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  Discovery Gaming Community Discovery General News and Announcements
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Discovery 4.87 Universe Map

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Discovery 4.87 Universe Map
Offline Maximk
07-19-2013, 05:51 PM, (This post was last modified: 07-19-2013, 05:51 PM by Maximk.)
#121
Member
Posts: 19
Threads: 0
Joined: Jun 2013

(07-19-2013, 02:03 PM)Benjamin Wrote: man those dudes who've been working on the Chugoku gate for like 40 years are probably going to have a bad day at the office when their boss sees that the other guys made a rishiri gate in thirty seconds

Same with like most Terraforming dudes in the universe. That shit never works out well. (e.g. Planet Harris. LOOL - ur invaded now)
Offline Chrysalis
07-19-2013, 08:22 PM,
#122
Member
Posts: 866
Threads: 82
Joined: Sep 2010

(07-19-2013, 02:03 PM)Benjamin Wrote: man those dudes who've been working on the Chugoku gate for like 40 years are probably going to have a bad day at the office when their boss sees that the other guys made a rishiri gate in thirty seconds

Nah they'll be happy that they don't need to work on the other end in Chugoku.

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Offline Swallow
07-19-2013, 08:42 PM,
#123
Member
Posts: 4,493
Threads: 213
Joined: Jun 2010

Amount pissing me off

FL MOD(EL)MAKING: TOOLS, RESOURCES, TUTORIALS AND MY SHIPS (OLD)

I am on discord: Roal-Yr#5994, I don't log on forum more than a few times a year.

I am not making ships for FL anymore, I am making my own space game instead:
https://github.com/roalyr/GDTLancer
https://roal-yr.itch.io/gdtlancer
https://youtube.com/playlist?list=PL5HQB...cdH45LZgjj
Offline SummerMcLovin
07-19-2013, 09:10 PM,
#124
Former Admin
Posts: 3,080
Threads: 73
Joined: May 2012

The Chukogu Construction Site changed targets to Rishiri, they already built both sides. I'm not even sure how long it was in operation, but they obviously got the other side built pretty fast. Also, Disco logic has been "expand no matter the consequences!"

Kingdom of Bretonia
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Offline Kazinsal
07-19-2013, 09:12 PM,
#125
Wizard
Posts: 4,541
Threads: 230
Joined: Sep 2009

That's what I want to see. If you're too slow to grab it, someone else won't be.

Retired, permanently.
Offline Thyrzul
07-19-2013, 10:50 PM,
#126
The Council
Posts: 4,683
Threads: 115
Joined: Sep 2011

(07-18-2013, 02:39 PM)Thyrzul Wrote:
May I ask what the reason was behind moving Picardy, another potential hub of rebellion, to the "other side" of IDF, further away from Marne? This move actually hinders a good portion of our plans with the rebellion and barely helps keeping alive a dying faction such as The Council, which at least until now have managed to keep their officialdom, being the only unlawful faction in Gallia to accomplish such.

[Image: OFPpYpb.png][Image: N1Zf8K4.png][Image: LnLbhul.png]
Offline Sabru
07-20-2013, 02:16 PM,
#127
Member
Posts: 2,274
Threads: 262
Joined: Jan 2012

(07-18-2013, 11:06 AM)Jack_Henderson Wrote: Geographers love maps. =)

from my mainly IMG point of view, I would like to comment:

1. OC moved away from Taus:

Hm.... I can see where this comes from. But the time of Alpha raids is over and even though now many IDs actually receive the ability to raid home systems, there is that "+1 system" reason not to do it.

Since there is an OC base in T23, it should not be too much of a problem, though.

Somehow I would wish for OC caps to show in Taus more frequently (like in the good old times), but I assume that this will occur even less often.


2. S13 Hardcore-Warzone-Mess

S13 will be hell.
OC and Sairs in there, wow. Courageous decision.
Add to that that S13 cannot be entered by hidden routes (Chugoku corridor) and not avoided at all any more.

Therefore a few changes need to be made to this system:
  • GMG will be totally outgunned by GBs and caps. Their snubs that are irply unbeatable in the fog have no chance in explosive gas clouds. Turn the clouds off to give snubs a chance! GMG is lorewise the boss in there... with OC and Sair caps, they will be a floor mat.
  • Make the defenses at the gates and lawful bases strong. Like... strong enough to scare away big ship campers. This bottleneck can be blocked by a cap and there is no way to get around it.
  • Place the OC and Sair bases nor closer than 30k from lanes or gates in the periphery. Jumping on an unlawful when people appear on the player list should not be too easy.
  • Make these unlawful bases undockable for caps?

Don't get me wrong, I am looking forward to that hellish system. And I'll have a lot of chars there... muahahah... but it needs to be designed carefully because like this, it can be a bottleneck that is incredibly hard to master for the traders that have been streamline-forced through there.

3. S13-Berlin hole deletion:

Good riddance.


4. +1 system for OC-Sair raids

Meh. The distance has already been upped in the last version and it gets +1 system again? I do not think it is a good idea to make this past conflict even harder to play.

A capraid takes ages to get there, and lasts for 15 minutes. Flight time is 30 minutes, and then you get focussed on and die in 1 minute. Fun and time spent are in no good relation.

Reducing hub function of Leeds

Good call.
Focussing and streamlining trade traffic to the lanes makes sense to increase interaction. E.g. the Leeds-Cambridge hole took away a lot of chances for encounters.


General thoughts:

System size reduced

Good call and necessary. Especially the Omicrons are so big that they deter people from playing there.

Blocking bases need to be reevaluated

With many hole-connections cut, blocking bases will get more of an impact.
I would like to repeat my call for clear rules about base positioning that take gaming experience and smooth game flow into account. Cutting off playing areas by player bases has proven to be a very bad idea, and as players will never understand that, people need to make them understand and follow the rules that are necessary.

I have to go now, I will post more later, likely. Wink

any Sair-OC war in the sigmas will be interesting. My main TAZ trade route runs right throught all 3 of the sigmas.

at least i would have something to look at Big Grin

[Image: 9KgNaeX.png]
Offline Zahas
07-20-2013, 06:24 PM,
#128
Member
Posts: 818
Threads: 30
Joined: Aug 2010

great... more systems
Offline Narcotic
07-20-2013, 06:35 PM,
#129
Member
Posts: 3,407
Threads: 151
Joined: Oct 2010

(07-20-2013, 06:24 PM)Zahas Wrote: great... more systems

(07-16-2013, 07:40 AM)Echo 7-7 Wrote: The number of systems has not increased. Gallia is not larger. Some useless systems have become dead-end systems.

[Image: Narcotic.gif]

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Offline Kazinsal
07-20-2013, 08:50 PM,
#130
Wizard
Posts: 4,541
Threads: 230
Joined: Sep 2009

Seeing that some of those dead-end systems have been removed... we actually have fewer systems now.

I am fine with this.

Retired, permanently.
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