• 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 General Community Feedback
« Previous 1 2 3 4
Darkwind's discussions

Server Time (24h)

Players Online

Active Events - Scoreboard
Task Force Akhetaten - 0 / 10,000
Crayter Battlegroup - 0 / 10,000
Gaian Escort - 0 / 10,000
Atum's Battlegroup - 0 / 10,000
Wendigo Seekers - 0 / 10,000
Wendigo Interdictors - 0 / 10,000
Wild Hunters - 0 / 10,000
Wild Interceptors - 0 / 10,000

Latest activity

Pages (4): « Previous 1 2 3 4 Next »
Darkwind's discussions
Offline Zentor
02-02-2021, 08:22 PM,
#11
Here for the Laughs
Posts: 278
Threads: 49
Joined: Sep 2020

I've mentioned it before in Discord and someone said it wouldn't be possible code-wise or too difficult but I'll post it here just in case.
An idea I had was to give more usefulness to POB's: Just as they currently manufacture ship equipment by feeding it materials, an added module could make for ore processing or x-commodity (food, fuel, drugs, luxury goods, etc) processing or some sort where you feed in "raw" materials/commdoties and they get "refined" into a more valuable commodity to be sold somewheres.

Might make for interesting dynamic to trade and RP.

#JusticeForBurgundy

"Music gives Wings to the Mind, Soul to the Universe, and Life to Everything"
Reply  
Offline darkwind
02-02-2021, 09:02 PM, (This post was last modified: 02-03-2021, 03:09 AM by darkwind.)
#12
Frontier Sheriff
Posts: 1,153
Threads: 138
Joined: Oct 2019
Staff roles:
Coding Developer

(02-02-2021, 08:22 PM)Zentor Wrote: I've mentioned it before in Discord and someone said it wouldn't be possible code-wise or too difficult but I'll post it here just in case.
An idea I had was to give more usefulness to POB's: Just as they currently manufacture ship equipment by feeding it materials, an added module could make for ore processing or x-commodity (food, fuel, drugs, luxury goods, etc) processing or some sort where you feed in "raw" materials/commdoties and they get "refined" into a more valuable commodity to be sold somewheres.

Might make for interesting dynamic to trade and RP.

highly unsure that others would take this idea well, feel free to submit to dev requests for voting if you wish though

And anyway there is another idea(actually even two ideas) already existing and approved, which touches.... relatively similar thing. It would achieve partially similar goals in my opinion anyway.
Reply  
Offline Haste
02-02-2021, 09:09 PM,
#13
Lead Developer
Posts: 3,565
Threads: 107
Joined: May 2012
Staff roles:
Balance Dev

Give me my easily configurable/expandable factory modules and interesting things can and will happen to what you can do with your PoBs (:

[Image: cdSeFev.png]
Reply  
Online LuckyOne
02-02-2021, 09:31 PM,
#14
Armed to the Teeth
Posts: 490
Threads: 13
Joined: Apr 2020

Disco people need to realize (and I think a lot of them silently do) that the POB stuff is what keeps big parts of this community going.

It's the missing piece of vanilla FL, adding stuff like limited stockpiles, dynamism in the economy, and having your own place to call home, all things Roberts has been promising since the game's inception, the stuff he's still failing to deliver, even with FLv2 and 300 million dollars burned.

So I appreciate your work, darkwind, and salute you for taking the baton and trying to make this really cool feature better!
Reply  
Offline Skorak
02-02-2021, 09:38 PM,
#15
3x Custom User Title
Posts: 4,422
Threads: 503
Joined: Mar 2008

(02-02-2021, 09:09 PM)Haste Wrote: Give me my easily configurable/expandable factory modules and interesting things can and will happen to what you can do with your PoBs (:

Moving modules of all sorts from hardcoded to config would be amazing.
Reply  
Offline Markam
02-03-2021, 01:54 AM,
#16
Templar Enthusiast
Posts: 1,865
Threads: 122
Joined: Aug 2008

(02-01-2021, 06:24 PM)Karlotta Wrote: d) Let players buy custom pob models after the pob is built (like they are already used in events) once a pob has been placed.

A about 20 custom "pob models" were added in the last patch using vanilla bases and some non vanilla bases.

There is
1 core 1,
3 core 2s,
3 core 3s,
and 13 core 4 models added in the files.

There is no coded solution to their "implementation" as of now, and GMs are discussing pricing for the custom models.

Its a bit heavy on the Core 4 side as the model vanishes when you upgrade, so it is best as a late game option.

[Image: jVk71cR.png][Image: CNwiaZq.png]
Markam is evil
Reply  
Offline darkwind
02-03-2021, 03:25 AM, (This post was last modified: 02-03-2021, 03:59 AM by darkwind.)
#17
Frontier Sheriff
Posts: 1,153
Threads: 138
Joined: Oct 2019
Staff roles:
Coding Developer

(02-03-2021, 01:54 AM)Markam Wrote:
(02-01-2021, 06:24 PM)Karlotta Wrote: d) Let players buy custom pob models after the pob is built (like they are already used in events) once a pob has been placed.

A about 20 custom "pob models" were added in the last patch using vanilla bases and some non vanilla bases.

There is
1 core 1,
3 core 2s,
3 core 3s,
and 13 core 4 models added in the files.

There is no coded solution to their "implementation" as of now, and GMs are discussing pricing for the custom models.

Its a bit heavy on the Core 4 side as the model vanishes when you upgrade, so it is best as a late game option.

i think here is needed simple config, specifying model name, required base level and price for it.

And player command to see list and buy from it

As temporal solution, to make custom model auto removed and credits auto refunded, if person upgraded the base level

When "relative health" idea would be imlemented, we would be able just to extend config, which base levels permitted for mentioned basetl model, which will remove auto dropping base model when upgrading a base.


Well... or doing relative health first, then there will be no need for failsafe/refunding mechanisms
Reply  
Offline darkwind
02-03-2021, 03:55 AM, (This post was last modified: 02-03-2021, 04:22 AM by darkwind.)
#18
Frontier Sheriff
Posts: 1,153
Threads: 138
Joined: Oct 2019
Staff roles:
Coding Developer

(02-02-2021, 09:09 PM)Haste Wrote: Give me my easily configurable/expandable factory modules and interesting things can and will happen to what you can do with your PoBs (:

I am having doubts in having 10+ factories, which would force people building more pobs because they cant achieve all with one anymore

I thought making aim to have one pob as enough. Clear my doubts or make separated discussion with poll, where people agree with your idea, and there is mentioned drawback I voiced

In my opinion current system to upgrade base levels, which requires many months of base life, and a lot of rp, is better suiting one multipurpose pob

I suggest making factories not taking module slots, I could agree with it then
Reply  
Offline Haste
02-03-2021, 04:13 PM,
#19
Lead Developer
Posts: 3,565
Threads: 107
Joined: May 2012
Staff roles:
Balance Dev

This is a roleplay server. Having to interact with other base owners to organize who does what and supplying one another is much more conducive to a healthy roleplay environment than one PoB owner playing a singleplayer management game.

[Image: cdSeFev.png]
Reply  
Offline darkwind
02-03-2021, 04:25 PM, (This post was last modified: 02-03-2021, 04:26 PM by darkwind.)
#20
Frontier Sheriff
Posts: 1,153
Threads: 138
Joined: Oct 2019
Staff roles:
Coding Developer

(02-03-2021, 04:13 PM)Haste Wrote: This is a roleplay server. Having to interact with other base owners to organize who does what and supplying one another is much more conducive to a healthy roleplay environment than one PoB owner playing a singleplayer management game.

Do we really have the necessary amount of active 'pob online' to support it?
an active pob online with an active presence at a forum of people capable to interact through comm messages?

I think a really small segment of people targeted here.
Add here, that all bases have complicated diplomacy and will not be able to interact inRP freely with each other.

I am thinking that your plan for PoB cooperation would not work at the moment, unless all of them will be able to cooperate at ooRP level, but was not the goal, was it?.

In any case this change would promote people building several PoBs to have less dependency on other people in factories they don't have. The change in the currently suggested way promotes more PoB spam.
Reply  
Pages (4): « Previous 1 2 3 4 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