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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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What changes do you want, and why

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What changes do you want, and why
Offline Chronicron
12-18-2018, 02:24 PM,
#41
Assuming direct control
Posts: 1,480
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Joined: Aug 2017

(12-18-2018, 02:22 PM)Durandal Wrote: Source?
me
(12-18-2018, 02:22 PM)Durandal Wrote: Files?
you name it - you get it

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Offline Titan*
12-18-2018, 02:36 PM,
#42
Developer
Posts: 1,076
Threads: 88
Joined: Jul 2013

bring back treewyrm so he can finish nomad stuff
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Offline Sand-Viper
12-18-2018, 04:39 PM,
#43
Member
Posts: 1,973
Threads: 108
Joined: Nov 2007

I'd love to see some overhauls done to Kusari. Sombra's idea of low-profit mining fields is an awesome idea - Something perhaps that could be a short, in-House route to encourage people to stay in the same few systems. Alternatively, have a sales point which is bordering Kusari, so as to allow a few additional factions to possibly interact with haulers. I think part of the problem with Kusari is the lackluster system design, with no real "identity" tied to each system. Kyushu, New Tokyo and Honshu feel too... Same-y? There's just a bunch of mostly-featureless nebulae and sparse asteroid fields in Kusari. I'd honestly be up for completely redesigning much of Kusari - Lane layouts, art assets; the works. Hokkaido is pretty and unique, and Shikoku has a decent bottle-neck design, but other than that, Kusari feels dull and boring, I guess is how I'd put it.

I'd love to see one or two mining fields in the game which have the highest cr/unit ore in the game, but with a caveat: The field is mixed with "garbage" ores. This would better simulate mining in real life, as you'd have to sift through the dirt and gravel to get the good stuff. Make all of the shoot-able rocks have the same texture and shape. If you want 20,000 (as an example) profit per unit, you're going to have to work for it. This would break up the monotony of "just shoot rocks" and make mining more realistic, while also adding time spent in the field, thus encouraging interactivity.

Dead-end systems for exploration would also be awesome! I like the idea of dangerous systems with supped up NPCs who hold PvE goodies. As Ramke termed Sombra's idea: "Dungeon" systems. PoB factories to allow players to forge Sci-Data goodies is also a nice idea, and these Dungeon Systems could drop some of the materials required to build some of the nicer rewards. I love the idea of rotating out Dungeon Systems every so often; perhaps once monthly, with many systems making more than one appearance. Entire teams of players could be dedicated to learning the ins and outs of what enemies/dangers are within each system and how to deal with them.

I'd love to see Light Fighters receive a Nano-Tool slot, to make them a decent support class. "Dodge enemies and heal allies!" Speaking of Nano-Tools, perhaps they could receive a buff to the % of hull they repair with each shot? I've heard that they're not great to use on anything but Cap 8 Battleships, but I've little firsthand knowledge with Nano-Tools.

Give many Heavy Fighters two Class 6 gun slots and buff their regen rate a bit to accommodate the hungrier guns, thus making the class more competitive with Very Heavy Fighters. This would give the class as a whole some much needed love, as the general consensus for snubs seems to favor VHFs in most situations. With 2 Class 6s, they could slot in 2 LF Debs, turning them into de-shielding powerhouses. Or, they could simply up their hull dps. Certain HFs - Namely, those with key selling points - May not see this buff. The Marauder, Sunrider, Bulldog and Hammerhead/Skipjack come to mind as perhaps not needing Class 6s.

Gunboat Basics. I would tone down the spread, or remove it entirely. Right now, it feels like unless you focus on being Anti-Snub (Solaris') or Anti-Cap (Cerbs), you don't feel as effective in a fight (Unless I'm wrong, but ugh spread). In addition, I'd like to see some Sirius-wide 3.03s and 5.88s for gunboats, as well as non-heavy slot anti-shield weapons.

I'd make each FWG special and unique, like how the Garland stands out as an all-or-nothing blast, and give one of the Sirius-wide Gunboats a FWG. Examples:
*Rapid-firing, long range high shield dps Pulse-Cannon. 20-degree arc.
*Hellfire-Pod-like mid-to-low range Dumbfire Launcher with little/no shield damage. 10-degree arc.
*Tight-Spread (like 1 degree dispersion), mid-range Tri-Projectile Shotgun with equalized hull/shield damage. 30-degree arc.
*Miniature Nightmare Silo (Sirius-Wide) - Alternative to whichever FWG you're stuck with.
*Equipment-Buster Flak-Cannon. No Shield Damage, Low Refire, HIGH explosive damage and range, 5-degree arc.
*Energy-Based All-Rounder Forward Missile, cannot be CM'd, can be CD'd. High Tracking, Mid-Speed.
...Actually, those all sound like awesome Sirius-Wide gunboat FWGs or even candidates for Sci-Data/Dungeon System drops, come to think of it.

Last but not least: Shield-Booster Equipment. Sacrifice a weapon slot for increased shield capacity and/or regeneration rate. I'd say limit it to transports/gunboat slots to start. Something that RP-oriented, non-combat vessels might slot multiples of, whereas PvP-oriented folks could turn a sub-optimal weapon-arc slot into a slight defensive boost.

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Offline Enkidu
12-18-2018, 05:16 PM,
#44
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Yes to dungeon systems.

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Offline SnakeLancerHaven
12-18-2018, 05:19 PM, (This post was last modified: 12-18-2018, 05:19 PM by SnakeLancerHaven.)
#45
Volgograd Industrial
Posts: 2,873
Threads: 238
Joined: Feb 2012

Would be nice if Pirates could get 90% on the remaining RoS ships and weapons. Also now I know golanski will hate me for that as he went all "EITHER REVIVE ROS AS WHAT IT WAS OR NOTHING!" but to be honest, I would've changed the Lore of RoS into a big Pirate Guild that is roaming across sirius called the Reapers of Sirius. Their ships are just so iconic: Lich, Wight, Skeleton, Reapers to Pirates so I would've probably turned them into a Pirate/Smugglers/Slavers haven of some sort.

Gallia turning into something like Corsairs and Outcasts rather than what they've been introduced as. After a long long thought I came to realize, Gallia wasn't a bad idea noone should've bashed on it "RemoveGallia" and such. Especially I myself that came to Freelancer after Starlancer, I know where these nations existed in the Alliance and France was part of it so was Italy and Spain. My guess is that with Corsairs and Outcast split they wanted to give Sairs to Spain remnants and Outcasts to Italy remnants and with Gallia introduced the whole crew is back together, however their presence was too strong (I know you've removed a couple Gallic systems for that) and I honestly think if they would've been presented equally strong as Outcasts or Corsairs, I would've totaly rolled with that. Cause I think many of us remember how many people left after the "Knock knock, who's there? GALLIA" roflstomp, most of their RPs went trash and probably most of them gave up trying anymore. Pls do not see this as a "GalliaHate" message or anything, I mean I made it definitly clear I actually realize that it was a cool idea to bring Gallia into Discovery, however it should've been presented differently.

I would've banned people that RP mexican Outcasts lol, jokes aside let's leave Spanish to Corsairs and actually do something for Italian remnants for Outcasts, might've been interesting.

Now with Zurich I would've introduced a Swiss Unioners faction, rebellion of fine workers against the Rheinland Gov (just sounds so true to reality, there is a certain attitude towards germans in switzerland when they enforce laws).

Last but not least, a Middle Eastern Faction. That was probably my life plan even back with Shades of Sol, I wish there was a Coalition Rebels faction of some sort that would contain the middle eastern nations that were part of like in Starlancer (Arabs, Egyptians etc.) and maybe add one or two more from todays NATO and have them like fight Coalition in the Omegas Sector.

I wish Core would've turned into a more house supportive group than trying to build an own empire. I liked the idea of BHG Core more with a little tweaks with current Core.

Make SRP classes, easier classes lesser amount of RP, bigger ones heavy RP.

We should've gone for Jinx's Zoner Models back then and removed Nephilim and the Carrier and replaced it what jinx proposed us with those Transport models and a mini barge.

I would've loved to see a dangerous deeper omicrons with AI's and Nomads fighting over territory and you'd have all those Nomad NPCS and AI NPCs to farm for or special loot etc. kinda like how the dungeon system was mentioned.

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Offline sasapinjic
12-18-2018, 06:06 PM,
#46
Member
Posts: 1,693
Threads: 32
Joined: Apr 2015

Wuld like to see SRP ships/eqiupment/weapons/bufs concept banned, so developers wont have to waste energy to futfill all sort of custom wims, and instead focus to give all mention things to hole comunity instead just individual players that meets conditions to get those godies.

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Offline Tenacity
12-18-2018, 06:15 PM,
#47
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Posts: 9,496
Threads: 635
Joined: Apr 2008

As always, I just want more hybrid ship types to add playstyle variety.

Frigates: slightly larger than heavy gunboats, with a mixture of cruiser and gunboat weapons.

Corvettes: midsize cruisers with a mixture of cruiser and battlecruiser weapons.

Torpedo boats: gunboats with only 1-3 gunboat turrets, and 4~ torpedo launchers.

Blockade runners: midsize transports with gunboat or cruiser shields, 2.5-3.5k cargo space, and 400-450 cruise speed, but few to no weapons.



Also I want more supporting mechanisms for research and science characters. Right now sci data is mostly rewarded from combat scenarios, where a science oriented character/ship is inadequate. Aside from that its random exploration for rarely repopulated derelict stations that always get found by the no life squads (or sombra).

Having unique equipment to scan anomalies or objects in order to generate sci data, and having more non combat sci data rewards (like more efficient cloaks. Jump drives, scanners, equipment, etc.) Would help greatly. Theres a reason pvp = rp is a meme, and it's because the only real rp we get around here is on the forums.

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Offline Sombs
12-18-2018, 06:20 PM,
#48
Three orange cats in a mech
Posts: 6,823
Threads: 503
Joined: Feb 2014

Meanwhile the amount of baxter objects never was as low as it is right now. Two years ago we had seven anomalies, now it's even less.




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Offline Gardarik
12-18-2018, 06:21 PM,
#49
Zoner Tears Sommelier
Posts: 185
Threads: 20
Joined: Oct 2018

Some science/research gameplay would be nice. From the look on the existing factions and separate community members it is obvious that quite a lot of people are into that. In the posts above there was idea of special equipment (guns/scanners) or ships that will allow that. Maybe, some sort of mining by destroying NPCs and looting RP-valuable cargo if using proper ID/equipment. Or some mechanics involving planetary scanning for obtaining some special commodities used in science/research RP an/or for construction of some items (like jumphole generators that are not used anyway) and whatnot.
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Offline Enkidu
12-18-2018, 06:21 PM, (This post was last modified: 12-18-2018, 06:22 PM by Enkidu.)
#50
UN| Unioners
Posts: 4,215
Threads: 399
Joined: Apr 2013

(12-18-2018, 06:06 PM)sasapinjic Wrote: Wuld like to see SRP ships/eqiupment/weapons/bufs concept banned, so developers wont have to waste energy to futfill all sort of custom wims, and instead focus to give all mention things to hole comunity instead just individual players that meets conditions to get those godies.

SRP ships are pre-made by non-devs or devs who choose to do it, not because anybody's making them do it, balancing them doesn't take very long. Votes take a long time, content creation for them.


The perception that SRPs take up a vast amount of time relative to other activities is fictional, as is the idea that they only create activity for the creator.

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