08-28-2006, 10:28 AM
This thread is a place to discuss all issues related to new features that -might- be introduced to Discovery v4.81. I'm starting this discussion cause important balance issues are concerned here. It's rather doubtful that we can all agree on questions that may arise, but as I'm creating this mod for those who are playing (not for myself), it's essential that I take into account your opinions, however controversial they might be.
1) All torpedo-type anti-capship weapons will be removed.
This applies to Mortars, Nova and even Supernova mine. All those weapons will become normal slow-projectile weapons not requiring any ammo, like other turrets and guns. Supernova converted into a top-tier anti-fighter mine.
Why? Basically, cause all original capships have hulls that contain of several parts. When a torpedo hits them, several parts are damaged, which multiplies total damage. New ships contain of one hull part, so the damage is not multiplied. As I can't cut 3rd party ships into pieces or deal with torpedo immunity in any other way, the only choice is to remove torpedoes once and for all.
Capship missiles will remain, but we need to think how to make them anti-fighter-only weapons.
2) Capital ship weapons in general.
First of all, I'll increase range for all of them. Next, gunboat turrets will become more anti-fighter type. Didn't research this yet, but a bit faster refire and speed should help.
3) Reputations. I finally found out how reputation modifiers work, so now Kusari-Bretonia war won't be only a couple of skirmishes in Tau. If you work for Bretonia military, police, and corporations, Kusari will start to hate you. If you work for Kusari, Bretonia will hate you.
Modifiers for many pirate factions were also changed. So now it will be more complicated then 'fight any pirates - befriend with lawfuls' or opposite. Some pirates, for example, get along with Kusari well. As for Bretonia, it's less obvious, but you'll still notice that some pirate groups don't hate you as much as before for working with Bretonia.
4) Clan systems
That's something many people were waiting for. Yes, all factions excluding corporations will get clan systems near their current 'home' system. For example, Rheinland navy system will be near New Berlin, Zoner system near Theta, etc.
Guardian factions were not yet implemented and I guess it will take time (maybe they'll be absent in 4.81). However, I did want to place appropriate battleships, bases, wplatforms and encounters inside clan systems. They won't be ordinary. Rather, they'll be able to damage even the most powerful player ships painfully. So if enemy will enter hostile faction system, they won't have an easy life.
Reputation is a problem, of course - hostile players can always mod their rep to suit enemy rep, so that NPCs of guardian faction will become neutral and won't shoot. Maybe even modify them manually so that NPC relationships won't influence guardian factions at all.
For example: all guardians are hostile to everyone by default. For friendly players they are made max friendly. For allied - neutral. For non-allied and hostile - hostile (trespassing is not very nice, even if factions are not at war).
Clan systems won't contain any exclusive equipment, no stuff that's not available elsewhere (except maybe for IDs, but that's also doubtful). No exclusive trade routes. So that non-faction players won't be tempted to enter.
5) Additional systems
I'm intended to include lots of new systems to Discovery. Well, it's called Discovery, right?
Lots means lots - and as I've got single design document, Dab's future systems will have to be integrated into this structure somehow. Of course, it's impossible to set up bases, clouds, etc for all those systems in one release. In most of them, only stars and jump holes will be present. It's partially like SDK: me (or even others) will be able to open a system in FL Explorer and fill it with objects. Then you'll submit system ini file and list of infocards to me.
I hope some faction leaders will use this to customize their clan systems. Within reasonable limits, of course.
And I'd like to remind that I reserve right to edit or reject any work submitted without explanation of reasons. Rejecting is very unlikely, however, if you succeeded in screwing everything up, that might be the only way... as for editing, this mod is about quality, so everything excessive, unbalancing and illogical will not stay here.
6) IDs. Some changes here.
Neutral IDs will be available for purchase even if you are not friendly with police. Maybe I'll add them for sale in more locations.
As for other IDs, they'll mostly stay as is.
Oh, yes... you'll be able to sell Name Change Certificates without being kicked for cheating. All for now.
1) All torpedo-type anti-capship weapons will be removed.
This applies to Mortars, Nova and even Supernova mine. All those weapons will become normal slow-projectile weapons not requiring any ammo, like other turrets and guns. Supernova converted into a top-tier anti-fighter mine.
Why? Basically, cause all original capships have hulls that contain of several parts. When a torpedo hits them, several parts are damaged, which multiplies total damage. New ships contain of one hull part, so the damage is not multiplied. As I can't cut 3rd party ships into pieces or deal with torpedo immunity in any other way, the only choice is to remove torpedoes once and for all.
Capship missiles will remain, but we need to think how to make them anti-fighter-only weapons.
2) Capital ship weapons in general.
First of all, I'll increase range for all of them. Next, gunboat turrets will become more anti-fighter type. Didn't research this yet, but a bit faster refire and speed should help.
3) Reputations. I finally found out how reputation modifiers work, so now Kusari-Bretonia war won't be only a couple of skirmishes in Tau. If you work for Bretonia military, police, and corporations, Kusari will start to hate you. If you work for Kusari, Bretonia will hate you.
Modifiers for many pirate factions were also changed. So now it will be more complicated then 'fight any pirates - befriend with lawfuls' or opposite. Some pirates, for example, get along with Kusari well. As for Bretonia, it's less obvious, but you'll still notice that some pirate groups don't hate you as much as before for working with Bretonia.
4) Clan systems
That's something many people were waiting for. Yes, all factions excluding corporations will get clan systems near their current 'home' system. For example, Rheinland navy system will be near New Berlin, Zoner system near Theta, etc.
Guardian factions were not yet implemented and I guess it will take time (maybe they'll be absent in 4.81). However, I did want to place appropriate battleships, bases, wplatforms and encounters inside clan systems. They won't be ordinary. Rather, they'll be able to damage even the most powerful player ships painfully. So if enemy will enter hostile faction system, they won't have an easy life.
Reputation is a problem, of course - hostile players can always mod their rep to suit enemy rep, so that NPCs of guardian faction will become neutral and won't shoot. Maybe even modify them manually so that NPC relationships won't influence guardian factions at all.
For example: all guardians are hostile to everyone by default. For friendly players they are made max friendly. For allied - neutral. For non-allied and hostile - hostile (trespassing is not very nice, even if factions are not at war).
Clan systems won't contain any exclusive equipment, no stuff that's not available elsewhere (except maybe for IDs, but that's also doubtful). No exclusive trade routes. So that non-faction players won't be tempted to enter.
5) Additional systems
I'm intended to include lots of new systems to Discovery. Well, it's called Discovery, right?
Lots means lots - and as I've got single design document, Dab's future systems will have to be integrated into this structure somehow. Of course, it's impossible to set up bases, clouds, etc for all those systems in one release. In most of them, only stars and jump holes will be present. It's partially like SDK: me (or even others) will be able to open a system in FL Explorer and fill it with objects. Then you'll submit system ini file and list of infocards to me.
I hope some faction leaders will use this to customize their clan systems. Within reasonable limits, of course.
And I'd like to remind that I reserve right to edit or reject any work submitted without explanation of reasons. Rejecting is very unlikely, however, if you succeeded in screwing everything up, that might be the only way... as for editing, this mod is about quality, so everything excessive, unbalancing and illogical will not stay here.
6) IDs. Some changes here.
Neutral IDs will be available for purchase even if you are not friendly with police. Maybe I'll add them for sale in more locations.
As for other IDs, they'll mostly stay as is.
Oh, yes... you'll be able to sell Name Change Certificates without being kicked for cheating. All for now.