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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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Destruction of snubs left in space from F1

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Poll: Should ships incur damage or destruction if left to drift in space.
You do not have permission to vote in this poll.
yes
42.59%
23 42.59%
no
57.41%
31 57.41%
Total 54 vote(s) 100%
* You voted for this item. [Show Results]

Pages (4): « Previous 1 2 3 4
Destruction of snubs left in space from F1
Offline Pancakes
04-01-2015, 07:21 AM,
#31
Member
Posts: 3,395
Threads: 151
Joined: Jul 2010

(03-31-2015, 05:24 PM)Planetform Incorporated Wrote:
(03-30-2015, 10:03 PM)Pancakes Wrote: nope, sorry I like it how it is now. Leave your pirate ship F1ed for too long and you'll drift too far to catch someone easily anyway.

well i mean thats provably false since "for too long" is about 3 days.

Join planetform lol you will see exactly what i mean in no time at all.

I do plenty of smuggling just for sake of lolz and never had an issue. I encountered a pirate? Space is dangerous. I encountered a lawful? Space is yet still dangerous. It's part of the game and I see no reason for it to change.

There is also the fact that successfully pirating someone is significantly harder than to out-run the pirate. Slap a HAU 4 and you're golden to go for about 70% of the piracy attempts. CAU 8 and you can probably thrust your way all from New York Jump Gate to Planet Los Angeles while ignoring completely the pirate.
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Offline Vycos
04-01-2015, 08:21 AM,
#32
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Posts: 44
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Joined: Mar 2015

I think if a ship got abandoned in space for a longer period of time (F1, D/C, after maybe 1 hour) the autopilot should return it to the last stored stations coordinates. This would not punish the sensitive cargo, and would prevent tactical positioning of ships in space. That is my 2 cents.

Explore, conquest far beyond the horizon...
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Offline Hidamari
04-01-2015, 09:34 AM, (This post was last modified: 04-01-2015, 11:02 AM by Hidamari.)
#33
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Posts: 2,100
Threads: 217
Joined: Jul 2009

(04-01-2015, 07:21 AM)Pancakes Wrote:
(03-31-2015, 05:24 PM)Planetform Incorporated Wrote:
(03-30-2015, 10:03 PM)Pancakes Wrote: nope, sorry I like it how it is now. Leave your pirate ship F1ed for too long and you'll drift too far to catch someone easily anyway.

well i mean thats provably false since "for too long" is about 3 days.

Join planetform lol you will see exactly what i mean in no time at all.

I do plenty of smuggling just for sake of lolz and never had an issue. I encountered a pirate? Space is dangerous. I encountered a lawful? Space is yet still dangerous. It's part of the game and I see no reason for it to change.

well you just answered your own question there, you see no reason for it to change? space isn't very dangerous then is it? not if you can fall asleep in space everythings just hunky dory. also being able to trade bots and bats has been a part of the game and arguably every freelancer mod ever released to date. didn't stop that getting changed did it?

Or are you really going to make the claim that f1'ing in places of high traffic before it arrives so you can pop into existence from out of nowhere is less crappy than bot trading.

(04-01-2015, 07:21 AM)Pancakes Wrote: There is also the fact that successfully pirating someone is significantly harder than to out-run the pirate.

LOL, not sure about that one.. if there is a difference its not to any noticeable degree, because otherwise the server would be a much different place.


(04-01-2015, 07:21 AM)Pancakes Wrote: Slap a HAU 4 and you're golden to go for about 70% of the piracy attempts. CAU 8 and you can probably thrust your way all from New York Jump Gate to Planet Los Angeles while ignoring completely the pirate.

once again provably false, have you ever really traded before? this is just such a silly thing to say honestly.
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Offline Pancakes
04-03-2015, 07:04 PM,
#34
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Posts: 3,395
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I don't trade no. I smuggle. That means I get shot about 4 times more often than your odd trader does, and I found no issue with dodging fire and fending off my attackers just so I can reach the nearby viable stop.

And again, for it to be super effective you need to log in the same day in just a few hours interval. I think a far far better solution is to perhaps increase the drift rate, rather than killing people. This just looks pretty much full of grief if you want my honest opinion.

[Image: p2SKLap.jpg?1]
BLOOD FOR THE BLOOD GOD
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Offline R.I.P.
04-03-2015, 08:03 PM,
#35
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Posts: 313
Threads: 8
Joined: Jul 2013

(03-30-2015, 07:27 PM)Haste Wrote: Either every ship that's F1'd for > 30 minutes should go poof, or none should. Some potential issues with this have been brought up already, however. I'd imagine it would be quite unfortunate if you lost connection to the server for a while with a codename storage ship while in mid-space, for example.

+1 perfect example. Not everyone has perfect internet, i know i sure do not. With the way my internet goes sometimes i would lose so much cargo i would just have to quit the game and be done with it if they did this.
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Offline icedsdcard
05-03-2015, 09:17 PM, (This post was last modified: 05-03-2015, 09:17 PM by icedsdcard. Edit Reason: Addendum )
#36
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Posts: 4
Threads: 0
Joined: May 2015

I think it should wait 30 minutes, kick to 5k+, wait an hour, move to 10k+, then move upwards slowly, eventually stopping at some point(50k? 100k?). Gotta consider people with bad internet/crashes, but can't let there be F1 pirates.
Don't know what the current rate is.
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