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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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Discovery 4.81 features, bugs & suggestions
Offline Korrd
11-07-2006, 02:58 PM,
#181
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Posts: 3,714
Threads: 241
Joined: Aug 2005

I agree too. You can in fact stand still in front of a hostile station and get next to no damage.

A station should be able to beat a battleship.

[Image: 3cfefe54.jpg]

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Offline Stingray
11-07-2006, 04:30 PM,
#182
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Posts: 169
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Joined: Sep 2006

If the station/Battleship bases gets damage increase of thier turrets
means that life will be hard if you're in a fighter, gunboat, freighter etc.

So here's my ideas how to solve that prob: increase turret damage and decrease
the projectile speed to like 800 or less.

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Offline Dab
11-07-2006, 05:25 PM,
#183
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Posts: 9,570
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I don't think it should defeat battleships.. Cruisers, yes, and with the help of some high level NPCs yes. But all by itself, it should SLOWLY drain away their shields. Can beat, yes but it should take 10 minutes of firing to take the hull down.

[Image: DFinal.png]
Offline Korrd
11-07-2006, 05:56 PM,
#184
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Posts: 3,714
Threads: 241
Joined: Aug 2005

Yes. By defeat i meant that, over time, it should be able to lower shields a damage the hull, not destroy it in a few shoots.

[Image: 3cfefe54.jpg]

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Offline DarkOddity
11-08-2006, 02:20 AM,
#185
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Posts: 931
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Joined: Aug 2006

Winkie,Nov 6 2006, 09:23 PM Wrote:Here is one that just popped up (at least for me) . Pushing a humpback in Shikoku, launching from Deshima Station and I get kicked to windows and the normal auto error report to the mighty MS. Must restart game, yata yata yata.&nbsp; Ten minutes later same thing happens from Planet Junyo.
OK this is from my own server and I have done nothing to try to modify game (though I would love to)
If it helps.
Platform: XP
Ver: 5.1.2600
MB: ASUS K8N
VID: NVIDIA GeForce4 MX 440 AGP8X
[snapback]43410[/snapback]

I have this problem aswell, however only when I am running my own server *and* playing on the server PC. This is as far as I know an unavoidable bug with Freelancer.

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Offline Qunitinius~Verginix
11-08-2006, 02:43 AM,
#186
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Posts: 2,777
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Joined: Aug 2006

Ahhh an upgrade to station kill missions would be greatly appreciated, it would nice to have a challenge. Its a space station! it shouldn't be able to be beaten by a heavy fighter, at least not without a huge fight.

[Image: qvsigaz9.gif]
 
Offline Qunitinius~Verginix
11-08-2006, 06:37 AM, (This post was last modified: 11-08-2006, 06:37 AM by Qunitinius~Verginix.)
#187
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Posts: 2,777
Threads: 61
Joined: Aug 2006

BUG: This is a pic from the battleshipin Munich. Notice how its windows are all black instead of white and looking like normal windows. It like that all over ship.

[Image: screen94.jpg]

[Image: qvsigaz9.gif]
 
Offline Badger
11-08-2006, 11:09 AM,
#188
Member
Posts: 245
Threads: 18
Joined: Jun 2006

Capship Shields

I believe the Graviton fighter shields have the highest capacity, but lower regen than both the other shield types. I can't remember which has the highest regeneration but it isn't Graviton... unlike the capship versions. On all high level shields Transport and up, the Graviton version has the highest capacity and regen.

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Offline Korrd
11-08-2006, 02:21 PM,
#189
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Posts: 3,714
Threads: 241
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Qunitinius~Verginix,Nov 8 2006, 02:37 AM Wrote:BUG: This is a pic from the battleshipin Munich. Notice how its windows are all black instead of white and looking like normal windows. It like that all over ship.
[snapback]43549[/snapback]
It is a known bug that happens when you minimize the game, and then restore it. Some textures are not properly reloaded.

[Image: 3cfefe54.jpg]

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Offline marauder
11-08-2006, 11:03 PM,
#190
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Posts: 1,950
Threads: 42
Joined: Nov 2005

Weapons.

We need to be able to have characters RP as a faction and be able to use that factions weapons against ANY target, be it NPC or player.

At the moment everyone uses codename, nomad, chainguns and corsair shield-busters because "the weapons, of the faction I'm aligned to, suck" the only exceptions are the outcasts and corsairs.

If you use similar loadouts as the NPCs do you can only kill NPC transports, freighters and fighters, you'll get creamed by anything bigger and as for taking on any player ship, thats suicide.

So whats the point of making RP characters, each with their own history and personality when you always have to use the same weapons on them?

No-one uses alot of the weapons in the mod, practically all the container transports I see use gunboat or chaingun turrets.

Practially every fighter I see, regardless of it's faction ID, has codenames, tizonas, coladas, nomad cannons or blasters and salamanca guns mounted.

Every capship I see has solaris, inferno, battlerazor, order or corsair turrets mounted.

I've never seen anyone use the basic turrets that are sold for all capships, let alone the stock weapons that come with a ship.

So what is the point of having all the other weapons in the mod?
____________________________________________________________________

Cruisers/destroyers.

They are pitifully under-powered.

As an example it takes at least 2, if not 3, cruisers to take out a BS, it only takes a single fighter to take out a cruiser.

A tricked out fighter can take out a cruiser without worrying about it, the same tricked out fighter can still damage a BS, and depending on the pilot, possibly kill a BS too.

So we need to do something so that lone fighters cannot hurt a BS and has to struggle to harm a cruiser/destroyer.

As for gunboats, I haven't flown one for ages so I'll leave the suggestions for them to the SF guys who do use gunboats.
 
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