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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
04-11-2012, 03:31 AM,
#11
Unregistered
 

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

Only one word comes to mind...

LAG.

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Offline Trogdor
04-11-2012, 11:10 AM, (This post was last modified: 04-11-2012, 11:12 AM by Trogdor.)
#12
Member
Posts: 1,236
Threads: 64
Joined: Feb 2009

Well I mean really, how often are you going to benefit from having a player ship docked with you? They could just as easily fly alongside you. Therefore the only benefit is being able to hide your buddy.

This means
a) you're trying to fool someone into picking a fight with you while concealing the fact that you have the upper hand
or
b) you also have a cloak and can use it to cloak both yourself and your buddy who may not have the cargo space to cloak himself.

Both of these situations are likely to be rare. Its far more likely that you will run into a situation where you are not prepared for the fight, and the number of ships is small. Low number of ships means less lag, and you could benefit from having a couple of impromptu friendly fighters that could help dps, CD a kiting enemy, or at least give the enemy something besides you to worry about.

[Image: i4h0ll.gif]
[Image: zonerzonerzoner.gif]
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Offline Zukeenee
04-11-2012, 11:43 AM,
#13
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Posts: 1,803
Threads: 82
Joined: Mar 2006

' Wrote:Well I mean really, how often are you going to benefit from having a player ship docked with you? They could just as easily fly alongside you. Therefore the only benefit is being able to hide your buddy.
There's also jump drives. A snub or two dock on a big ship with a docking module and a jump drive, the big ship jumps, three ships just got teleported across Sirius for the price of one. Also the cloaking thing you mentioned. That sounds useful. Think of ways to stack the new equipment. Docking modules with cloaks, docking modules with jump drives, docking modules with... docking modules...

I just imagined several ships with docking modules all docking on each other. Like a Russian nesting doll with battleships and cruisers.

Woah.

Alas, that's not how docking modules work.

[Image: Zukeenee2.gif]
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Offline Juan_Arquero
04-11-2012, 01:15 PM,
#14
Member
Posts: 551
Threads: 18
Joined: Sep 2007

' Wrote:...I just imagined several ships with docking modules all docking on each other. Like a Russian nesting doll with battleships and cruisers.

Woah.

Alas, that's not how docking modules work.
Don't you mean a Coalition nesting doll?

Anyway, better dead than red!
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Offline Talesin
04-11-2012, 01:29 PM,
#15
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Posts: 748
Threads: 31
Joined: Jan 2010

Would it be possible to create something like a shield generator, shielding nearby allied ships?

Regards,
Talesin
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Offline Cris
04-11-2012, 01:50 PM,
#16
Member
Posts: 1,103
Threads: 49
Joined: May 2009

  • Modules that process ore into refined materials. Ore prices could go down because people wont have to fly too far to sell it, and refined commodities prices would go up.

  • A factory module that makes special ships, (like a 8k cargo super transport).

  • Electronic countermeasures defense modules, driving torpedoes away from the base, or disrupting enemy ships electronics when they come too close, reducing the radar detection range, etc.

  • Long range scannner modules, issues a system warning when a specific tagged ship shows up in the system.

  • NPC docking bay, stores a bunch of fighters/bombers that auto deploy when the base is attacked.

  • Resupply module, produces nanobots/regens.

  • Research module, produce nomad flashy thingies from nomad remains.

  • Evil module, produces evil drones from children tears for all your <strike>corporate</strike> evil plans.
More variety in modules would give bases more roles, resupply + npc carrier module could be combined to create a military outpost of some sort. While research module+ECM module would make a good combination for a supar sikrit research base, currently player owned bases are pretty much the same.
Some ideas here are not really feasible, or would require enormous ammounts of time to balance, I just made them up.

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Offline Luka
04-11-2012, 02:59 PM, (This post was last modified: 04-11-2012, 03:04 PM by Luka.)
#17
Bulwark of Kyushu
Posts: 502
Threads: 29
Joined: Jan 2010

I think Cris ideas are awesome!

actually you have to buy the nans and bots yourself and fill the stations with them, and special ships could be cool too. but besides those ideas:
  • Shipyard module: lets you build normal ships sold sold in NPC stations, could be that you select which one or you buy the patent, possibly requiring materials to build it. Also could recycle sold ships into materials.
  • Mining module: let's you mine the system's resources, time for load depends on distance to the minng spot.
  • ECM module: produces Electronic Countermeasures equipment for ships, like stealth by messing up the other guy's radar, longer range, ship buffing, etc. EVE online-ish.
  • Biodome module: produces "organic" commodities, like Food Rations, Oxigen, etc. Could work to make a station sustainable by itself
  • Factory module: creates other commodities when supplied some "raw" commodities. Ex: basic alloy from ores (don't remember which exactly)
  • Good Module: Counters Evil module by building shield drones made of great justice!
I think bases need also more roles than getting special stuff, could even be a settling point for unofficial factions to set themselves up and possibly add points whenever they want to go official, like setting up a completely self-reliant base that can build their own ships.
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Offline Vredes
04-12-2012, 07:49 PM,
#18
Member
Posts: 938
Threads: 71
Joined: Mar 2012

Reduce the wep slots of all ships. Make it 2 guns for LFs and 4 guns for VHFs and HFs. Or make 2 of convert 2 of all fighter class wep slots to 2 missile slots. This will add some realism to the fighter class 'cause some times when I am playing a Sabre it looks like I fire from the cockpit of a small capital...
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Offline Lusitano
04-12-2012, 08:35 PM,
#19
Storm Chaser
Posts: 1,842
Threads: 195
Joined: Feb 2011

Drinks for the bar ... also food!
And weapons for ships and you can sell then on your base like the game bases. By the way is it possobile to sell equip on the equip dealer on player bases? A guy shoots npcs, they drop guns we take then to our bases and sell then!
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Offline Charos
04-12-2012, 08:40 PM, (This post was last modified: 04-12-2012, 08:41 PM by Charos.)
#20
Member
Posts: 1,553
Threads: 128
Joined: Nov 2010

A refinery module that will allow the refining of ores such as Niobium Ore and Gold Ore to plain Niobium or Gold. Each ore should give 5-10 plain items.

Perhaps massdriver's work could be implemented into player bases instead of NPC stations.

Remember our fallen, we are the Legion.
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