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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Discovery 4.82 Beta features, bugs & suggestions

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Discovery 4.82 Beta features, bugs & suggestions
Offline Qunitinius~Verginix
12-07-2006, 02:55 AM,
#201
Member
Posts: 2,777
Threads: 61
Joined: Aug 2006

Alright, to the guy who made the comment about the Rhino Freighter, The Rhino is for sale on SPOILER!!!!!!!!!!!!!!!!!!!!!!! pittsburg! yay! END SPOILER!!!!!!!!

[Image: qvsigaz9.gif]
 
Offline Knucklehead
12-07-2006, 03:14 AM,
#202
Member
Posts: 397
Threads: 23
Joined: Aug 2006

@Kira and Nightfall: I'd be happy to referee a race or two, as long as you let me take a few laps too...

@Igiss: I have seen other mods where different engines had different cruise warm-up times. It's been a little while, so I don't remember which ones had them. I agree that the sounds would have to be changed for them, as some of the engines were set up to start before the sound finished and others after. The latter was particularly annoying, as there was a brief time when your engine would be silent.

All in all, if the times and speeds were changed, it would totally mess up some of the single player campaign. (Imagine getting to cruise speed a few seconds ahead of Hovis in mission 6, or worse, a few seconds after...)

It's official, I have too few ships now...
 
Offline Nightfall
12-07-2006, 03:53 AM,
#203
Member
Posts: 2,291
Threads: 58
Joined: Mar 2006

BestFlyerHere,Dec 6 2006, 11:59 PM Wrote:Nightfall's idea is good about the interdictor gun. It should be able to get a few shots off before the person escapes. I think you should put it on a torp mount, because CDs do not work very well at all, so we could mount it on capships. I had a BS CD, and i fired it all 8 times at a player that was 2k away, and none of them hit. Or give capships a class9 mount.
[snapback]47381[/snapback]
You got it wrong. NOT on a torp mount. We have those.

I want us to be able to mount a Nova AND a cruise disruptor. Why? Because all I encounter are battleships/cruisers that start shieldrunning on me (us) when they get their shields to half. Not to mention that they cowardly choose only when there's a single fighter on. And I don't want to rant anymore.

[Image: da0cdf1d.jpg]
[Image: I_like_it_shiny_by_ravenwoodarts.gif] [Image: duque-de-corsica.png] [Image: ghosts-of-razgriz-tr-bk-2.png] [Image: outcast-pilot-3.png] [Image: raving-outcast.png] [Image: jolly_roger_a1a.gif]
If the stars should appear one night in a thousand years, how would men believe and adore and preserve for many generations the remembrance of the city of God? - from 'Nightfall' by I. Asimov
The Outcasts consider Siniestre Nube a sacred place for several reasons. Early explorers discovered a jumphole within the depths of the cloud that leads to a strange world of ringed stars and strange craft. All ships in the burrial ground are placed facing that hole to honor the Alien Spirits. - An Outcast rumor
 
Offline TankTarget
12-07-2006, 04:12 AM,
#204
Member
Posts: 1,310
Threads: 34
Joined: Jun 2006

I understand that completely whenever I take my bomber out to kill something I hurt it and it runs away but because of my slots being taken by my novas there is nothing I can do to stop them....
 
Offline Qunitinius~Verginix
12-07-2006, 04:22 AM,
#205
Member
Posts: 2,777
Threads: 61
Joined: Aug 2006

Remember though, a Bomber is suposed to be supported by something else, in case of fighter attacks. So when you go and attack an enemy cap ship in a bomber, bring along a fighter with a CD with it.

Also on bombers, you could equip one torp/nova gun and one CD, but thats kinda blah....

[Image: qvsigaz9.gif]
 
Offline TankTarget
12-07-2006, 05:10 AM,
#206
Member
Posts: 1,310
Threads: 34
Joined: Jun 2006

Well what I find out is that when I attack something with my bomber strangly there is no one to support me and there rarely is I think personally people who make ships would've thought of this long ago realisticly why limit pilots only to one of each??? Would any military on earth do that think about it (and don't say well it's Sirius).
 
Offline Dab
12-07-2006, 05:34 AM,
#207
Member
Posts: 9,570
Threads: 320
Joined: Aug 2005

The cruise disrupters.. Yeah, pissing me off pretty badly.

Train disrupter. Says it goes 800 m/s. It tops at 300. Either infocard is wrong, or the disrupter isn't right. Even when going to cruise then engine killing, then shooting you, move faster than it does. Needs to be fixed, the infocard OR the missile.

[Image: DFinal.png]
Offline Igiss
12-07-2006, 08:25 AM,
#208
Discovery Creator
Posts: 3,181
Threads: 578
Joined: Jun 2005

Weapons, including cruise disruptors, get their infocard values directly from weapon stats. These numbers are not entered manually by me.
Offline Ant
12-07-2006, 10:30 AM, (This post was last modified: 01-10-2007, 02:03 AM by Ant.)
#209
Member
Posts: 413
Threads: 18
Joined: Oct 2006

Is the Magellan to New York supposed to be locked? Can make a nice shortcut.

Also, a bug noticed at Lanzarote base in Omega 49. Large Trains sometimes hang up in the structure after launching.
Edit: cancel that. it's possible to reverse and slide out.
 
Offline Hawke
12-07-2006, 05:49 PM,
#210
Member
Posts: 25
Threads: 1
Joined: Dec 2006

Thanks for pointing out the Rhino, It helped, tremendously, I've already upgraded to the CSV, and halfway to an even bigger freight hauler. It was hell trying to trade 20 units at a time! :rtfm:

I definitely agree that upgrading to a faster/better combat ship and weaponry helps tremendously with the speed of killing. I never felt I was a bad pilot, I can track the NPCs pretty well, and light em up, I just was doing so little damage that It felt like I was chasing him with a BB gun. :wacko:

I like playing a trade character, it has been fun so far. I will need to find a Faction that likes or supports cargo runners.

Is there a way to trade credits between two characters that I have? Can my well established, grounded Trade Captain give his younger brother a few creds to get on his feet?

I also noticed the NY > Magellan gate was locked. What's the story on that one?

This may/may not be a bug, but I have noticed that if you enter a previously disrupted trade lane from "center" or from "below" the gate, then you lose your shields when re-entering the gate. It doesn't happen if you re-enter from "above" the gate.

There is apparently a Liberty Navy "faction" in Virginia that attacked me on sight. Their info shows that they're friendly with everyone I'm friendly with, but they hate my guts. They blew me to microscopic particles as soon as I entered the Virginia jumphole. I now have one "Liberty Navy Guard" in my list that shows red hostile to me, but friends with LPI and LSN. Is this also a bug?

Lastly, I have noticed that occasionally during a Rogue attack, the industrious bastards somehow are managing to 'hold' the jump gate to Texas. It says that the gate is in use, and yet there is no ship to be found. I'm suddenly at a dead stop, and getting pounded by a bunch of rogues. They haven't managed to kill me yet, but I burned a bunch of Bats and Nans the first time they tried it. Any idea how/why that is?

<span style="color:#333333">Current Ships: </span>
  • <span style="color:#660000">Jack_StarMule - Luxury Liner Mark VIII - President and CEO of JSM, Inc. </span><>
  • <span style="color:#660000">[JSM-Inc.]DeepSpace1 - Spatial - Commerce Route Exploration Vehicle </span><>
  • <span style="color:#660000">[JSM-Inc.]CPS1-Hawke - Raven's Talon - Commerce Protection Service </span><>
  • <span style="color:#660000">[JSM-Inc.]CargoTrans1 - Container Transport - Cargo Hauler </span><>
  • <span style="color:#660000">Hawke - Piranha - Freelance Bounty Hunter </span><>
    [st]
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