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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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4.81 Main Features

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4.81 Main Features
Offline Virus
08-30-2006, 09:11 AM,
#31
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Posts: 4,311
Threads: 257
Joined: Oct 2005

Actually... Its close. Though, the anti-capship turrets cannot have a turn rate. Unless you mean the rate at which the turret itself spins...

What I was proposing is removing (somehow) the Battlerazor and Inferno and having 2.00 refire versions of them in place. Similar to the house capship weapons. And something like making Rhienland Battleship turrets more for anti-battleship (increase range, damage) and leaving missiles and flak for fighter.

[Image: virussig3.png]
Into the Maelstrom - A Measure of Salvation - Reaver Company Database
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Offline Mantaray
08-30-2006, 09:12 AM,
#32
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Posts: 163
Threads: 14
Joined: Oct 2005

just because your red cross doesnt apear,
i dont know about you but to hit something that size (exception hugenot)
i wouldnt NEED the red cross, i would just fire a few shots on purchase and it gives me all the info i need, and when the fighters come in range the red cross will come on making anti-fighter reletively easyer,
but come on,
do current battleships have red crosses to help them aim?
it would also give the BS battle a skill involevent, so that its not just a STAT based battle but actualy requires skill,

im all up for DarkOddity's proposal, i think it would put some balance in it

-------------<FEAR ME>-------------
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Offline DarkOddity
08-30-2006, 09:18 AM,
#33
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Posts: 931
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Joined: Aug 2006

You know that is an interesting view Manta, though it would be exceedingly difficult to fire on another cap ship at long range with no target leading reticle for assitance.

As for your comment about modern day weaponry not having target lead reticles, truely modern war machines do, for example, laser guided nuclear missiles, satelite targeted artiller strikes, ectera.


That laser guided comment makes me wish that the freelancer game engine was capable of having laser pointer based weaponry in addition to current methods, now THAT would make for some awesome cap ship vs cap ship fighting.

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Offline seanstakes
08-30-2006, 09:59 AM, (This post was last modified: 08-30-2006, 11:05 AM by seanstakes.)
#34
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Posts: 234
Threads: 46
Joined: Jun 2006

DarkOddity,Aug 30 2006, 06:18 PM Wrote:You know that is an interesting view Manta, though it would be exceedingly difficult to fire on another cap ship at long range with no target leading reticle for assitance.

As for your comment about modern day weaponry not having target lead reticles, truely modern war machines do, for example, laser guided nuclear missiles, satelite targeted artiller strikes, ectera. 
That laser guided comment makes me wish that the freelancer game engine was capable of having laser pointer based weaponry in addition to current methods, now THAT would make for some awesome cap ship vs cap ship fighting.
[snapback]32970[/snapback]


yes it would be very awesome.............. but i have a couple of ideas myself for capship weapons
Name:Duster Battleship Turret
Damage:S=25000 H=60000
Refire: 1.80
Speed:5000m|s
Range:10ks
Cost:10mil
Description: Excellent Turret used in Border Worlds,created by the Outcasts, It uses less energy for more output damage,range and speed.

Anti Fighter Turret

Name:Super Duster
Damage: S=10127 H:20000
Refire:1.50
Speed:6000m|s
Range:9ks (but fighters are hard to hit at that range)
Cost:8mil
Description: Originally designed by the Kusari Police but stolen by the Blood Dragons who passed it on to the GCC and other crime groups. does superoir damage which can take out fighters Best shield in one shot.


EDIT***
Range and Speed Increased

My 'Unknown' Characters

Baldomero[TBH] - Titan

Baldomero.B[TBH] - Praetorian (Planned)

Baldomero.J[TBH] - Private Cruiser, Named the Hezamorph (Planned)

Baldomero.G[TBH] - Good Ole' Rusty. (Corsair Gunboat)



[Image: sc22.png]
[Image: vcp6.jpg]
[Image: freelancer_fan_2.gif]
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Offline DarkOddity
08-30-2006, 10:03 AM,
#35
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Posts: 931
Threads: 67
Joined: Aug 2006

Unfortunately the problem with those kind of turrets (as opposed to using missile based turrets with different turn radius') is the Battleship turret is a better anti fighter turret due to it's high Projectile Speed.

The higher the projectile speed, the better AF weapon it is. The lower the worse AF weapon it is.

So not only is your Anti Fighter turret slower, it's weaker, and has less range, and for a 2million cost difference it would never be used like many of the turrets in this mod now.

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Offline Virus
08-30-2006, 10:26 AM,
#36
Member
Posts: 4,311
Threads: 257
Joined: Oct 2005

Anti-capship missiles CANNOT be used. It would need a HUGE explosion radius to damage a capship like the Rheinland Battleship.

[Image: virussig3.png]
Into the Maelstrom - A Measure of Salvation - Reaver Company Database
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Offline seanstakes
08-30-2006, 11:03 AM,
#37
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Posts: 234
Threads: 46
Joined: Jun 2006

ok.....any ideas on how i can change these weapons?

My 'Unknown' Characters

Baldomero[TBH] - Titan

Baldomero.B[TBH] - Praetorian (Planned)

Baldomero.J[TBH] - Private Cruiser, Named the Hezamorph (Planned)

Baldomero.G[TBH] - Good Ole' Rusty. (Corsair Gunboat)



[Image: sc22.png]
[Image: vcp6.jpg]
[Image: freelancer_fan_2.gif]
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Offline MrSns
08-30-2006, 11:25 AM,
#38
Member
Posts: 871
Threads: 63
Joined: Jul 2006

May i sugest some cool ships like this one
[Image: scorpion1.jpg]

[Image: xi10t1V.png]
Elder Alexander Cross Wrote:Darkness is a friend, an ally. Darkness allows us to understand others, to see what they value when they believe no one else is looking. It allows us to be honest with ourselves, to express those values that we would disavow in the light. The light blinds us. It is only in the dark that we see clearly, and there is a great dark hidden among these worlds

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Offline marauder
08-30-2006, 11:54 AM, (This post was last modified: 08-30-2006, 11:55 AM by marauder.)
#39
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Posts: 1,950
Threads: 42
Joined: Nov 2005

Huh? I thought we were trying to discuss capship weapon? How'd it suddenly switch to fighters? They aren't even in the list to be discussed.

Flak turrets can kill any fighter with one or two hits, assuming they hit something that is. Though the more you pump out the more like they are to explode and set off all the ones fired, right up to your hull.

BS missiles do alittle too much damage to be used against fighters, that is if you want to pick up the loot they drop...

People would use all the different turrets more often if they used less energy. A lib dread with stock weps runs out after a few seconds, and thats after turning the flak and missile turrets off.

I have never seen anyone use a cerebrus turret against anything. Their energy usage for one shot is more then a liberty primary or order mk 2/3 turret uses for two! A basic BS turret can get about 3 shots to every 1 from a cerebrus.

The only turrets used by everyone that eat alot of energy are the B-razors, mortars and the infernos.

This is because you can't kill another BS without using inferno turrets to drop the shield and the B razors and the mortars do massive amounts of damage, especially to the original ships.
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Offline MrSns
08-30-2006, 12:01 PM,
#40
Member
Posts: 871
Threads: 63
Joined: Jul 2006

sorry i did not know we were talking about cap ships

[Image: xi10t1V.png]
Elder Alexander Cross Wrote:Darkness is a friend, an ally. Darkness allows us to understand others, to see what they value when they believe no one else is looking. It allows us to be honest with ourselves, to express those values that we would disavow in the light. The light blinds us. It is only in the dark that we see clearly, and there is a great dark hidden among these worlds

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