12:34 AM,
#5
Fleet Tender
Posts: 2,742
Threads: 56
Joined: Sep 2008

Biodomes, to keep the crew fed. And they'd essentially be self-sufficient, though perhaps a required periodic shipment of fertilizers would prevent them from being too easy to maintain.

A way a lone a last a loved a long the riverrun, past Eve and Adam's, from swerve of shore to bend of bay,
brings us by a commodius vicus of recirculation back to Howth Castle and Environs.
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Offline Hell Hunter
04-11-2012, 12:46 AM,
#6
Member
Posts: 1,487
Threads: 80
Joined: May 2009

Energy cells for extrapower. Doesn't make regen faster. EXTREMELY hard to make.

Or some type of engine upgrade where you just go a tiny bit faster or something idk

base: add biodomes, or some sort of solar absorbment for energy, if you're closer/more of a 'victim' to sunlight you can generate some energy for the station

or base types when you are constructing them..
eg battlestations
outposts
depots

just throwing ideas out there

[Image: discosig_zps7bb5682f.png]
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Offline Fythbro
04-11-2012, 12:59 AM,
#7
Member
Posts: 22
Threads: 3
Joined: Jul 2010

The ability to deploy stationary cruisers and battleships within a radius of a station would be cool, they tend to be next to stations as it is to keep refueled and provisioned presumably.

I always thought attaching a NPC fighter wing to cruisers and gunboat/fighter wings to battleships would be nice however.

Coalition
CPW-Icewind
Yakov.Vojack

GRN
RNS-Hellequin
RNS-Ardennes
Jean.Luc.Renard

Independent
December
  Reply  
Camtheman
04-11-2012, 01:02 AM,
#8
Unregistered
 

Quote:base: add biodomes, or some sort of solar absorbment for energy, if you're closer/more of a 'victim' to sunlight you can generate some energy for the station

or base types when you are constructing them..
eg battlestations
outposts
depots

just throwing ideas out there

That.

Base visuals would be nice along with different classes.

Battlestations ... more defense built in

Outposts... less required to maintain but less module slots

Depots... large cargo storage to start

Pretty cool ideas so far =P
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Offline Trogdor
04-11-2012, 03:23 AM,
#9
Member
Posts: 1,236
Threads: 64
Joined: Feb 2009

How about a module, or an addition to the carrier bay modules, that allows you to launch npcs to defend yourself with?

[Image: i4h0ll.gif]
[Image: zonerzonerzoner.gif]
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Offline Death.RunningVerminator
04-11-2012, 03:30 AM,
#10
Member
Posts: 4,308
Threads: 143
Joined: Nov 2008

This isn't a module.. But It's relevant to "new base things."

' Wrote:I intended to allow NPC names and news to be set. This might happen yet.
Would be really cool to see that. I'm thinking for names to be set as my members' chars' names. Would be so epic xD
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