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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Discovery Feature Survey - No.2

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Discovery Feature Survey - No.2
Offline Igiss
06-26-2008, 01:52 PM, (This post was last modified: 06-30-2008, 05:45 PM by Igiss.)
#1
Discovery Creator
Posts: 3,181
Threads: 578
Joined: Jun 2005

Discovery Feature Survey No.2 is now open for posting. Please answer as many questions as you can, and as briefly as possible, although post extensive comments for your answers if you do have useful comments to post. Post each question before answering (for convenience), but don't use quotes. If you have no opinion on any of the questions asked, just skip it and proceed to the next one.

1) In what ships did you observe texture replacement bugs? What other ships are bugged and should be replaced?
2) What do you think about codename weapon balance? How should location of codename wrecks change in the next release?
3) What ships require a hitbox change?
4) What is your attitude to possible integration of all Vanilla ship components into the hull root? This means that Vanilla ships will have only one component, like all new ships, and will take same splash/missile damage.
5) How the ship hit points should be rebalanced if all components of Vanilla ships will be integrated into one (so the original ships would have only one component, like all new ships)?
6) What do you think about complete disabling of NPC shield and hull repairs? Decrease of NPC ship strength will be compensated with better shields and reinforced hull where necessary.
7) Which areas of Sirius have too many NPCs? Specify exact locations you are observing in the current mod version.
8) Consequences of which RP event you consider worth including into the next mod version? Name only ONE event, and post WHAT should be included.
9) What do you think about removing Campaign SP compatibility from Discovery (not Open SP compatibility)?
10) What is your attitude to possible inflation of credit cards that would prevent cheating with those?
11) What do you think about decreasing all prices 10 times so that 2 billion credit limit actually becomes 10 times larger?
12) What should be done about Nova cannon and other bomber weaponry?
13) How would you suggest to balance the missiles for fighters, gunboats, cruisers, and battleships? Note that refire rates for most missiles will be lowered anyway, since missiles are known to be a source of server lag (multiple moving objects).
14) What new IDs would you suggest to add? What ID changes you consider necessary?

Flood, irrelevant discussions, and any posts not related to the survey will be deleted.

Further reading: survey No.1 - http://discoverygc.com/forums/index.php?showtopic=10874
survey wiki page - http://discoveryfl.com/wiki/index.php/Survey_Questions
Hector
06-26-2008, 02:05 PM,
#2
Unregistered
 

1) In what ships did you observe texture replacement bugs? What other ships are bugged and should be replaced?

Ships bugged: Arwing, "Pregnant Eagle" (Thats all I know off.)

2) What do you think about codename weapon balance? How should location of codename wrecks change in the next release?

The Codename weapon balance is great, the more energy the more damage. Just like I want it.

3) What ships require a hitbox change?

Stinger, Taiidan Bomber, (Thats all I know off.)

4) What is your attitude to possible integration of all Vanilla ship components into the hull root? This means that Vanilla ships will have only one component, like all new ships, and will take same splash/missile
damage.

I like that change alot, it shouldn't be so the Vanilla takes more splash/missile damage than others. This will improve universal balance in ships alot more!

5) How the ship hit points should be rebalanced if all components of Vanilla ships will be integrated into one (so the original ships would have only one component, like all new ships)?

---

6) What do you think about complete disabling of NPC shield and hull repairs? Decrease of NPC ship strength will be compensated with better shields and reinforced hull where necessary.

I think that's a great idea. It's very annoying when they repair because it's still so hard to kill them!

7) Which areas of Sirius have too many NPCs? Specify exact locations you are observing in the current mod version.

---

8) Consequences of which RP event you consider worth including into the next mod version? What should be included? Name only ONE event.

---

9) What do you think about removing Campaign SP compatibility from Discovery (not Open SP compatibility)?

---

10) What is your attitude to possible inflation of credit cards that would prevent cheating with those?

---

11) What if all/most armor upgrades are removed and replaced with special expensive money-saving item (similar to credit cards, but without the risk of losing it)?

I think the armor upgrades should stay as they are, but change their description so they are universal. Rather then only Order/Corsair made.


12) What should be done about Nova cannon and other bomber weaponry?

Follow Clayph's idea about Super Novas for different factions OR make one single Universal Super Nova.

13) How would you suggest to balance the missiles for fighters, gunboats, cruisers, and battleships? Note that refire rates for most missiles will be lowered anyway, since missiles are known to be a source of server
lag (multiple moving objects).

Missiles for fighters should stay as they are, they are vanilla made so they are mostly balanced. The Gunboats and above (missile turrets) should spend more energy so Cap-Ships owners are forced to maximum 2 missile turrets.

14) What new IDs would you suggest to add? What ID changes you consider necessary?

---
Offline globalplayer-svk
06-26-2008, 02:08 PM,
#3
Member
Posts: 1,527
Threads: 45
Joined: Sep 2007

1: arwing, all know it is bugged, but i hope it will be repaired in next mod.

2:codenames was maked as rare weapons,but now is for noone problem to have them, all know where they are. so when is possible change all locations, or when is possible make wreck hidden on map (as are jh in omicron major) about balance, well i think tehy are good as they are. maybe only hammerfall need to use more energy (compared to JADE)

3:red catamaran, impossible to hit that ship.

4: i think good idea, because is big advantage that is possible to kill all vannila fighters with 1 torpedo or mine or missile, and all non vannila ship survive it.

5:i think it is good as it is. when are only guns used in fight, the vannila ships are not so much better to non vannila ships.

6:i think not so good idea. is pain to kill for example freelancers npc in gamma, they have hull as gunboats, and have all npc like them will make lot of problems near jh where are hostile npc. (for example theta hole in gamma, or gamma hole in theta.)

7: theta hole in gamma, gamma hole in theta. sometime i count there 13+ bh npc. all on rank 17,18. and sometimes near freeport in theta. bh npc +zoner npc+freelacner npc

8:corsairs vs hessians

9:removing campain, open some systems for modding, and some systems can be changed.

10: good idea, for what are good credit cards? money can be transfered the same way as credit card,

11: hmm, then all fighters have 10-12k of hull and are really easy target for missiles, missile turrets, nuclear mines, and bigger ships. the same for bigge ships, cruiser can be destroyer with 3-4 sn hits without armour upgrade.

12:i think it is good as it is.

13: cap ships missiles (gb,cruiser,bs,) can use ammo, because now can gb spamm missiles against bobmer hours and hours. and when they use ammo, people will think if they spam missiles, and then are without them, or if they use them with brain

14: guards ID, and make classic ID only for fighters/bombers/freighters, i eman that all cap ships will need faction guard id, and it will be sold on guard base,(and you will need full gurad rep)

[Image: vladsignature.png]
 
Offline Culebra
06-26-2008, 02:15 PM,
#4
Member
Posts: 435
Threads: 5
Joined: Mar 2008

6) Removing NPC hull and shield repairs is a good idea IMO.
8) RP event - Molly Independance
9) I say remove Campaign SP compatibility from Discovery.
12) I think bombers have really reduced the usefullness of capital ships. It should take more than two bombers to destroy a battleship.
14) For Ratchet the harvesters, and other AI RPers a Machine Alliance or AI ID
 
Offline chovynz
06-26-2008, 02:25 PM,
#5
Member
Posts: 2,023
Threads: 79
Joined: Apr 2008

Quote:3) What ships require a hitbox change?
It would be nice to be able to fly through larger player ships, without hitting their hitbox. Case in point : Liners. Many of the computer ships and stations you can fly through their spaces without hitting them.

Quote:4) What is your attitude to possible integration of all Vanilla ship components into the hull root? This means that Vanilla ships will have only one component, like all new ships, and will take same splash/missile damage.
This means not breakable wings/parts correct? I could live with it if it reduced the lag, but I really love the breaking off feature of ships.

Quote:6) What do you think about complete disabling of NPC shield and hull repairs? Decrease of NPC ship strength will be compensated with better shields and reinforced hull where necessary.
I dont like the idea of disabling the NPC repairs. I think that NPC's repairing themselves brings something special to Disco that Vanila doesnt have.

Quote:8) Consequences of which RP event you consider worth including into the next mod version? What should be included? Name only ONE event.
Something to do with Mon'star

Quote:9) What do you think about removing Campaign SP compatibility from Discovery (not Open SP compatibility)?
Please do. I think the current Disco version (4.84) is great for SP, but I think SP support needs to stay there as 4.84. Other communities will follow our lead into the future and better MP Disco mods or stay with the versions they like. They will still be playing Disco.

Quote:11) What if all/most armor upgrades are removed and replaced with special expensive money-saving item (similar to credit cards, but without the risk of losing it)?
Don't think this would make a difference.

Quote:12) What should be done about Nova cannon and other bomber weaponry?
Keep them.

Quote:14) What new IDs would you suggest to add? What ID changes you consider necessary?
See the ID changes proposal threads. Got some good ideas in there.

Sovereign Wrote:Seek fun and you shall find it. Seek stuff to Q_Q about and you'll find that, too. I choose to have fun.
 
Offline Robert.Fitzgerald
06-26-2008, 02:42 PM,
#6
Member
Posts: 1,727
Threads: 32
Joined: Feb 2008

1) In what ships did you observe texture replacement bugs? What other ships are bugged and should be replaced?
Some ships have bad texturing, but I don't know what the texture replacement bug actually is...
Bugged ships: Arwing, Civilian Bomber, Odin, Loki
Arwing: you can't see the weapon fire, and neither can the enemy. Also, the CD often bugs up and doesn't fire when you click fire.Also, there are troubles with weapons not showing on a cargo scan and invisible projectiles.
Civilian Bomber: has similar troubles with the Arwing, with weapons not showing on a cargo scan and invisible projectiles. There is another bug I believe with it, which involves a model swap between the Roc shape and the Bumblebee... The following pictures show a Civilian Bomber with a Bumblebee Model:

[Image: Civbomberbumblebeemodel.jpg]
[Image: bumblebeebombercloseup.jpg]

Odin and Loki both share bugs regarding weapons not appearing on scans (cargo and HUD scan) and the models actually switch when both are in proximity. In combat, you might see an Odin on your screen, but in fact it's a Loki with Loki weapons. It's quite confusing, and unfair to opponents.

2) What do you think about codename weapon balance? How should location of codename wrecks change in the next release?


The vanilla codenames are trashy, energy/damage wise while the newer codenames have much better efficiency and overall usefulness. Some new ones also look a lot better.
The Solaris should really be brought up to 5.0 refire, to make it unique. Also, could some codenames have shield-damage effects applied to them (Particle, Tachyon, Neutron etc). It'd add to the variety, and maybe allow for factionised weaponry.

I'd like some system in place to prevent people camping the wrecks, as I find the whole business of arms dealing quite OORP and encouraging OORP equipment choices. Perhaps the weapons could be found on guard bases, instead? For a massive fee, you could "trial" the experimental weapon. Factionised codenames, or maybe just remove them. If they are kept, I'd love for some sort of energy overload/self-damage system, as the weapons are supposed to be experimental and dangerous, but that is probably impossible to code so ignore it.

3) What ships require a hitbox change?
Many suggestions are in the Hitbox thread.
Stinger needs a better designed hitbox, preferably custom, as its forward-facing wings aren't covered currently.
Taiidan ships need a better hitbox, preferably custom. The Taiidan Bomber uses a Defender hitbox, and it doesn't fit at all. The Taiidan HF's hitbox is also much larger than the ship itself. The Greyhound also has a weird hitbox.




4) What is your attitude to possible integration of all Vanilla ship components into the hull root? This means that Vanilla ships will have only one component, like all new ships, and will take same splash/missile damage.

I believe this will result in a lot of balance issues, as the Vanilla Ships are widely regarded as great to fly, but vulnerable to "one-shots". I like the fact Titans and Sabres are vulnerable, as it's very realistic for a mine to one hit a ship or a torpedo to take 1-2 fighters out at once.
Also, it's a nice effect to have your components blow off. It looks great on fighters, for example: a mini razor strips your wing off during a joust.
However, is it easy to code the hull-root change?

5) How the ship hit points should be rebalanced if all components of Vanilla ships will be integrated into one (so the original ships would have only one component, like all new ships)?
The whole stats including turning, powerplant and overall agility/basic hull would have to be changed. Armour upgrades won't be as useful, and missiles will be neglected once more. Vanilla ships would probably have to lose hull points, as they are more "resistant" now.
About capital ships, removing the Components is probably a great idea, as it removes the possibility of Nova Torpedo abuse (one ship takes down the shields, the bomber with novas instant-kills the vanilla capital).

6) What do you think about complete disabling of NPC shield and hull repairs? Decrease of NPC ship strength will be compensated with better shields and reinforced hull where necessary.

Is it possible to code for NPCs to use nanobots only? The major trouble I believe with NPCs and their bot/bat usage is the "single-battery" technique. As the freelancer engine requires the shields to be depleted before hull damage can occur, the NPCs tediously regenerate one shield battery at a time. It really is a pain, especially for bombers and capital ships.


7) Which areas of Sirius have too many NPCs? Specify exact locations you are observing in the current mod version.

Delta I believe is a really laggy system, at least on my connection. You can be flying along, about to reach a mission, and tons of npc patrols converge on your position. I've had battles (losses in fact) where swarms of Anubises and Titans have lagged up the connection so much, so I lose from phantom-hull damage (hull damage when you can't see gunfire).
The specific location of the NPC concentrations are in the centre of the system, the area surrounded by the Freeport 11 and fields, the Trio of Suns and Yaren base. There are lots of patrols there, and it gets really laggy at times.

8) Consequences of which RP event you consider worth including into the next mod version? What should be included? Name only ONE event.
Molly Independence, definately. Two separate molly factions would be great, the "lawful" mollies of Dublin and Londonderry, and the "unlawful" terrorist mollies of Newcastle.

9) What do you think about removing Campaign SP compatibility from Discovery (not Open SP compatibility)?
Personally, I think it is a good idea to remove Campaign Single player from Discovery, as it's contradictory and restricts the development of necessary systems (Alaska, Tau 31, New York etc.). Open SP is fine, as it's a great testing ground for modders, bored players and more.
Without the campaign to restrict the mod, it'd allow for systems and new features to be implemented which suit the discovery universe, not the original freelancer world.

10) What is your attitude to possible inflation of credit cards that would prevent cheating with those?
Cheating with Credit Cards? I don't know about this, so I can't really comment. All I see Credit Cards used for are transfers and the very occasional RP.

11) What if all/most armour upgrades are removed and replaced with special expensive money-saving item (similar to credit cards, but without the risk of losing it)?
I don't exactly get what you mean here, do you mean that the armour upgrade itself will be replaced with a cargo item?

12) What should be done about Nova cannon and other bomber weaponry?
I would love for the Factionised Supernova proposal by Clayph to be implemented, as it allows all factions on the server the ability to use vital anti-capital weaponry, without the tedious (and OORP) purchase of the Supernova Anti-matter Cannon.
To make sure capitals aren't too bad off with supernova in existence, I would suggest a slight increase in the shield values of cruisers and battleships. Battleships should be able to survive for a while, however not doing much damage to bombers. The increased survivability will allow them to "tank" the bombers, while the fighter support arrives. Cruisers and Battleships should not be taking on bombers alone. Cruisers should be a mixture of the battleship's survivability and the gunboat's manouverability/killing power.

Mini Razors are mostly a Very Heavy Fighter/Light bomber weapon, designed against fighters, bombers and gunboats. They are practically useless against any other ship.

Infernos are good in lots of situations, and should be pushed to be Outcast and friends only (no freelancers and mercenaries, unless they had the Outcast npc tag). The corsairs should get something in return, perhaps an upgraded Colada or a class 10 salamanca?

13) How would you suggest to balance the missiles for fighters, gunboats, cruisers, and battleships? Note that refire rates for most missiles will be lowered anyway, since missiles are known to be a source of server lag (multiple moving objects).


Missiles on Battleships and Cruisers aren't really that powerful, as they don't have the quick burst of speed to make them useful against fighters or bombers. Gunboat Missiles however, are extremely powerful. Gunboats can quickly thruster around like a fighter or a bomber (the BH GS is as agile as the Barghest) and fire the missiles in a jousting situation. Refire rate changes would be great for capital ship missiles, possibly a energy change is needed also.

Fighters missiles are not common, as a lot of people don't know how or when to use them. They are really only useful against vanilla fighters, however they can be used against components on Bombers and other ships. A possible change would be the reduction in ammo cost, to encourage the usage of fighter missiles.

14) What new IDs would you suggest to add? What ID changes you consider necessary?
I agree with many of the points raised in Kuraine's ID proposal, especially the ones about the BHG and the new, easy to read (and comprehend) format.

[Image: GatewaySig.png]
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Offline Jinx
06-26-2008, 02:46 PM, (This post was last modified: 06-26-2008, 03:02 PM by Jinx.)
#7
skipasmiður
Posts: 7,685
Threads: 313
Joined: Sep 2007

1) In what ships did you observe texture replacement bugs? What other ships are bugged and should be replaced?
no obvious bugs there. those that had obvious problems are already revised.

2) What do you think about codename weapon balance? How should location of codename wrecks change in the next release?
codenames are basicly fine in their general power, but should be more different in stats. - i d like to see quick firing ones aswell as fast projectile ones balanced. currently, they are almost all slow refire, heavy damage, a lot of energy and slow projectiles. - i d like to see them more extreme in stats - like some 800ms codename with inferior damage and still a lot of energyuse ( to balance out stuff - for one good, you decrese two other stats ) - same with refire.... maybe an extreme refire one like the chainguns at 12 refire - but again with a lot more energy usage and less damage than a usual lvl9 ratio. - its a tradeoff and they are still prototypes - so the energyuse can be higher than established lvl9 faction weapons.

3) What ships require a hitbox change?
its been mentioned in countless other threads - i haven t kept track there. - personally, i don t care much about the hitbox as long as it is "more or less" enveloping the model - maybe rather a bigger hitbox than a smaller.

4) What is your attitude to possible integration of all Vanilla ship components into the hull root? This means that Vanilla ships will have only one component, like all new ships, and will take same splash/missile damage.
i d much rather like it the other way round, but thats not possible. - if we make all ships less vulnerable - maybe we can increase the missile splash damage by a bit and increase their blast radius by a few meters - cause they ll mostly be used to damage equipment then. other than that - i m positive there. a good thing to bring non vanilla and vanilla ships in line.

5) How the ship hit points should be rebalanced if all components of Vanilla ships will be integrated into one (so the original ships would have only one component, like all new ships)?
take away their advantages - less agility, less armour, just like other non vanilla ships.

6) What do you think about complete disabling of NPC shield and hull repairs? Decrease of NPC ship strength will be compensated with better shields and reinforced hull where necessary.
i dont know about that one. - i haven t been too frustrated with the current concept - but it might be a way. mostly - i d like the NPCs to make use of their weapons more. - NPC fighters are not even half as effective as players ( when it only comes to firing their weapons ) and NPC battleships / battlegroups are a joke that makes one cry. imo - raid groups should get the same powerful weapons and coding that the stationary BBs have - make them extremely powerful - but at the same time lower their armour to a reasonable amount. they should blow up quicker but should damage a player much much more.

7) Which areas of Sirius have too many NPCs? Specify exact locations you are observing in the current mod version.
i can only comment on the places i have been lately. omega-15, station rostock spawns annoyingly many hessians or corsairs - considering its the BHG purchase station of their warships, there are by far too many NPCs - maybe it would be beneficial to actually add a stationary BHG battleship there to shoot the pirates down to keep the area clean.

8) Consequences of which RP event you consider worth including into the next mod version? What should be included? Name only ONE event.
none that i know of....

9) What do you think about removing Campaign SP compatibility from Discovery (not Open SP compatibility)?
i think that would be nice - if the singleplayer actually works detrimental towards the choices we have with the major part of disco - which is the multiplayer part. but i don t know how many players download the mod for SP and how many download it for MP.... so its hard to say.

10) What is your attitude to possible inflation of credit cards that would prevent cheating with those?
uh? i must have missed something - i only use credit cards to transfer to myself - no idea what you mean by cheating with them.

11) What if all/most armor upgrades are removed and replaced with special expensive money-saving item (similar to credit cards, but without the risk of losing it)?
if that means to loose all multipliers - then some weapons must be rebalanced. for example the supernova is mostly balanced against capital ships WITH multipliers - the common multiplier on most capital ships is the type 4 armour at 3.0 - when this was removed, warships especially would drop like flies to bombers. i think - fighters would be fine against other fighters - even with missiles. but the balance between the shipclasses ( also bombers < > transports ) would suffer greatly. almost every transport would die to a single supernova - and since most successful pirates have bombers and not fighters - the use of bots would be nullified, cause either the transport is at 100% or after a single shot at 0%.

12) What should be done about Nova cannon and other bomber weaponry?
imo - the NOVA should be ammoless and doing 60k damage and be able to be dual mounted and fired for a total effect of 120k damage without ammo. - the supernova however should take ammo and do 150k damage with a train CD blast radius ( provided we get rid of the vanilla vulnerability ) and a much better "to hit rate" - maybe 3k range, good tracking ability 300 speed - but 10k / shot. so it will be still a good weapon, can be fired from a long range - and cannot be spammed cause bombers are limited to 70 and it costs money.

13) How would you suggest to balance the missiles for fighters, gunboats, cruisers, and battleships? Note that refire rates for most missiles will be lowered anyway, since missiles are known to be a source of server lag (multiple moving objects).
fighter missiles are fine - but when ships become less vulnerable, the damage must be raised. - cruiser and BB missiles should be faster ( 250 ms ) maybe cause they cannot really add their momentum to the missile speed. - all capital ship missiles need a MUCH better tracking ability - maybe a line of sight that is like 180 degrees instead of - ( what is it now? - 45 degrees? ) - don t know... but they should track better.

14) What new IDs would you suggest to add? What ID changes you consider necessary?
it would be nice to add guard IDs for those that maxed out the guard rep. factions that allow warships should be limited to gunboats for normal IDs and all ships for guard IDs. - thats a fair measure, cause all, playerfactions aswell as others have to work more for their reputation - and its more likely that the rep sheet is fixed when they need a maximum guard rep for a warship.

[Image: just_a_signature_by_sjrarj-d63yjsx.png]
Shipdesigns made for DiscoveryGC
Offline bluntpencil2001
06-26-2008, 03:11 PM,
#8
Member
Posts: 5,088
Threads: 66
Joined: May 2007



1) In what ships did you observe texture replacement bugs? What other ships are bugged and should be replaced? Not sure.
2) What do you think about codename weapon balance? How should location of codename wrecks change in the next release? Upgrading faction weapons may reduce their use.
3) What ships require a hitbox change? A lot. Mjolnir has pointed out the details.
4) What is your attitude to possible integration of all Vanilla ship components into the hull root? This means that Vanilla ships will have only one component, like all new ships, and will take same splash/missile damage. This would aid balance.
5) How the ship hit points should be rebalanced if all components of Vanilla ships will be integrated into one (so the original ships would have only one component, like all new ships)? Should be easily balanced. Vanilla ships would need weakened in hitpoints and agility if toughened by removing components.
6) What do you think about complete disabling of NPC shield and hull repairs? Decrease of NPC ship strength will be compensated with better shields and reinforced hull where necessary. NPCs are pretty tough as it is just now, actually. Weakening them would be a good idea.
7) Which areas of Sirius have too many NPCs? Specify exact locations you are observing in the current mod version. Not sure, exactly.
8) Consequences of which RP event you consider worth including into the next mod version? What should be included? Not sure exactly.
9) What do you think about removing Campaign SP compatibility from Discovery (not Open SP compatibility)? BRILLIANT. Removing SP would be great.
10) What is your attitude to possible inflation of credit cards that would prevent cheating with those? Need more info.
11) What if all/most armor upgrades are removed and replaced with special expensive money-saving item (similar to credit cards, but without the risk of losing it)? Armour, I currently like. Balance would be hurt if this was introduced, I think.
12) What should be done about Nova cannon and other bomber weaponry? The Nova torpedo is kinda silly, but the Antimatter Cannon is fine.
13) How would you suggest to balance the missiles for fighters, gunboats, cruisers, and battleships? Note that refire rates for most missiles will be lowered anyway, since missiles are known to be a source of server lag (multiple moving objects). I'd probably suggest that missiles of all types take up cargo space, like in Freeworlds.
14) What new IDs would you suggest to add? What ID changes you consider necessary? There's a great thread on this.:)


[Image: sig-9566.jpg]
 
Offline Epholl
06-26-2008, 03:46 PM,
#9
Member
Posts: 640
Threads: 9
Joined: Aug 2007

I will try to be brief.

1) In what ships did you observe texture replacement bugs? What other ships are bugged and should be replaced?
Textures? In addition to those, that have been mentioned, I only can think of this Falcata:
[Image: falcatatexturebughg6.jpg]


2) What do you think about codename weapon balance? How should location of codename wrecks change in the next release?
I do have fighters with codies and fighters with faction weaponery... I think they are balanced now, although I like what Jinx proposed.


3) What ships require a hitbox change?
This thread again.


4) What is your attitude to possible integration of all Vanilla ship components into the hull root? This means that Vanilla ships will have only one component, like all new ships, and will take same splash/missile damage.
I liked the wariety there, but I think it should go for "better good". With vanilla ships having same vunerability as new ones, damage of mines, missiles and such explosives I love so much could be upped.


5) How the ship hit points should be rebalanced if all components of Vanilla ships will be integrated into one (so the original ships would have only one component, like all new ships)?
Again, mentioned before: weaker to keep the balance with non-vanillas.


6) What do you think about complete disabling of NPC shield and hull repairs? Decrease of NPC ship strength will be compensated with better shields and reinforced hull where necessary.
Good idea.


7) Which areas of Sirius have too many NPCs? Specify exact locations you are observing in the current mod version.
Can not really say.


8) Consequences of which RP event you consider worth including into the next mod version? What should be included? Name only ONE event.
Can not really say.


9) What do you think about removing Campaign SP compatibility from Discovery (not Open SP compatibility)?
Campaign should go for "greater good". After doing that, we could insert a system between Sigma 13 and NB, or change Chugoku a bit to nerf the niobium run, and many things we wanted to do, but SP did not allow us to.


10) What is your attitude to possible inflation of credit cards that would prevent cheating with those?
I think I dont understand the question :unsure:


11) What if all/most armor upgrades are removed and replaced with special expensive money-saving item (similar to credit cards, but without the risk of losing it)?
I dont know if such an item really is necessary.
Armor upgrades: Not sure if any exept VIII normal and V, VI, VII and VIII capship ones are used...


12) What should be done about Nova cannon and other bomber weaponry?
I personaly like the Nova, although it finds more use in bomber vs fighter/bomber fight as an insane sudicide weapon... Not very effective against capships. More damage perhaps?
Other weaponery... The factionised supernovas idea sounds good.


13) How would you suggest to balance the missiles for fighters, gunboats, cruisers, and battleships? Note that refire rates for most missiles will be lowered anyway, since missiles are known to be a source of server lag (multiple moving objects).
I do not use missiles, even on my gunboat, so I do not know.

14) What new IDs would you suggest to add? What ID changes you consider necessary?
The guard IDs system sounds nice...
And... CR ID? :unsure:

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Offline mjolnir
06-26-2008, 04:10 PM,
#10
Member
Posts: 3,774
Threads: 71
Joined: Sep 2007

1) In what ships did you observe texture replacement bugs? What other ships are bugged and should be replaced?

Textures: Havoc MK II, Virage, Falcata (very rarely and only on low details)
Models: Loki/Odin

Others: Arwing, Civilian Bomber



2) What do you think about codename weapon balance? How should location of codename wrecks change in the next release?


I see 2.00 Codenames as reasonably balanced, In the 3.03 cathegory Prometheus is far too good compared to other ones.

Most of the good codenames are located very close to Omicron Alpha/Gamma, maybe shuffling them around a bit.


3) What ships require a hitbox change?


- worst ones are bolded
- some ships might need rebalancing if hitbox change is made

LFs:Slipstream, Loki, Arwing
HFs: Taiidan HF, Greyhound, Crow (finished I believe)
VHFs: Kushan VHF, Stinger, Virage, Raven Claw, Viper MK II, Odin
SHFs: Spatial
Bombers: RH bomber, Taiidan Bomber, Both Catamarans (too short hitbox), Thor, Havoc MK II
GBs: BHG GS, LH GS, Liberty GB, Dragon GB, Orca
Cruisers: Liberty BC - getting new model though I believe


4) What is your attitude to possible integration of all Vanilla ship components into the hull root? This means that Vanilla ships will have only one component, like all new ships, and will take same splash/missile damage.

5) How the ship hit points should be rebalanced if all components of Vanilla ships will be integrated into one (so the original ships would have only one component, like all new ships)?

Yes, would be nice... but then 2 things would be needed:
1. All vanilla ships would need to be rebalanced compared with non-vanilla ones, probably getting decreased agility in a way. - But this would make them more vulnerable to bombers.. so maybe upping the non-vanilla ones instead?
2. Explosives would need a big damage upgrade to hurt all ships.

NOTE: Some vanilla capships are actually even more vulnerable than fighters to explosives.
Also if all armor upgrades are removed some gun combination will get really deadly.


6) What do you think about complete disabling of NPC shield and hull repairs? Decrease of NPC ship strength will be compensated with better shields and reinforced hull where necessary.


Don't like it, now you can hit them and kill with some high damage weapon before they regen.


7) Which areas of Sirius have too many NPCs? Specify exact locations you are observing in the current mod version.


Generally there are too many low level NPCs that have no impact on player ships, this is mostly true of Liberty and even more of Bretonia.


8) Consequences of which RP event you consider worth including into the next mod version? What should be included? Name only ONE event.


KNF-QCO war


9) What do you think about removing Campaign SP compatibility from Discovery (not Open SP compatibility)?

No problem removing it since it blocks some major and probably needed changis.


11) What if all/most armor upgrades are removed and replaced with special expensive money-saving item (similar to credit cards, but without the risk of losing it)?


Removing armor is a no from me, some loadouts will get extremely dangerous to fighters - as would capships guns.


12) What should be done about Nova cannon and other bomber weaponry?

I belive Clayph has made different Supernovas for a lot of factions, but I don't believe those should have shield-specific damage.

Nova torpedo could get much higher damage, since it's very difficult to hit anything with and not blow yourself up.


13) How would you suggest to balance the missiles for fighters, gunboats, cruisers, and battleships? Note that refire rates for most missiles will be lowered anyway, since missiles are known to be a source of server lag (multiple moving objects).


Fighter missiles should get a wider seeker angle (angle at which they track target).

GB and Cruiser misisles should be limited by either:
1) Making them a new turret class and letting each ship mount only 2 of those
or
2) Introducing Ammo for them

BS missiles are fine, can even use some damage upgrade.

14) What new IDs would you suggest to add? What ID changes you consider necessary?

Trader ID should not be allowed to fly transports only freighters.
Military ID should be allowed max. GBs

All Police IDs should not be allowed to fly bigger than GBs, maybe not even bigger than fighters.

[Image: sigiw102.jpg]
Igiss says: Martin, you give them a finger, they bite off your arm.
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