I'll first talk about COS, The place is massive, detailed, and filled out with traffic and guards, this place is so well done, it makes me wonder one thing. Why don't we have more places like this? I understand such a structure took a lot of time and effort to make, but the idea of "discovery" would be so much more amazing if there were more things of COS's magnitude and uniqueness to find out there. The Ravine I think deserves much more than it got, same with the other guard systems in the nastier parts of space. If it's an issue of being understaffed for such huge overhauls I'd understand, but there's unlimited potential for this mod if more bases could be overhauled in such an epic manner.
Entire systems that are made of giant asteroids with tunnels to navigate through, and bases within them, and custom house "sanctums" all seem quite possible from the display of COS shows.
Along the lines of this scale of innovation, I also wonder why "copycat" ships even exist in this mod, by that I mean ships that use the same model as a lesser version. (Werewolf/wolfhound, Nepthys/Anubis etc) When ships could be as different as the Saber and the Falcata and still be seen as a series. With all the talent in this mod, it seems like there is no reason not to fancy-up the better versions of vanilla ships much in the same way the Falcata was.
With those questions and ideas out there, I'll move on to my minor spoiler question, me and some friends are running a private server, and we've been looking all over for the DEFILER, and we can't seem to find it on any normal wreck. We thought due to it's odd nature of being the only shield killer codename, it may not be in game, and thus, our search is pointless. If you've got an answer that involves a location, just PM it to me, but if it doesn't exist, just respond here.
i think the outcast guard system was a hell to mod - and the modder has left disco. - no one with an appropriate skill is left to construct such systems. - but yea, it d be nice to have more to "discover" - such as the newcastle nomad structures or more minefield mazes.
what i like very much is the unknown and unmappable systems. - however, from what i understand, system modding is quite a pain - especially when the objects placed are not just random.
I've played, beta'ed, and even worked for a lot of mods for many engines, so I understand the huge workload it can take, if it's unrealistic then I wouldn't hope for something so big, but even if it's do-able in small incriments as the mod is being revised, then I think it would be more than worth it.
Another thing that came to mind that I wanted to comment on are empty systems, I really have no idea what purpose they serve other than potential placeholders for future content. If they're there for an arbitrary reason, like extending travel time or filling out the universe, I'd just as soon like to see them cut.
' Wrote:Along the lines of this scale of innovation, I also wonder why "copycat" ships even exist in this mod, by that I mean ships that use the same model as a lesser version. (Werewolf/wolfhound, Nepthys/Anubis etc) When ships could be as different as the Saber and the Falcata and still be seen as a series. With all the talent in this mod, it seems like there is no reason not to fancy-up the better versions of vanilla ships much in the same way the Falcata was.
Nothing comes by itself.. even with all the modelers it takes a lot of time to introduce new ships, not to mention you need to balance them afterwards. Only in this last mod version most faction got their own bombers... so one step at a time.
Another problem is that all new ships are non-vanilla => less sensitive to explosive. Which means they need to be balanced against those vanilla ones. For that reason I think first step would be to just change texture/minor details on the Mk II ships so that they retain the vanilla vulnerability.
Quote:With those questions and ideas out there, I'll move on to my minor spoiler question, me and some friends are running a private server, and we've been looking all over for the DEFILER, and we can't seem to find it on any normal wreck. We thought due to it's odd nature of being the only shield killer codename, it may not be in game, and thus, our search is pointless. If you've got an answer that involves a location, just PM it to me, but if it doesn't exist, just respond here.
DEFILER is not at any wreck. Only some Kusari NPCs in Dundee fly it but it can't be looted from them - they never drop it.
I have heard it was in the game before but got "removed" this ways since it was overpowered... which it is... just check the stats. Every ship in the whole sirius would mount one.
Igiss says: Martin, you give them a finger, they bite off your arm.
Thanks for the info Mjolnir, that'll save me tons of time looking for it, and the off chance that I would scan one of those guys and be spurred on even more by it's npc existance in game.
I wouldn't expect much change per release, but I think it would be a good goal of the mod long-term to shift the majority of the content to non-vanilla, but really at that point you're making a near full conversion mod. You've got a great community it seems, I don't doubt it's been kicked around before, and I know there are user-submitted content threads, but you may want to take it further with competitions and such. I just know I'd love to see this mod keep breathing new life into itself with these sort of changes every update, I want to have a reason to keep running LANs of discovery for every new content release.
I have a question about the Omicron-85 NPC rumors.
I was talking with the bartender and one of the rumors he/she said was that there was a Strange Gate guarded by alien spirits...
WHAT THE HECK!?!?!?!?!? Is there ANOTHER Nomad Hypergate in Omicron-85!?
Carlos Rivera: Corsair Brotherhood Pirate - Retired, shifted to Tripoli Shipyard's Research and Development engineering teams Anthony Cameron: Guild Core Bounty Hunter - Killed in Action, committed suicide after being trapped in Omicron Minor following its destruction Juan Ruiz: Outcast Ghost of Razgriz Pirate - Killed in Action, killed by the Sirius Coalition Revolutionary Army during Bretonian piracy raid Michael Winchester: Liberty Security Force Agent - Missing in Action, likely killed during Rheinland espionage mission or trapped in Rheinland Space Eric McCormick: Order Pilot - Retired, shifted to planetside training of new recruits
The only two JHs go to Omicron Alpha and a Sigma system that has nothing in it. Although...
SPOILERS
At the center of the black hole, there is an undockable JH-like thing, but I think it's just supposed to represent the black hole singularity. I doubt this is the "Strange Gate" that I mean. Is there a Hypergate or some weird Nomad Jump Gate in Omicron-85?
Carlos Rivera: Corsair Brotherhood Pirate - Retired, shifted to Tripoli Shipyard's Research and Development engineering teams Anthony Cameron: Guild Core Bounty Hunter - Killed in Action, committed suicide after being trapped in Omicron Minor following its destruction Juan Ruiz: Outcast Ghost of Razgriz Pirate - Killed in Action, killed by the Sirius Coalition Revolutionary Army during Bretonian piracy raid Michael Winchester: Liberty Security Force Agent - Missing in Action, likely killed during Rheinland espionage mission or trapped in Rheinland Space Eric McCormick: Order Pilot - Retired, shifted to planetside training of new recruits
I believe that the anomaly at the center of that black hole is supposed to represent the singularity because you can't actually get close to it. Its surrounded by a deadly radiation field "caution Radiation det...BOOM", I speak from experience.
' Wrote:I believe that the anomaly at the center of that black hole is supposed to represent the singularity because you can't actually get close to it. Its surrounded by a deadly radiation field "caution Radiation det...BOOM", I speak from experience.
Well I'm glad I found that out before I went and tried it.:P