• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Interactive DarkMap
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
« Previous 1 … 88 89 90 91 92 … 547 Next »
Restarted throwaway ships.

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (2): 1 2 Next »
Restarted throwaway ships.
Offline sindroms
05-12-2015, 12:34 PM,
#1
Member
Posts: 9,438
Threads: 985
Joined: Feb 2008

This was an idea that was posted some time ago (And by some, I mean a few years), which went pretty much like this:


People might be more inclined to join events and raids if they could get a ''on the spot'' character. Basically, a restarted and fully set up character that they can use and which will be automatically removed from their account on the next server restart.

The restart itself would require money. So for example, if you just want to hop into a battle on a bomber you know you will not use otherwise- pay the 10 million for the restart command and hop right in. A gunboat could be around 20, a cruiser can be around 40 and a battleship could range around 50 million credits. Heck, you could even restart a 5ker for 50million credits for a days worth of ore grinding.

The only problem would be preventing the player from selling off the restarted ship for money, but oh well.

Again, not sure it can be done with todays tools, but it is just one of those little thought experiments.

--------------
PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
----------
Reply  
Offline Blodo
05-12-2015, 12:57 PM,
#2
No Pilot
Posts: 2,852
Threads: 128
Joined: Jan 2008

Too much work tracking down all the ships later, it can't be automated with the current set of tools we have. If we made something like that, it would only be used for some events, and it wouldn't be throwaway, it would be for keeps.
  Reply  
Offline nOmnomnOm
05-12-2015, 01:04 PM,
#3
Probation
Posts: 5,913
Threads: 247
Joined: May 2011

Why not do a roll back

[Image: zBEqQfl.jpg?1]
Reply  
Offline sindroms
05-12-2015, 01:04 PM,
#4
Member
Posts: 9,438
Threads: 985
Joined: Feb 2008

What about adding a specific line in the restarted .fl file, which can be then detected by an application and tagged for deletion? I am not sure how the activity tracker works for deleting inactive ships, but something something something. Yeah. Fair enough.

--------------
PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
----------
Reply  
Offline Pavel
05-12-2015, 01:13 PM,
#5
On leave
Posts: 2,018
Threads: 197
Joined: Jan 2012

(05-12-2015, 12:57 PM)Blodo Wrote: Too much work tracking down all the ships later, it can't be automated with the current set of tools we have. If we made something like that, it would only be used for some events, and it wouldn't be throwaway, it would be for keeps.

Then custom event command for keeps could cost more than 2M, equal to normal price of fully equipped ship, no?
Reply  
Offline Commander Crucible
05-12-2015, 01:13 PM,
#6
Kruger
Posts: 213
Threads: 14
Joined: Dec 2014

Could be done but then again, even with the right codes, tracking the activity will be very difficult.
But yes; the timed delete code could also work, only problem is for a trader who forgets to transfer the money earned lol
Reply  
Offline sindroms
05-12-2015, 01:15 PM, (This post was last modified: 05-12-2015, 01:16 PM by sindroms.)
#7
Member
Posts: 9,438
Threads: 985
Joined: Feb 2008

What about creating a ship copy with a selection of guns to go along with it for that restart. You can set their cost to 0 so that the player cannot sell it off for profit. If the player wants to change the loadout, they will lose more money, true, but at least they cannot restart a cap 5 battleship for 50mil and sell it off for 300mil.

--------------
PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
----------
Reply  
Offline Blodo
05-12-2015, 01:53 PM,
#8
No Pilot
Posts: 2,852
Threads: 128
Joined: Jan 2008

(05-12-2015, 01:04 PM)nOmnomnOm Wrote: Why not do a roll back
No.

(05-12-2015, 01:04 PM)sindroms Wrote: What about adding a specific line in the restarted .fl file, which can be then detected by an application and tagged for deletion? I am not sure how the activity tracker works for deleting inactive ships, but something something something. Yeah. Fair enough.
Maybe.

(05-12-2015, 01:13 PM)Pavel Wrote: Then custom event command for keeps could cost more than 2M, equal to normal price of fully equipped ship, no?
Yea.

(05-12-2015, 01:15 PM)sindroms Wrote: What about creating a ship copy with a selection of guns to go along with it for that restart. You can set their cost to 0 so that the player cannot sell it off for profit. If the player wants to change the loadout, they will lose more money, true, but at least they cannot restart a cap 5 battleship for 50mil and sell it off for 300mil.
Requires us to literally copy all the guns in the mod files, bad approach which increases load times and violates the KISS rule.



End of the day the main thing is actually creating the necessary restarts. It's a time consuming job that will need to be repeated for every event, and we don't really have an easy way to edit them outside of actually flying to places ingame and then saving the character file as the restart. This is why they're not widespread at events. We could probably do something to work around that, but that's for later.
  Reply  
Offline sindroms
05-12-2015, 02:06 PM,
#9
Member
Posts: 9,438
Threads: 985
Joined: Feb 2008

Well, as long as you keep it to a ''default'' loadout of basics and cerbs for caps, it should not require coppying more than a few guns just to add a 1 credit price tag to them. Would be easier than making a custom restart every single time, since you have most of them ready as the stock ones.

--------------
PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
----------
Reply  
Offline Yoshi.Sato
05-12-2015, 02:14 PM,
#10
Member
Posts: 82
Threads: 16
Joined: Apr 2015

I was smoking my cigarette and reading this post, than an idea struck me.

How about a command like: /restartexisting [faction] [mandatory_new_name]

-forced name change protects tags from ship/tech oddities
-reduce the 10% ship/tech incompatibility penalty to 1% and the same FLHook would also reduce the ships speed to 10%. This would essentially render the ship useless if not used by the proper RP role.
-the command would strip the ID, and replace it with a new one, and issue the proper rep adjustment as the current restart code already suited for this
-it would allow to sell the unused ship at vendor price and retain at least a portion of the unused ship/equipment value to be invested in the new role the player want to pursue
-in the 90% ally ship/tech bracket it could even be retained with the same setup but different role. (for example: i want to roll a Colonial with one of my IMG ships and play with IMG equipment, or maybe a Liberty ship i want to make BAF, i could do it with the 90% penalty)
-It would allow ships with broken rep to fixed, that might otherwise would have rendered it useless. Also the player would loose any custom rep hacks in turn.

It would keep flight time, enemies killed, and all that nonsense stats. But it would for instance keep the visited bases. Anyway that is my two cents. I think it could be more easily implemented than some of the other suggestions. Although some of the other suggestions suit the OP better.
Reply  
Pages (2): 1 2 Next »


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2026 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode