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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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Transport Turrets, Gunboat Turrets and... Liner Turrets

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Pages (8): « Previous 1 … 4 5 6 7 8 Next »
Transport Turrets, Gunboat Turrets and... Liner Turrets
Offline Unseelie
07-09-2009, 01:53 AM,
#51
Member
Posts: 4,256
Threads: 235
Joined: Nov 2006

Bogenschutz, I'd suggest, for one, that the Police also use transports. Pair them with a LF with a CD and a screamer mine, and they should be quite effective.

Ogris, it wouldn't. It would see the Transports deployed in piracy, as they should be...again, a Fighter with a CD, paired with a transport, etc...And this will be an even more profitable form of piracy than you see today. (also, which liners have cm?)

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Offline Sprolf
07-09-2009, 01:55 AM,
#52
Member
Posts: 3,052
Threads: 48
Joined: Mar 2009

' Wrote:Make it 1800, and it'll insta hit, making it too powerful. The current 4 turrets already give you an ample choice; Making something go at solaris speed, means liners will become a point and click affair(yes, i know you werent aiming for that, but the turret speeds are already fairly high)

Please, purchase a liner and fly through Liberty.
I imagine your opinions might change after a short while.

Also, I hate having to repeat myself:
' Wrote:Liner turrets I envision as a bit slower, with much more range, given the size of their bodies.
A bit in this context means about 400, depending on how the game mechanics and such would work out.

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Offline Ogris
07-09-2009, 01:59 AM, (This post was last modified: 07-09-2009, 02:00 AM by Ogris.)
#53
Member
Posts: 182
Threads: 8
Joined: Apr 2008

' Wrote:Please, purchase a liner and fly through Liberty.
I imagine your opinions might change after a short while.

Also, I hate having to repeat myself:

A bit in this context means about 400, depending on how the game mechanics and such would work out.

I fly a shire through liberty(Cali->NY->Texas->Hudson->Texas->NY->Cali->Cortez->Cali->NY->Cali->cortez, so it's more than a "flyby"), which is even more powerful and a bigger target. I think i know how it feels VERY well.

Anyway, check my previous post for my suggestion, now i shall retire to bed

[Image: OgrisTry5.png]
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Offline Elsdragon
07-09-2009, 02:25 AM,
#54
Member
Posts: 2,741
Threads: 59
Joined: Mar 2009

Shire is smaller and more powerful. Not the same. Considering ive flown both

No longer a slave to the man!
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Offline Unseelie
07-09-2009, 06:21 AM,
#55
Member
Posts: 4,256
Threads: 235
Joined: Nov 2006

So, here's my heresy:
The Heretical Suggestion is that Transports above 100M be turned into Poor Mans Cruisers. The ones below 100M, thats the 3k ones, be made junior versions of the bigger ships.

I've two facets of this transformation, Hulls, which varies from ship to ship, and guns, which would be the customibizable bit.

Hulls: Takes in the shape, size, flexibility, and durability of the ships, and includes a couple modes: Fighting transports (which should be the most bloody expensive of the net, without ever reaching 5k cargo), General Haulers, Armoured runners and Mobility runners.

From most expensive (above 200 million) to cheapest (80 million)

The Fighting transports, the Liners, the CTransports, the Pirate Train and the Pirate trans, should have armour in the range of 180-210k armour (just below cruiser range) and above 9 turrets. These are the fortresses of space, poor man's cruisers, and the fear of gunboats and bombers alike. Their little cousins, the house Transports, the Percheron, Mammoth, Behemoth, and the Kusari transport, will be the companions of the Police forces, for intercepting and detaining cargoes, bristling with arms and far more manueverable than this class.

Admittedly, the Trains, Including the Atrain, Train, Ltrain, Ktrain, and RTrain, are less fighting vessels than they are outright hauling vessels. That said, I'd argue that they deserve about 140k armour apiece, and 5 to turret mounts, excepting the Train and the Ltrain, which would get 100 and 120 respective of their prices and increased mobility. These are the middle ground ships, and contain a most of the 5k transports.

The Seige ships, the Superarmoured ship, which should get an armour of above 230k, and one or no turrets, and the lowest manuverability, and must either run to a safe haven or wait for reinforcements.

The running ships, the whale sort, are reasonably, even stupidly cheap, and very manuverable/fast. They should have engines which start faster than the normal transport cruise wait, and high manuverability, as they've been stripped of almost all armour, at a hull integrity of 27k: one Snac should be survivable, if the ship is armoured, but only barely. These have one or two turrets, and depend on their pilot's skills at dodging and trickery for survival.

The Guns would incorporate a damage increase, ranges of roughly 1000 meters, but not a speed increase, Pulse cannons, Razors, and Missiles, simmilar to scaled down Cruiser, or scaled up Gunboat equipment.

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Offline Quorg
07-09-2009, 07:28 AM,
#56
Member
Posts: 1,508
Threads: 93
Joined: Jan 2009

' Wrote:To begin, note that liners count as transports, they use the same sheilds, and guns, and they are effectively tradeships, and nothing more.

I am too, as a proud member of the Slaver's union, I've discovered that the faction, and the ID in general, is mostly pointless. I'm much better off with a smuggler's ID, as the tradeoff for losing the ability to dock...uhm, on 90% of lawful bases is that I could steal things from people...and I have, just once, encountered someone I could steal from. People are not moved around enough to make the slaver ID a worthwhile addition to the mod, which is quite frankly, very sad.


HEY GUYS I HAVE AN IDEA to kill two birds with one stone!

Simply edit the Slaver ID to also allow Slavers to demand non-human cargo from Liners only.

That way, there will be less of an incentive to use liners, and give Slavers more opportunities to interact.

Less incentive to use Liners -> allows room to increase the efficacy of Liners without worrying so much about Loliners.

Personally, it's somewhat annoying to be on my slaver and watch an OSC-tagged ship full of luxury food simply pass by in silence... Although it's probably not annoying to the OSC pilot.
To ensure that my opinion is not too biased: I have a ship in the Slavers Union and an OSC Luxury Liner.

ATTENTION SMUGGLERS
The Midnight Express: A Slaver <strike>who doesn't completely realize what he's doing.</strike> (video)
Merged to trim sig Wrote:Quorg, you're officially a moron.

...mongs like Quorg being like a malignant little cancer...

Way to be useless, Quorg.
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Offline Friday
07-09-2009, 08:51 AM,
#57
Member
Posts: 1,897
Threads: 76
Joined: Aug 2007

Unseelie - you might know about the stats than I do...

How do Transport powerplants compare with Gunboats?

Would allowing Transports to use gunboat weapons be self-limiting due to power constraints?

[Image: GMG_banner.png]

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Offline farmerman
07-09-2009, 11:10 AM,
#58
Off in space for a bit
Posts: 3,215
Threads: 162
Joined: Jul 2008

' Wrote:Unseelie - you might know about the stats than I do...

How do Transport powerplants compare with Gunboats?

Would allowing Transports to use gunboat weapons be self-limiting due to power constraints?

As a comparison, the Kusari Train has 60k, the Kusari Gunboat has 400k. The larger liners look to have 90k.

So the Liner could definitely use a full complement of Basic Gunboat Turrets, I think (math before breakfast comes at a price).

Maybe a copy of the Gunboat Solaris could be made as Class 7 turrets?

[Image: 4986_s.gif]
Faction info links: Samura Heavy Industries : LWB : Watchers
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Offline Friday
07-09-2009, 12:00 PM,
#59
Member
Posts: 1,897
Threads: 76
Joined: Aug 2007

Well - if Transports could use Gunboat guns - then obviously the lower powerplants would automatically limit the use of power hungry turrets such as the Razor, Pulse and Gunboat Missile Turret.

So instead of copying guns - simply bump up the turret slots to Class 8.

Then players will probably end up mixing and matching gunboat and transport turrets.

The lower powerplants would ensure that Transports gain a modest offensive boost.

Have a think about it...

[Image: GMG_banner.png]

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Offline Randomizator
07-09-2009, 12:08 PM,
#60
Member
Posts: 31
Threads: 3
Joined: Mar 2009

I've flown a prison liner, and currently a slave liner. I've been pirated many time by fighters, bombers and gunboats, sometimes flown by good pilots of the opg and such. Usually, fighters don't stand a chance, the fight is tough for a bomber, especially against small transports like the firefly... Gunboats usually win. Liners have a great size, and they can mount many turrets. Type 3 and 4 turrets are efficient in numbers, but i think they could really use a power up. I think that because I also pirate in a Waran bomber, and with 4 class 9 debiliators and a snac, i have absolutely no problem to destroy most liners. A flying fortress like a liner should be able to whitstand an attack from several fighters, escape from two bombers and put up a good fight against a gunboat, and thats not really the case right now.
Gunboat turrets... that would maybe hurt a bit too much, i'd say the solution would be to increse the range and speed of the transport turrets, and boost their damage a bit too, but thats just my opinion.

Revenge of the NPC Nomad lore!
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