While I am still drunk and creative, I wanted to ask the devs this:
The current player bases allow the creation of a few goodies, but other than that, serve little purpose.
If the base has researched the necessary technology to create jump drives, then perhaps allow them to become more than that with a, so to speak, tier two upgrade.
What I had in mind was to allow the base to research a module that would generate the needed items for a jump : fuel for example. This would allow the players to use the base as a starting ground of their voyage into the unknown. Sure it would need two players at least, but that is one of the service these bases and their owners could provide.
Another idea is to increase the chance of a successful jump by entering the coordinates of an existing base with a jump hub module. Either that or greatly reduce the time needed for the jump and/or resources.
Just a random idea, I am still tipsy, so do take this with a pinch of salt, so to speak.
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PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
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PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
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With the currnet fuel situation it would make the bases OP for powertrading. Keeping 20-30k fuel stored works fine when you supply your base by jumping ships.
However factories that produce goods from ores would be fun- it would also be fun to make all capital ships to require tons of goods to build one.
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)