• 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 Development Discovery Mod General Discussion
« Previous 1 … 389 390 391 392 393 … 547 Next »
Cap turret diversity

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (2): 1 2 Next »
Cap turret diversity
Offline Cellulanus
06-08-2009, 01:40 AM,
#1
Imperial Quartermaster
Posts: 1,387
Threads: 26
Joined: Jul 2008

As you all know, in vanilla caps had a wide array of turrets most of which did not make it into Disco, I am suggesting that we take these old and unused turrets and turn them into factionalised versions of certain speciality turrets. Now I am only listing Rheinland cap turrets because I am only familiar with their vanilla turrets, but I'm sure something similar could be applied to most of the other houses with vanilla caps.

And since they would only be given stats of already existing weapons ingame, there should be no balance issues.



Rheinland gunboat turrets:

Secondary (Currently small single barrel model): Already in game, doesn't need change.

Primary (Small double barrel turret model): I am unsure what this could be, possibly give is cerebrus turret stats or make it an alternate secondary turret.

Missile (Small single barrelled model): Already in game. No change.



Rheinland Cruiser turrets:

Defence (small single barrelled model): Giving them solarius turret stats seem the most logical to me.

Tertiary (sp? Small double barrelled model): Unsure, however giving them secondary turret stats could work to make them an smaller option for secondary's, alternatively they could also be given solarius turrets.

Secondary's (Currently named defence ingame, large double barrelled model): Already in game, no change other then properly naming them.

Primary (Large triple barrel model): One of three options seems logical to me, 1. Battle Razor stats, 2. Mortar stats or 3. Cerebres turret stats. Projectile model: The same as the RH GBs forward gun.



Rheinland Battleship Turrets:

Defence (small single barrelled model): Giving them solarius turret stats seem the most logical to me.

Tertiary (sp? Small double barrelled model): Unsure, however giving them secondary turret stats could work to make them an smaller option for secondary's, alternatively they could also be given solarius turrets.

Secondary's (Currently named defence in game, large double barrelled model): Already in game, no change other then properly naming them.

Primary (Large triple barrel model): Already in game, no change other them possibly changing the projectile model to the RH GBs forward gun model.

Flak (Currently small double barrelled model): No change, save for changing it back to it's vanilla single barrelled model.





So, looking for feed back and advise on this idea (as well as ideas for the other houses turrets), personally I think this would be a great way to give the houses something to set there caps apart from the other factions caps, and I don't think there is anything to worry about in this case about mod size since unless I'm mistaken these turrets are already in the game files, they just aren't used.
Reply  
Offline Cellulanus
06-10-2009, 10:22 PM,
#2
Imperial Quartermaster
Posts: 1,387
Threads: 26
Joined: Jul 2008

What? No one has any opinion on this idea?


Maybe if I added a poll...
Reply  
Offline atlantis2112
06-10-2009, 11:03 PM,
#3
Member
Posts: 1,350
Threads: 125
Joined: Apr 2009

Sure would add a lot of unique-ness.

I like it :D
  Reply  
Online jammi
06-11-2009, 09:14 AM,
#4
Badger Pilot
Posts: 6,844
Threads: 410
Joined: Aug 2007
Staff roles:
Story Dev
Economy Dev

More diversity = more freedom = better playing experience.

More diversity also = bigger file sizes = longer download times. The thing is though, you only download the mod once, then you can play it all you like. I'm all for the addition of the extra turrets that weren't mod included.

[Image: redon.gif]
[Image: f0D5b.png][Image: O2Zu5.png][Image: IlS2I.png][Image: yNeaK.png][Image: 9zbjr.png][Image: D7RGg.png]
News article library, feedback and content requests.
Reply  
Offline Lutz
06-11-2009, 09:20 AM,
#5
Member
Posts: 127
Threads: 16
Joined: May 2008

very nice I really would like to see more turrets for the house caps. Always liked the Vanilla Rheinland turrets.
  Reply  
Offline reavengitair
06-11-2009, 10:50 AM,
#6
Member
Posts: 3,399
Threads: 108
Joined: Dec 2008

Definatley.

Please!

Im thinking of a few ideas for disco with this theme too..
  Reply  
Offline SevereTrinity
06-11-2009, 01:08 PM,
#7
Member
Posts: 1,152
Threads: 28
Joined: Apr 2008

More file size = more server load = more lag = more forum whining.
Reply  
Offline Cellulanus
06-11-2009, 04:33 PM,
#8
Imperial Quartermaster
Posts: 1,387
Threads: 26
Joined: Jul 2008

' Wrote:More file size = more server load = more lag = more forum whining.

That's the great thing about doing this for the House caps only, these things are already in the game files unless something changed, so the actual total game size doesn't change much.
Reply  
Offline SevereTrinity
06-11-2009, 07:14 PM,
#9
Member
Posts: 1,152
Threads: 28
Joined: Apr 2008

The models that were not in use were removed, I believe, due to them not being in SP anymore. I'm on the dev team, but who say's I really pay attention to what is said? :P
Reply  
Offline Cellulanus
06-12-2009, 01:15 AM,
#10
Imperial Quartermaster
Posts: 1,387
Threads: 26
Joined: Jul 2008

' Wrote:The models that were not in use were removed, I believe, due to them not being in SP anymore. I'm on the dev team, but who say's I really pay attention to what is said?:P


Still, if we are really worried about mod space we could just scrap the NPC transport turrets and give the NPCs appropriate player turrets.


And in any case, this is only adding about 6 turrets for Rheinland, Liberty would have less, Kusari would probably have less. Not sure about Bretonia.
Reply  
Pages (2): 1 2 Next »


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2026 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode