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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Quickdocking, boon or bane?

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Poll: Eliminate yes/no
You do not have permission to vote in this poll.
Yes
41.96%
60 41.96%
No
49.65%
71 49.65%
Maybe/Other
8.39%
12 8.39%
Total 143 vote(s) 100%
* You voted for this item. [Show Results]

Pages (10): « Previous 1 … 6 7 8 9 10 Next »
Quickdocking, boon or bane?
Offline dodike
03-27-2012, 09:27 PM,
#81
Member
Posts: 3,799
Threads: 55
Joined: Oct 2009

Barge is a station that can be moved.

I was talking about advantages for various ship using various routes. If some jumpholes/gates didn't let big ships trough you would had a choice of doing more trips in the same or take a longer route using bigger ship. Transfer points would be set near those points which would create pirate's heaven and so on.
Sounds like fun to me.
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Offline AshHill07
03-27-2012, 09:53 PM,
#82
Member
Posts: 896
Threads: 28
Joined: Feb 2010

Seen the video. Still perfectly happy with my previous statement.

So long as all station turrets get a buff making flying around them for more than a few minuites impossible (I mean actually make station turrets both powerful and accurate enough to kill something rather than the crap we have now which can barely hit things) than I am perfectly happy with this.

[Image: AshHill07.gif]
\\ CDR David Roberts \\ CAPT Steven Eversman \\ VADM Ash Hill // RDML Chris Murray // CDR Mick Connors //
\\ SFC| Patrol-7 \\ SFC| LNS-California \\ SFC| LNT-Century // SFC| LNS-San.Francisco // SFC| Patrol-5 //
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Offline AeternusDoleo
03-28-2012, 11:08 AM,
#83
Ex-Developer
Posts: 5,744
Threads: 149
Joined: Nov 2009

' Wrote:So, 2 minutes for just docking on a base?
'cuse me, do you ever think about traders? Those paperthing ships which at the moment already have no chance of survival against pirates?
As stated before, the default mooring paths are idiotically long, remnants from Vanilla - noone could fly a moor-enabled ship there. These are just a bunch of hardpoints that can be changed. I'm aiming for 2 to 5 seconds in the cutscene for mediums, 3 to 10 for heavies. Fighters would be no different then they are now (unless anyone points out a base with an excessively long dock sequence, then those can be adjusted too).

Docking is just 3 hardpoints: The HpDockMountX for the appear/disappear spot, HpDockPointX01 and HpDockPointX02 for the path ships take when in the sequence. The cutscene starts when the player passes HpDockPointX01 towards HpDockMountX, and ends when a player ship's HpMount is a set range from HpDockMountX (that is configured in the SolarArch config file). If the range is set equal or higher then the distance between HpDockMountX and HpDockPointX01 then a quick dock point is created.

For fighters we can't really do this because the HpDockMountX points for fighter berths is usually behind a door, one that is triggered when a player enters the cutscene. For bigger moors (Medium/Large) it is possible to keep quickdocking. However, this could become unfair to the fighters.

Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.


Mostly retired Discovery member. May still visit from time to time.
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Offline Narcotic
03-28-2012, 11:55 AM, (This post was last modified: 03-28-2012, 11:59 AM by Narcotic.)
#84
Member
Posts: 3,407
Threads: 151
Joined: Oct 2010

Hm quite a good question.
Can't decide what to vote.

What I'd like about it:

- People (mostly unlawfuls) can't 'disappear' that easily when being chased
- Traders won't be able to get away in one piece when getting robbed/chased
- It makes the atmosphere more realistic

/edit: I like those pro's aswell:

' Wrote:+: Discerning between fighter/freighter, transport/gunboat and capital moorings.
+: Allows for a more diverse economy when select bases can't receive transports.
+: Allows for fewer caps at undesirable locations (such as junker bases) by simply not giving those a heavy moor.

And contra:

- People will find a way to abuse that (like scratching the hull of docking people)
- As fighter, when being chased, you've got no chance to get away alive (though more a pro maybe)
- It's everyone's habit to quickdock, people will spam f3

I'm trying to not quickdock for one day now. Then I'll vote.

[Image: Narcotic.gif]

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Offline Hidamari
03-30-2012, 11:37 AM,
#85
Member
Posts: 2,100
Threads: 217
Joined: Jul 2009

and if you buff station turrets pirates will just do what they always do and hide behind the transport letting it take fire from its own base.

there are no good points about this idea.. just leave it alone.

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Offline pitockm
03-30-2012, 12:17 PM,
#86
Member
Posts: 471
Threads: 23
Joined: Dec 2011

if you are really going to make a decision on these votes....put a timer on it. thanks.
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Offline AeternusDoleo
03-30-2012, 01:44 PM,
#87
Ex-Developer
Posts: 5,744
Threads: 149
Joined: Nov 2009

I'm just trying to get an idea of what the community thinks. Got an opportunity for doing something about the quickdocks - thought it'd be a good idea to ask before doing. I'll still try and fix the undocking issues regardless of what people say here - but we can leave a quickdock point with lowest undock priority at the top of each base to suck in anyone needing a quick getaway if the playerbase dislikes the idea of no quickdock. Although that will mean we CANNOT deny capital ships from docking to specific bases, since a jump type docking point will take any ship and that can't be altered.

The timer for this is at least a few months away - the 4.87 release.

Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.


Mostly retired Discovery member. May still visit from time to time.
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Offline Jocelyn
05-07-2012, 11:45 PM,
#88
Member
Posts: 104
Threads: 13
Joined: May 2012

Voted yes, rated 5, etc.
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Offline Dusty Lens
05-08-2012, 12:23 AM,
#89
Member
Posts: 6,664
Threads: 438
Joined: Dec 2007

I would vote yes only if a counter will be added to keep track of how much of my time I wasted watching docking animations.
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Offline Tapeworms
05-08-2012, 03:20 PM,
#90
Member
Posts: 44
Threads: 4
Joined: May 2011

So instead of it taking LITERALLY 10-15 minutes for me to dock my barge or nepilum at shipyards, it will now be completely impossible with this change?

Getting lucky while ramming my ship up against the shipyard for 15 minutes (literally) as I spam F3 is the only way I can get it to dock as it is now, take that away and no docking what-so-ever is what I'm seeing..and that certainly doesn't seem fair
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