• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
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 … 69 70 71 72 73 … 547 Next »
Lane bug, perhaps time to fix it?

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (5): « Previous 1 2 3 4 5 Next »
Lane bug, perhaps time to fix it?
Offline Pavel
06-02-2016, 11:31 AM,
#11
On leave
Posts: 2,018
Threads: 197
Joined: Jan 2012

Battleships outside NL are acceptable.
Battleship patrols outside BAF battleship in Cambridge are not.
NPC gunboats spawning right at O3 gate in Cambridge are absolutely cancerous.
Reply  
Offline Durandal
06-02-2016, 11:32 AM,
#12
Member
Posts: 5,106
Threads: 264
Joined: Apr 2009

As I said, the easiest solution is removing the guns. Reducing the range entails adding a new gun and changing the loadout. Increasing lane HP won't work as lanes have shield type HP, meaning you'd never be able to down them without having a bunch of cruiser pulses mounted. Moving the gates away creates economy issues and is a ton of work per system, etc etc.
Reply  
Offline Pavel
06-02-2016, 11:34 AM,
#13
On leave
Posts: 2,018
Threads: 197
Joined: Jan 2012

Yes, but even with NPCs adjusted to what they should be, lanes still are bugged, and are too close to the gates. Sooner or later, moving them away from the gates should be done.
Reply  
Offline Jack_Henderson
06-02-2016, 11:59 AM, (This post was last modified: 06-02-2016, 11:59 AM by Jack_Henderson.)
#14
Independent Miners Guild
Posts: 6,103
Threads: 391
Joined: Nov 2010

Removing the pulses should fix part of it.
If cap-piracy and cap-instakilling gets a big boost (which I don't expect), ways could be found to deal with that. Pulses on gates were meant to deter caps from sitting directly there, and I think that even worked, but pulses shooting out lanes and instaing the shields on snubs when you jump in is rather annoying.

+ IMG| DISCORD: https://discord.gg/TWrGWjp
+ IMG| IS RECRUITING: Click to find out more!
Reply  
Offline Karst
06-02-2016, 12:03 PM,
#15
Chariot of Light
Posts: 2,991
Threads: 214
Joined: Sep 2009

(06-02-2016, 11:26 AM)Durandal Wrote: Another ridiculous Aeternus Doleo decision, just like making base/solar guns indestructible, adding NPC gunboat patrols everywhere, and a myriad of other changes to make the game more PvE centric.

The easiest solution would be to take the pulses off of gates, but I'm guessing there's some group which can effectively lobby for that not to happen either. Yawn.

Pretty much this. Gates having battleship pulses is absurd.

The irony is that while they're supposed to deter caps, it's snubs that suffer. A cruiser has time to fly into the gate, out of the arcs, but a snub that jumps in will lose bots before even getting control of their ship. Ridiculous.

[Image: jWv1kDa.png]
Reply  
Offline nOmnomnOm
06-02-2016, 01:00 PM, (This post was last modified: 06-02-2016, 01:00 PM by nOmnomnOm.)
#16
Probation
Posts: 5,914
Threads: 247
Joined: May 2011

I dont see how moving a gate backwards by 1k or 2k would mean rebalancing economy.
Who cares! It is just a little difference.
Reply  
Offline Mephistoles
06-02-2016, 01:05 PM,
#17
Gas Miners Guild
Posts: 2,347
Threads: 91
Joined: Jun 2013

(06-02-2016, 01:00 PM)nOmnomnOm Wrote: I dont see how moving a gate backwards by 1k or 2k would mean rebalancing economy.
Who cares! It is just a little difference.

An increase travel time, lower cr/s, and must be compensated for with a complete rebalance. A lot of work.

Sigma & GMG Discord Chat: https://discord.gg/d4j3W4v

[Image: stDvDRX.jpg]
Reply  
Offline sindroms
06-02-2016, 01:08 PM,
#18
Member
Posts: 9,435
Threads: 985
Joined: Feb 2008

Why should it be balanced over again? 1k of travel time will not make your dongle fall off.

--------------
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 nOmnomnOm
06-02-2016, 01:09 PM, (This post was last modified: 06-02-2016, 01:09 PM by nOmnomnOm.)
#19
Probation
Posts: 5,914
Threads: 247
Joined: May 2011

Do you really care if the precious travel time goes down by a tiny bit? Because I dont. literally it will be a small difference that you wont even notice.
Reply  
Offline Mephistoles
06-02-2016, 01:11 PM,
#20
Gas Miners Guild
Posts: 2,347
Threads: 91
Joined: Jun 2013

Trade routes are carefully balanced for specific numbers. Whether you care or not, to maintain these numbers, they would have to be rebalanced.

Sigma & GMG Discord Chat: https://discord.gg/d4j3W4v

[Image: stDvDRX.jpg]
Reply  
Pages (5): « Previous 1 2 3 4 5 Next »


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode