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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Discovery 4.81 features, bugs & suggestions

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Pages (24): « Previous 1 … 11 12 13 14 15 … 24 Next »
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Discovery 4.81 features, bugs & suggestions
Offline Zukeenee
09-27-2006, 08:37 PM,
#121
Member
Posts: 1,803
Threads: 82
Joined: Mar 2006

@DO: Well, the whole Neutral-ness will always stay with you for a few minutes after you complete your mission. It happens with every in-game faction.

[Image: Zukeenee2.gif]
 
Offline Winkie
09-27-2006, 09:23 PM, (This post was last modified: 09-27-2006, 11:29 PM by Winkie.)
#122
Member
Posts: 86
Threads: 8
Joined: Sep 2006

marauder,Sep 25 2006, 07:48 AM Wrote:Ok, spotted some more little things:

1) the starblazer's second engine doesn't work, it never has any engine contrail or effects on it.

2) transports and trains can still mount class 8 (gunboat) shields.

3) transports and trains can still mount class 8 (gunboat) turrets.
[snapback]38155[/snapback]

Hey! Leave my train alone! It is just perfect the way it is... As the name implys it's a train, ever seen those news clips of cars and 18 wheelers that have got stuck in front of a train? They get crushed and the train keeps going. chugga chugga chugga. :nono: Since I have to slow down though asteroid fields it is nice that 80% of the critter know better than to bother me, one who do get swatted like flys I never shoot first, but i almost alwys shoot last. In my opinion it should take a hell of a lot to stop a train. :yahoo:
PS you could loose the CD though. They should be on fighters only

My Lil' boats are
SS_Scorpion
SS_JackyBlue
SS_Guppy

 
Offline DarkOddity
09-27-2006, 09:57 PM,
#123
Member
Posts: 931
Threads: 67
Joined: Aug 2006

On the nuetral nomad, I had been flying around killing corsair battle groups for maybe about 20 minutes before I stumbled on a single nomad. In this case the fleet. Hence why I mentioned it.

My Website
 
Offline marauder
09-27-2006, 10:40 PM,
#124
Member
Posts: 1,950
Threads: 42
Joined: Nov 2005

Winkie,Sep 27 2006, 09:23 PM Wrote:Hey! Leave my train alone! It is just perfect the way it is... As the name implys it's a train, ever seen those news clips of cars and 18 wheelers that have got stuck in front of a train? They get crushed and the train keeps going. chugga chugga chugga.  :nono: Since I have to slow down though asteroid fields it is nice that 80% of the critter know better than to bother me, one who do get swatted like flys I never shoot first, but i almost alwys shoot last. In my opinion it should take a hell of a lot to stop a train.  :yahoo:
[snapback]38502[/snapback]

And what does this rant have to do with mod balance?

You don't have to slow down, stop trusting the autopilot and fly it manually, everyone else manages it.

Trains and transports use transport turrets, ok? with me so far?

The transport turrets are class 7, therefore the trains and transports don't need class 8 mounts, simple common sense.

Also, the liners seem to be able to mount cruiser and destroyer weapons and equipment (read cruiser shields and destroyer missiles).

As they are suppose to be transports this needs to be dealt with.
 
Offline DarkOddity
09-27-2006, 11:00 PM,
#125
Member
Posts: 931
Threads: 67
Joined: Aug 2006

The liners having cruise class weaponry & equipment is a bit of a problem... I was engaged by an HF Luxury Liner today sporting Cruiser (Destroyer) Missile turrets and a cruiser shield.

Bug Report: Neutraon Star, Omega 41
Entering atmosphere of the "star" does not kill a ship, and infact does no damage what-so-ever. I had to rely on radiation to kill my transport.

Bug Report: Corsairs "Guard" System
Fighters in this system do not drop "Guard" pilots, they drop normal Corsair pilots.

Suggested Change: "Guard" Systems
I suggest "Battleship Encounters" be added to each guard system with the appropriate capital ships, as atm I view the guard systems as "Elite hunting grounds" and I think it would be appropriate.

My Website
 
Offline Demo
09-27-2006, 11:08 PM,
#126
Member
Posts: 58
Threads: 0
Joined: Jul 2006

but how about my idea thats being displayed on page 10????

Like the swiftness of the fire death will overcome you
 
Offline Malaclypse 666
09-27-2006, 11:12 PM,
#127
Member
Posts: 3,634
Threads: 87
Joined: Sep 2006

DarkOddity,Sep 27 2006, 04:00 PM Wrote:Bug Report: Neutraon Star, Omega 41
Entering atmosphere of the "star" does not kill a ship, and infact does no damage what-so-ever. I had to rely on radiation to kill my transport.

[snapback]38519[/snapback]

(..putting on Carl Sagan suit & tie..)
DO, DO...

A neutron star would not have an "atmosphere", per se, due to its intense gravitational field. So, IMHO, it's behaving just as it should. I do suggest a lead-lined jockstrap, however. That Cherenkof radiation is hard on huevos as well as hulls.

End tutelage..

[Image: malsig_alt1.png]
 
Offline DarkOddity
09-27-2006, 11:17 PM, (This post was last modified: 09-28-2006, 03:19 AM by DarkOddity.)
#128
Member
Posts: 931
Threads: 67
Joined: Aug 2006

lol, well tell that to the game engine "Entering atmosphere" and in the case of the immense gravitational pull...

If it pulls you into it with gravity and you slam into it with that force.. you *should* die, so damage should still be dealt IMO.. as it is now traders dont have to fear smacking it lol.

Bug Report: RECENT LAG ISSUE
VERIFIED CAUSE: MISSIONS

I got a mission during a no-lag time period from Freeport 9:
410k Reward
Target: Corsair 'Ships'
System: Omicron Theta

I launched from FP9 and it started yellow.. then progressed to red lag. As I have a laptop next to me I have my trader online, logged off the server with my cap ship (Mission holder) lag immediately ceased.

EDIT: I didn't realise that Nightfall and another person had already verified this.. sorry for the useless post.

Beta 4 Suggestion: Mortars
Ok, as it stands now (beta 3) the Heavy Mortar has been removed, the explosion radius of the light and normal mortars has been removed (it's now just like the Battle razors save a few details)

Battle Razor: 32k Damage 500k Energy Drain
Mortar: 45k Damage 1 Million Energy Drain

As it stands there is a mere 13k difference in damage between the two weapons but a massive 500k difference in energy drain.

Now what I suggest is that the Energy drain on the Mortar be reduced to 700k, 500k drain for damage of the Battle Razor, 200k drain for the just under half damage difference between the two weapons. All in all:

So Proposal:
Mortar - Price $16,000,000 (like buying one and a half battle razors)
Damage: 45,000 (Same as before)
Energy Drain: 700,000 (Proposed level)

Seperate Proposal: Re-Introduction of "Heavy Mortar"
I propose that the Heavy Mortar be added back into the game with the following stats:

Heavy Mortar - Price $35,000,000 (Like buying 3 Battlerazors)
Damage: 90,000 (Previous damage)
Energy Drain: 1,500,000 (Proposed)

With 1.5mil energy drain, it is the same as firing three simultanious Battle Razors. The difference is, it drains the same amount of energy, but does 6k less damage.


---

These two proposals would add alitle variety to anti capital ship loadouts on battleships as you can choose a different loadouts for each ship.

For Instance:
Some ships only have one or two forward firing centered mounts, making practical positioning of multiple anti cap ship weapons, difficult at best.

---
Forgot pricing.. now listed!

EDIT2:
Almost forgot! The current model on the mortars is the battleship turret model for bretonian ships, I suggest it be changed to the model used for the Infernos and battle razors as it's a much more pleasant model.

My Website
 
Offline Korrd
09-28-2006, 04:01 AM,
#129
Member
Posts: 3,714
Threads: 241
Joined: Aug 2005

A neutron star does not emit cherenkov radiation. Cherenkov radiation is emmited when a particle travels through a medium faster than the speed of light of that medium.

For example, a atomic nuclei would cause cherenkov radiation (a blue glow) if travels through a diamond faster than 150.000 km/s. (Speed of light on a diamond is 150.000 km/s).

[Image: 3cfefe54.jpg]

Server Status | Server Rules | Players Online | Player Rankings | Freelancer Account Manager
(If you find any mistake in my English, please let me know via a PM)
(Really, I speak terrible English, so please, tell me if I make mistakes. I'd like to improve it a bit Smile)
 
Offline DarkOddity
09-28-2006, 04:10 AM,
#130
Member
Posts: 931
Threads: 67
Joined: Aug 2006

Bah and here I thought i might get a response to my feedback on Mortars! :P lol..

A side note and reason I'm replying though: Missions from Sheffield Station in Menchester do not seem to cause the lag issue.

My Website
 
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