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New ship plans

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New ship plans
Offline Tenacity
09-10-2009, 08:36 AM,
#21
Member
Posts: 9,496
Threads: 635
Joined: Apr 2008

What I'd like to see is a gun type added to carriers (along with additional hardpoints specifically for that gun type) which 'launches' an NPC fighter or bomber of predetermined strength, and requires ammo to fire.

So basically, the order carrier as a first example might have 2 of these turret hardpoints located in the tubes at the front of the ship. It can carry up to 70 ammunition ('fighters/bombers') total, same as any other turret. These weapons would have very low refire rates, so that you can launch one fighter every 10-20 seconds from each turret.

Said fighters would last for X amount of time (say, 30 seconds, a minute, whatever) and then despawn. only way to get more fighters (ammo) is to resupply at a base that sells that ammo.

And there would be two turret types for each carrier, so for the order example:

Order Carrier Fighter Launcher
Launches a Nephthys-Class Fighter into space that will attack any targets hostile to the carrier, or join formation with the carrier if no hostile targets are found. Fighter will despawn after 1 minute.
0.1 refire rate.

Order Carrier Bomber Launcher
Launches a Sehkmet-Class Bomber into space that will attack any targets hostile to the carrier, or join formation with the carrier if no hostile targets are found. Fighter will despawn after 1 minute.
0.1 refire rate.

The class 6 turrets could work perfectly for this.

[Image: Tenacity.gif]
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Offline Rodent
09-10-2009, 08:53 AM, (This post was last modified: 09-10-2009, 08:53 AM by Rodent.)
#22
Member
Posts: 2,174
Threads: 183
Joined: May 2009

Quote:And there would be two turret types for each carrier, so for the order example:

Order Carrier Fighter Launcher
Launches a Nephthys-Class Fighter into space that will attack any targets hostile to the carrier, or join formation with the carrier if no hostile targets are found. Fighter will despawn after 1 minute.
0.1 refire rate.

Order Carrier Bomber Launcher
Launches a Sehkmet-Class Bomber into space that will attack any targets hostile to the carrier, or join formation with the carrier if no hostile targets are found. Fighter will despawn after 1 minute.
0.1 refire rate.

The class 6 turrets could work perfectly for this.

Really like this Idea. But maybe reduce the ammo a bit, we don't really have that many fighters at any one time.
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Offline Cyberanson
09-10-2009, 11:17 AM,
#23
Member
Posts: 1,555
Threads: 100
Joined: Mar 2008

Indeed. I can imagine, that the server could crash easily, if you have five of these carriers launching NPCs at once. There needs to be a way to handle this.

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Offline Lafiel
09-10-2009, 12:33 PM,
#24
Member
Posts: 334
Threads: 42
Joined: Sep 2009

Simple or so it seems to be.

Capital ships

Corvettes for all houses

Frigates for all houses

Cruisers an battle cruisers for bretonia an RHeinland to which they lack but need

Light carriers to all houses

Carriers to the houses that are missing them

*****************************************

Troop transport for all houses


[Image: sig-15633.jpg]
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Offline Cyberanson
09-10-2009, 12:35 PM,
#25
Member
Posts: 1,555
Threads: 100
Joined: Mar 2008

' Wrote:Troop transport for all houses
This has my full support. I suggested the commodity 'soldiers' a long time ago, but as many other stuff I suggested it disappeared pretty quick.

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Offline Jordi
09-10-2009, 12:57 PM,
#26
Member
Posts: 118
Threads: 3
Joined: Feb 2008

' Wrote:What I'd like to see is a gun type added to carriers (along with additional hardpoints specifically for that gun type) which 'launches' an NPC fighter or bomber of predetermined strength, and requires ammo to fire.

So basically, the order carrier as a first example might have 2 of these turret hardpoints located in the tubes at the front of the ship. It can carry up to 70 ammunition ('fighters/bombers') total, same as any other turret. These weapons would have very low refire rates, so that you can launch one fighter every 10-20 seconds from each turret.

Said fighters would last for X amount of time (say, 30 seconds, a minute, whatever) and then despawn. only way to get more fighters (ammo) is to resupply at a base that sells that ammo.

And there would be two turret types for each carrier, so for the order example:

Order Carrier Fighter Launcher
Launches a Nephthys-Class Fighter into space that will attack any targets hostile to the carrier, or join formation with the carrier if no hostile targets are found. Fighter will despawn after 1 minute.
0.1 refire rate.

Order Carrier Bomber Launcher
Launches a Sehkmet-Class Bomber into space that will attack any targets hostile to the carrier, or join formation with the carrier if no hostile targets are found. Fighter will despawn after 1 minute.
0.1 refire rate.

The class 6 turrets could work perfectly for this.

/signed
  Reply  
Offline AtheistKnight
09-10-2009, 01:48 PM,
#27
Member
Posts: 20
Threads: 3
Joined: Aug 2009

' Wrote:What I'd like to see is a gun type added to carriers (along with additional hardpoints specifically for that gun type) which 'launches' an NPC fighter or bomber of predetermined strength, and requires ammo to fire.

So basically, the order carrier as a first example might have 2 of these turret hardpoints located in the tubes at the front of the ship. It can carry up to 70 ammunition ('fighters/bombers') total, same as any other turret. These weapons would have very low refire rates, so that you can launch one fighter every 10-20 seconds from each turret.

Said fighters would last for X amount of time (say, 30 seconds, a minute, whatever) and then despawn. only way to get more fighters (ammo) is to resupply at a base that sells that ammo.

And there would be two turret types for each carrier, so for the order example:

Order Carrier Fighter Launcher
Launches a Nephthys-Class Fighter into space that will attack any targets hostile to the carrier, or join formation with the carrier if no hostile targets are found. Fighter will despawn after 1 minute.
0.1 refire rate.

Order Carrier Bomber Launcher
Launches a Sehkmet-Class Bomber into space that will attack any targets hostile to the carrier, or join formation with the carrier if no hostile targets are found. Fighter will despawn after 1 minute.
0.1 refire rate.

The class 6 turrets could work perfectly for this.

I like the idea but i'm not convinced that in a big Firefight an NPC bomber/fighter for 30-60 seconds would have any impact on the end result.

What I would suggest for light Carriers (if this is possible) is having them be inbetween a GB and Cruiser in terms of offence but be capable of launching a squadron of 4-6 bombers/fighters at once.

Now, one idea of my own i'd like to throw out there.

I think it would be really cool of there was a repair style ship that could do the following:

it would be a Bomber style ship without any Torp slots and a HF's Power array It's advantage in group scenrios though however is that instead of 2 torp slots it has the ability to repair ships in battle.

One slot could be "battery recharger" and the other "nanobot missile". I was thing the shield one could come in an instantaneous boost or shield repair over time, player's choice maybe.
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Offline Lunaphase
09-10-2009, 10:29 PM,
#28
Member
Posts: 1,405
Threads: 68
Joined: Apr 2008

Id like to see long range style capital ships. Hardmounted foward or broadside guns with minimal arc, but a very long range (like 5k) Think napolionic war broadside guns.

[Image: lunasig2.png]
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Offline Fletcher
09-10-2009, 10:36 PM,
#29
Member
Posts: 5,473
Threads: 952
Joined: Apr 2008

I suggest a Corvette class ship, it is a bigger bomber chassis with two gunboat turrets and class 5 turrets with a torpedo and CD mount.

Think of it as a mini-gunboat that is a less agile than a bomber, but more armoured than a bomber. It would be a rather chunky thing.

This would strike a bridge between strike craft and capital craft (imo GB's are capital)

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Offline cobraSting
09-10-2009, 10:39 PM,
#30
Member
Posts: 433
Threads: 47
Joined: Jun 2009

Don't know if this has been suggested yet, but oh well.

Swarmer Missiles:

This can be a turret mount on cap ships or as a fighter hardpoint weapon. Basically, instead of having 1 missile which does massive damage, you shoot like five missiles with much lower damage and range. These will be pointless against cap ships, but the point is to be able to hit fighters/bombers. Lower range (say 1500), low damage (say 2k per missile), but fast acceleration and turn speed, to be able to catch up to the fighters/bombers.
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