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Alcatraz Depot remade

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Alcatraz Depot remade
Offline sindroms
06-16-2015, 08:24 AM, (This post was last modified: 06-16-2015, 08:28 AM by sindroms.)
#1
Member
Posts: 9,438
Threads: 985
Joined: Feb 2008

Sup.

"Perhaps the most recognizable Rogue base of all (for scoundrels and rapscallions, anyway), Alcatraz has become a welcoming beacon and a safe haven for all the flotsam and jetsam Liberty has to offer.

One of the few Liberty Rogue bases within Liberty proper (most criminals tend to live at the fringes of society in more than one sense), Alcatraz was originally constructed in 715 A.S. as a waystation and resting place for Californian pirates and drug runners headed into New York, as well as a remarkably secure place of refuge for those attempting to evade the long arm of the law. Housed within a hollowed-out ice asteroid deep in the notorious Californian Whitney field (the LPI harbours a whole range of superstitions about the cloud, since pirates that manage to enter even the outskirts of Whitney almost always manage to slip away), Alcatraz had always maintained a colourful assortment of patrons and population. The lively if somewhat chilly bar pours a mind-boggling assortment of Liberty's best drinks, and the local bartender is rumoured to be one of Sirius' most well-informed, and for the right price, he can put in a good word for even the most despised foe with Liberty's criminal triad.

Said triad is well-represented here, with Outcast cardamine smugglers abound in the system and a sizeable percentage of the orange dreamers frequent Alcatraz for a Sidewinder Fang and the latest news from around the area. Alcatraz's version of the Colony News Service has a direct port to the Newark Station feed, which was a gift from a particularly technically-minded Lane Hacker that happened through the area one day, and is as such a popular source of amusement and first-rate information. Lane Hackers from Magellan drink their fair share here, as well, and even Corsairs have been known to dock here once or twice, although they never stay onboard long due to the amount of Outcasts and Lane Hackers around. The omnipresent Liberty Rogues that run the show here maintain a solid background core, keeping a watchful eye over proceedings and moving quickly to quell any potential fights before they start.

Alcatraz might be best compared to an unlawful Freeport of sorts, since if you're not a Xeno, you're welcome here to drink, deal or simply kick back after a long, hard day busting Universal Shipping open. Be warned though, the no-blaster rule is strictly enforced. "



TL;DR, Alcatraz Depot is the smuggling waypoint between Liberty and everything out of it. Most runs go through this station IRP one way or another and it has always been odd how a station this small can handle that sort of cargo.

Scourge's original thread HERE brought up a few issues with it.


(06-06-2015, 09:38 AM)jammi Wrote: Honestly, that still doesn't look good. Personally I think bases should all have their quickdock points deleted and actual docking points added As an alternative. Like the above, but they're too big to look proportionate or decent. I mean, a transport shipyard scaffold or a planet mooring stick on there just looks a bit wrong. Base model is too small.


So what about an external docking/mooring setup, specifically made for larger transports to restock and unload their cargo in temporary docks and depots, without having to strain the station itself.

Lookie what the Rogues and Junkers threw together:








The station modification adds a total of 12 parts to the existing setup. Two of the parts is a moved debree from the original field.

Text:

[+]Spoiler

[Object]
nickname = Li02_06_basepart1
ids_name = 0
pos = 48241, -485, 14463
rotate = -34, -15, -20
archetype = dsy_fightermoor
ids_info = 0
reputation = fc_lr_grp
parent = Li02_06
;

[Object]
nickname = Li02_06_basepart2
ids_name = 0
pos = 48223, -101, 14664
archetype = space_police01
ids_info = 0
reputation = fc_lr_grp
difficulty_level = 10
parent = Li02_06
;

[Object]
nickname = Li02_06_basepart4
ids_name = 0
pos = 47917, -101, 14460
rotate = -51, 0, -90
archetype = dsy_fightermoor
ids_info = 0
reputation = fc_lr_grp
parent = Li02_06
;

[Object]
nickname = Li02_06_basepart3
ids_name = 0
pos = 48812, -107, 14435
archetype = pilgrim
ids_info = 0
visit = 0
reputation = fc_lr_grp
behavior = NOTHING
difficulty_level = 10
loadout = pilgrim_stationary
pilot = pilot_solar_hardest
parent = Li02_06
;

[Object]
nickname = Li02_06_basepart5
ids_name = 0
pos = 47847, -107, 14370
rotate = 0, 51, 0
archetype = pilgrim
ids_info = 0
visit = 0
reputation = fc_lr_grp
behavior = NOTHING
difficulty_level = 10
loadout = pilgrim_stationary
pilot = pilot_solar_hardest
parent = Li02_06
;

[Object]
nickname = Li02_06_basepart6
pos = 48234, -277, 14653
rotate = -20, -40, 10
archetype = space_beamx_dmg
;

[Object]
nickname = Li02_06_basepart7
pos = 48009, -7, 14344
rotate = -10, 70, 20
archetype = space_tanks_1dmg
;

[Object]
nickname = Li02_06_basepart8
pos = 48223, 78, 14664
rotate = 180, 0, 0
archetype = space_tanklx4
parent = Li02_06
;

[Object]
nickname = Li02_06_basepart9
ids_name = 0
pos = 48600, -101, 14652
rotate = -90, 0, -90
archetype = dsy_fightermoor
ids_info = 0
reputation = fc_lr_grp
parent = Li02_06
;

[Object]
nickname = Li02_rogue_depot1_water
pos = 48719, 0, 14339
archetype = depot_water
reputation = fc_lr_grp
behavior = NOTHING
;

[Object]
nickname = Li02_rogue_depot2_water
pos = 48365, 29, 14308
archetype = depot_water
reputation = fc_lr_grp
behavior = NOTHING
;

[Object]
nickname = Li02_rogue_depot3_water
pos = 48539, 12, 14287
archetype = depot_water
reputation = fc_lr_grp
behavior = NOTHING
;
All parts are linked to the base. The small station to the left of the base where the mooring ports attatch is not dockable and has no guns. Liners have guns and their difficulty is set to 10. Those can be removed, obviously.

Considering adding Outcast depots.





Feedback is welcome.

--------------
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
----------
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Offline Sciamach
06-16-2015, 08:29 AM, (This post was last modified: 06-16-2015, 08:31 AM by Sciamach.)
#2
Member
Posts: 1,643
Threads: 114
Joined: Jul 2013

Said this before, and I'll say it again

We need more non-standard bases like these. I'm getting tired of pulling up to the same 4 bases; it honestly doesn't help the immersion. It also helps with having more Poster-Locations scattered around for us to throw on the ModDB page and wow the newbies who've only ever played vanilla Freelancer with.

Glad to see this become a thing. May need you for some Outcast bases in future~


[ sci·am·ach ]
/sīˈamək/
A simple, angry man casually working his way through life on a personal quest to acquire copious amounts of street cred.
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Offline sindroms
06-16-2015, 08:31 AM,
#3
Member
Posts: 9,438
Threads: 985
Joined: Feb 2008

If you are a faction leader and interested in modified bases, pitch me your idea and I will give you the text version of the changes you can forward to the devs.

--------------
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 Stoner_Steve
06-16-2015, 04:51 PM,
#4
Master of Arms
Posts: 2,557
Threads: 341
Joined: Jan 2014

I would spin the whole mounting arms around 180 so you don't have to come between the base and its "annex" to dock, wouldn't the moor points be facing away from the station rather than towards it?

[Image: O2vt8So.png]
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