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  Discovery Gaming Community Rules & Requests Rules
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Bot/Batt Leaching

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Poll: Should a rule be made that prohibits players from killing NPCs while engaged in PvP combat?
You do not have permission to vote in this poll.
Yes
19.17%
23 19.17%
No
73.33%
88 73.33%
Unsure
7.50%
9 7.50%
Total 120 vote(s) 100%
* You voted for this item. [Show Results]

Pages (9): « Previous 1 … 5 6 7 8 9 Next »
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Bot/Batt Leaching
Offline ScornStar
03-24-2008, 11:23 AM,
#71
Member
Posts: 1,128
Threads: 69
Joined: Jan 2008

' Wrote:Hm, just remembered one great example for ScornStar..

How would you feel if you fought, say, 2 bombers and 4 LF's in your Battleship..
Now, LF's can't hurt you at all..
But, they can do one thing that is against the rules.. Ram you.

Now, how would you feel in your battleship if they rammed you and made you unable to aim at all?
But still - it's doable.. And in RP - because they want to win.

Ain't it?

Problem is - it's unfair. And it pisses people off. And they quit the game.
There has to be a reasonable line drawn between RP and gameplay, and both should be acceptable.

Just saw it. This is doable by the physics of this game but a fighter hitting one of these ships and sending it off axis would not happen. Thus the rule was made cuz it is OORP. THey do not have the combined mass and inertia to topple a Battle ship realisticly, thats like saying you could slam a carrier around with a speed boat, no.:sleep:

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Harvester diplomacy
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Offline Rashnok
03-24-2008, 11:32 AM,
#72
Member
Posts: 213
Threads: 4
Joined: Mar 2008

It is actually quite easy to stop battleship/capital ship spin. All one has to do is adjust the constants.ini file. It is the line that reads
Quote:ANOM_LIMITS_MAX_ANGULAR_VELOCITY_PER_PSI

All one has to do is change the value of it to a smaller number. It changes the maximum rate at which your ship can spin. Cheating with it is near impossible, but improper use can cripple you. Don't know if the Disco admins would mind it, but it is possible. I wouldn't try it until it has had admin approval though.
 
Offline Etaphreven
03-24-2008, 11:35 AM,
#73
Member
Posts: 2,773
Threads: 37
Joined: Sep 2007

' Wrote:It is actually quite easy to stop battleship/capital ship spin. All one has to do is adjust the constants.ini file. It is the line that reads

All one has to do is change the value of it to a smaller number. It changes the maximum rate at which your ship can spin. Cheating with it is near impossible, but improper use can cripple you. Don't know if the Disco admins would mind it, but it is possible. I wouldn't try it until it has had admin approval though.

Is THAT how you it?!?!?!?! EPPY, get here! NOW! This MUST be implemented in Disco.:yes:
Offline ScornStar
03-24-2008, 11:41 AM,
#74
Member
Posts: 1,128
Threads: 69
Joined: Jan 2008

Yes this must be. in fact its a crime if not.

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Join our cause for a baby free world.
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Offline Jinx
03-24-2008, 11:52 AM,
#75
skipasmiður
Posts: 7,685
Threads: 313
Joined: Sep 2007

what? - this simple little line can give battleships the mass they should have ( that is - a mass equal to something that cannot be spun around ) - if that really works ( and if thats not a global value ( like - making light fighters unspinnable, too ) - then igiss should be greatly interested in it.

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Offline chopper
03-24-2008, 12:30 PM,
#76
Member
Posts: 2,476
Threads: 31
Joined: Oct 2007

Yes, it's maybe ooRP, scornstar.
But the same way - in RP BS cruise engines would take longer to start - then fighter cruise engines.

And yes - it would be wonderful for that thingy to be implemented!

Lucendez Wrote:
It is every Corsair's responsibility to die a beautiful death in defense of Crete, regardless of how OORP or how capwhoring the opposition is. Launch your fighter, joust the battlecruisers and die a beautiful death. Then, drink it down in the bar.

Can't let you bash folks in your sig Chopper-Del
 
Offline ScornStar
03-24-2008, 06:49 PM,
#77
Member
Posts: 1,128
Threads: 69
Joined: Jan 2008

I think they may start and is believable that they start as fast as they do BUT, I'd like to see them take longer. I say this only because the Tech is only limited by our imagination while physics is pretty hard lined.

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Offline Ellio
03-24-2008, 07:53 PM,
#78
Member
Posts: 12
Threads: 2
Joined: Sep 2007

Wait, back on topic : (ouch, I'll get some intense flaming after that...)

Why don't we just cancel the whole bots thing? We can keep the bats, as they are more realistic and they don't really make fight longer.

-Fight are shorter
-No more NPC harvesting problem
-More realistic (bots instantly repairing hull, you call that realistic?)

Bots are basically just hidden hull. It just make fight longer.
While bats can get very strategic as it recharge your shield at the last minute. (also, they get eaten more easily)

Now, flame me.

[Image: rheinlandsig04ge8.jpg]

Gronath : Careful about these protests, man. Watch out for suspicious looking navy guys.

Offline chopper
03-24-2008, 07:58 PM, (This post was last modified: 03-24-2008, 07:59 PM by chopper.)
#79
Member
Posts: 2,476
Threads: 31
Joined: Oct 2007

I do agree with that. Bats are much more in RP.. Nanobots would take some time to repair the hull.
No bots are needed for me.

Lucendez Wrote:
It is every Corsair's responsibility to die a beautiful death in defense of Crete, regardless of how OORP or how capwhoring the opposition is. Launch your fighter, joust the battlecruisers and die a beautiful death. Then, drink it down in the bar.

Can't let you bash folks in your sig Chopper-Del
 
Offline ScornStar
03-24-2008, 08:10 PM,
#80
Member
Posts: 1,128
Threads: 69
Joined: Jan 2008

Can we make Bots repair over time?

Eat Babies!!!!!!!!!!
Join our cause for a baby free world.
Harvester diplomacy
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