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Discovery mod v.4.79 bugs&suggestions

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Discovery mod v.4.79 bugs&suggestions
Offline Dab
01-23-2006, 06:24 PM,
#171
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I have been "threatening" and killing battleships using fighters for a long time now. You do not require Novas and Armor upgrades to kill a battleship.

What I think the armor upgrade does is just make the difference between skilled pilots and green (unskilled) pilots less. Now skill doesn't have a factor in fighter combat. The one with the best weapons almost always wins.

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Offline Korrd
01-23-2006, 06:47 PM,
#172
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Dab,Jan 23 2006, 02:24 PM Wrote:I have been "threatening" and killing battleships using fighters for a long time now. You do not require Novas and Armor upgrades to kill a battleship.

What I think the armor upgrade does is just make the difference between skilled pilots and green (unskilled) pilots less. Now skill doesn't have a factor in fighter combat. The one with the best weapons almost always wins.
[snapback]10661[/snapback]
No no no.
Because both the noob and the "elite" have access to that thechnology. So if both are equiped with armors and good weps, the skill counts.
A ship is as good as the pilot who flies it.

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Offline Virus
01-23-2006, 10:45 PM,
#173
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Korrd,Jan 23 2006, 11:47 AM Wrote:A ship is as good as the pilot who flies it.
[snapback]10662[/snapback]

Way too true.

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Offline Dab
01-23-2006, 10:57 PM,
#174
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No. If the noob goes straight at you the one with better weaps wins whether he has no aim or good aim. Thats what the armor did. We need to stay more original. Take the armor out. Only add new fighters and systems with a few weaps here and there.

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Offline Virus
01-23-2006, 11:08 PM,
#175
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I'd have to disagree Dab. My fights have just been lengthened, and no n00b has beaten me because of better equipment. I've only been beaten by better piloting, a Nova up the @$$, or someone shooting the h*ll out of me when I'm typing something and sitting still(I hate that. :/).

I like the Armor upgrades, it prolongs fights(Lance, mostly) and doesn't really make it easier or harder to destroy someone.

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Offline Korrd
01-24-2006, 02:38 PM, (This post was last modified: 01-24-2006, 02:40 PM by Korrd.)
#176
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Virus,Jan 23 2006, 07:08 PM Wrote:I'd have to disagree Dab. My fights have just been lengthened, and no n00b has beaten me because of better equipment. I've only been beaten by better piloting, a Nova up the @$$, or someone shooting the h*ll out of me when I'm typing something and sitting still(I hate that. :/).

I like the Armor upgrades, it prolongs fights(Lance, mostly) and doesn't really make it easier or harder to destroy someone.
[snapback]10706[/snapback]
Right. As an example, ive fought cardramine a while ago, that was the day they show up, right before the "Angel incident". He was in a bloodhound with mk7 armor (or wolfhound, dont remember. It was the pirate VHF that look like the rogue fighters, but with more armor), and i was in a sabre WITH NO ARMOR. Well, i defeated him. It took me 6 or 7 minutes, but i took him down with moderate damage. He was a noob, and i was (am i right? :unsure: ) a veteran.
There you have the example. the noob had no chance, even when we do a straight confrontation the way i use to do (those woh fought me will understand). So your theory of "straight confrontation, best ship wins" is not valid. (unless you consider an armored titan against a LF, but that is unrealistic, the LF has no chance to defeat a VHF)

Armor should stay. A thing i hated before the armor was that battles eneded way too quick. My opponent or me never last more than a minute while fighting unarmored.

I think that everyone thinks the same. Also, the armor is not mandatory. The one who dislikes it can unmount it.

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Offline f2k
01-25-2006, 12:08 PM, (This post was last modified: 01-25-2006, 12:09 PM by f2k.)
#177
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A few bugs and suggestions

This is probably a know bug, but I thought Id mention it since Ive recently been affected by it. Large ships, like the Large Train Im flying, have severe difficulties undocking from smaller stations. Recently, I had big problems getting away from Freistad Base and Breisen Mining Facility, both in Omega-7.


Ive also got a few suggestions for new equipment.

Shield Capacitators: increases shield strength.

Energy Capacitators: increases the ships available energy.

Im not too sure about the Shield Capacitators. A capital ship with lvl 7 armour upgrade and upgraded shield would be a truly fearsome opponent. But when flying fighters, I really could use a slightly bigger shield.
The Energy Capacitators, on the other hand, I dont think would unbalance the game at all. The big ships already have plenty of power, so this would only help the smaller ships like fighters or traders with big weapons onboard.

Finally, is it possible to implement a Disruption Pod? Having flown in a Gunboat instead of my usual Large Train for a while, Ive been reminded just how disgustingly effective cruise disruption weapons can be. Even with Advanced Countermeasures, I got disrupted nearly every time a missile was fired at me. It would be nice if a ship could be equipped with some sort of Disruption Pod that functioned like a permanent countermeasure. If it cut the amount of incoming missiles down by just 1/3, perhaps then the countermeasures could do the rest?


I also had an idea for a new and interesting commodity: Volatile Gases. These should be bought cheaply at mining areas and then transported to large planets for a rather large profit. The stinker is that these gases are highly volatile (well, dooh) and so your armour value is reduced to half the normal value to represent the cargo detonating if the ships hull is breached.
I dont know if its possible to implement such a thing, but it could provide some highly lucrative, and equally dangerous, trade runs.


A suggestion that Ive made before: in the name of role-playing, make it so large ships (Freighters, Gunboats and bigger) can only be bought at shipyards. It makes no sense, to me at least, that a Freeport could build a ship like the Large Train. Ships like this should only be build at a suitably large shipyard.


Finally, I had a discussion about the ships cargo capacity with xit a few days ago. And we agreed that the capacity for most of the ships is rather low. Considering just how much oil a real-life supertanker can haul, 4000 units in a Large Train seems, IMHO, to be ridiculously low. I would either increase the cargo space of all ships by a factor of two or three, or implement a Supertanker ship with around 10.000 to 15.000 in cargo capacity. Such a ship should, of course, be suitably lager (Im imagining something the size of a Battleship) and very heavy to manoeuvre.


Well, these are just a few suggestions comments?

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Offline The Damned
01-25-2006, 12:58 PM, (This post was last modified: 01-25-2006, 12:59 PM by The Damned.)
#178
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Well i must repeat it but , if we are going to do a bit of leveling of the ships , than I think that the Titan needs a little more increase in agility. You may ask why? It's because there are more than enough VHF now that are way agile than the Titan and have more hull. I think that the Titan is good to be agile like the Sabre. For every1 against this I can say this:the 1800 hull points difference between the two ships are nothing - one shot. And still the Titan is outflanked by all of the VHF vl10.
It's almoust impossible to get behind the back or even face an Eagle, Werewolf , Bomber , Sabre fast enough. Till you are turning like a brick these ships do enough free shots on u to outmatch the "bigger" armor of the Titan. By bigger i mean only that he is a lil' ahead in hull than the eagle and sabre - again not more than a one , two shots. Its funny - the ship costs 2 millions and dosen't stand a chance in PvP against the other fighters from that class. And try dodging missles in it...Well even if he isn't made better agility I'll still like it.
Oh and in that matter the Blood Dragon is even more numb than the titan...think about it.

"Comm. Adama:
-Starbuck whadda 'ya hear?
Starbuck:
-Nothing but the rain sir!
Comm. Adama:
-Then grab your gun and bring in the cat!
Starbuck:
-Boom , boom , boom!"

--------------------------------------------------------------------
My characters:
- =BSG=Starbuck ; Maj. Kara Thrace(fighter pilot)
- =BSG=Galactica ; Commander Lee Adama(Battlestar)
- =BSG=Helo ; Lt. Karl Agathon (bomber)
- Colonial 795 (trader)

- [Phantom]The_Damned (oopps a baddie)
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Offline marauder
01-25-2006, 02:08 PM, (This post was last modified: 01-25-2006, 02:16 PM by marauder.)
#179
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The blood dragon VHF moves like a freighter, it's agility is really bad.

Personally I think it's strange that the RH Bomber can out dodge HF's when it's infocard specifically says that the bomber is NOT as agile as VHF's or even HF's. :huh:

Perhaps it would be possible to switch the agility of the Bomber with the Blood dragon VHF? :unsure:

Yes it would be hard to dodge fire from cap-ships but it would be more realistic and it would actually match the description in the infocard.

The shield could always be upgraded so that the Bomber can use freighter shields instead of HF shields. This would give it a better chance of surviving an attack run on a cap-ship and it would also be the main reason for it to have so many SB's and NB's. :D

The only problem would be stopping people from buying a cap-ship then buying a bomber so that they can use the cap-ship shield on the bomber. :angry:
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Offline Wolfpack98
01-25-2006, 03:33 PM,
#180
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f2k,Jan 25 2006, 05:08 AM Wrote:A few bugs and suggestions

This is probably a know bug, but I thought Id mention it since Ive recently been affected by it. Large ships, like the Large Train Im flying, have severe difficulties undocking from smaller stations. Recently, I had big problems getting away from Freistad Base and Breisen Mining Facility, both in Omega-7.

I've seen this in a few places, but not where you're talking about. It's not as Severe as you make them out to be. I've docked at Cambridge Research Facility more times than I care to count (even a few of the freeports), but the only difficulty i've ever had was in DOCKING.. not undocking.

Quote:Ive also got a few suggestions for new equipment.

Shield Capacitators: increases shield strength.

Energy Capacitators: increases the ships available energy.

Im not too sure about the Shield Capacitators. A capital ship with lvl 7 armour upgrade and upgraded shield would be a truly fearsome opponent. But when flying fighters, I really could use a slightly bigger shield.
The Energy Capacitators, on the other hand, I dont think would unbalance the game at all. The big ships already have plenty of power, so this would only help the smaller ships like fighters or traders with big weapons onboard.

Don't like the shield caps but I do like energy capacitors. Anyone who's flown a battleship with Orsiris weapons in Alaska/Unknowns/Delta knows how hard it is to kill a Nomad Battleship, let alone by yourself in a over-powered ship. I'd be for the Energy capacitors, but the shield ones would be a problem, I think

Quote:Finally, is it possible to implement a Disruption Pod? Having flown in a Gunboat instead of my usual Large Train for a while, Ive been reminded just how disgustingly effective cruise disruption weapons can be. Even with Advanced Countermeasures, I got disrupted nearly every time a missile was fired at me. It would be nice if a ship could be equipped with some sort of Disruption Pod that functioned like a permanent countermeasure. If it cut the amount of incoming missiles down by just 1/3, perhaps then the countermeasures could do the rest?

Eh. the cruise disruptors are only effective if they hit you from behind, i've discovered, or if they hit you dead-on. Not sure if this is a good idea or not. :)

Quote:A suggestion that Ive made before: in the name of role-playing, make it so large ships (Freighters, Gunboats and bigger) can only be bought at shipyards. It makes no sense, to me at least, that a Freeport could build a ship like the Large Train. Ships like this should only be build at a suitably large shipyard.

Not a bad idea..

Quote: I would either increase the cargo space of all ships by a factor of two or three, or implement a Supertanker ship with around 10.000 to 15.000 in cargo capacity.

Now this, i'm very much against. on a typical VIP/Alien Organisms run from Cambridge to Kurlie/FP9, i make roughly $15 Million per run. This is on 4,000 units. If you increase it to 10,000 units, I'll make, (by my estimate...) almost $40 million per run. That kind of spoils the game in terms of trading. Making a super transport would solve this, but increading the existing cargo hold, I don't think is a good idea.

Between us in the 8492nd, we probably have upwards of $500 million collectively. If we all had large trains with a 10,000 cargo capacity, We'd all break the $900 million mark in two days of convoy duty. That, to me kinda ruins the fun. Makes it too easy.

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