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Full Version: Discovery Mod: Ideas and Feature Requests
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New Civilian guns! Still a bit weaker than the faction equivalents, but also more energy efficient.

As usual, stats are rough conceptual stats, though I did go through the effort of calculating them compared to specific other guns. They should be passable as it is.


Quote:Designed by Aquila Defense Systems to double as a heavy excavation tool and scrap cutter, the 100 Series plasma cannons have an advanced cooling system that allows them to fire faster than any other plasma emitter on the market.

ADS-109 "Mattock" Civilian Plasma Cannon (and the matching ADS-109b turret.)
Hull Damage: 435
Shield Damage: 217
Projectile Speed: 650m/s
Refire: 4.50
Energy: 100

(Class 8/Class 4 Turret: ADS-108 Pickaxe - 300 hull damage, 64 Energy; Class 7: ADS-107 Dolabra - 175 hull damage, 33 energy. Class 4/Class 2/3 Turret: ADS-104 Pick - 78 hull damage, 16 Energy)


Quote:The Ageira-developed Firewall tachyon cannons have a reduced refire, but are more efficient than other models.

AFW-20 "Firewall 4" Civilian Tachyon Cannon (and the AFW/T-20 turret)
Hull Damage: 915
Shield Damage: 457
Projecitle Speed: 700m/s
Refire: 2.00
Energy: 200

(Class 8/C4 Turret: AFW-17 Firewall 3 - 595 hull damage, 122 energy; Class 7: AFW-13 Firewall 2 - 220 hull damage, 64 Energy; Class 4/C2 Turret: AFW-3 Beta Firewall/AFW/T-4 Firewall Turret - 150 hull damage, 44 energy)
' Wrote:3) Linking several servers to govern a single universe - and that is in development.

This has certainly piques my interest!

It may even have an effect on people wandering too far out of their ZOI. There may be some adjustments in the playerbase - if other servers are located in different parts of the world.
But this is offset by the ability to attract people from other parts of the world, who wouldnt play on Disco due to lag issues (you would certainly get a few more Aussies joining!).

I guess once the technical issues are sorted out, it is a matter of deciding how to split up the mod. Let us know if more funding is needed for this!
Could u make that every player ship has "escape pod" in cargo hold
which would be dropped when players get killed, but they would respawn with new one?

this could be useful for bounties (as a proof that u killed the player), and many more other things.
What do u think about making a few CODENAMES for capital ships?


1. New codies for diffrent ship class', why should fighters get all the fun? Codies are one of the few things that dosn't have its location displayed all over the wiki, I don't see why the Discovery team doesn't devlop on one of the few things that truely does remain secret on the mod.

2. Factions at war both have cruiser patrols on their war fronts. How awesome would it be to be caught in the middle of Outcast and Cosair fighter wings battling it out over Omicron Eta, or sneaking past Liberty and Rheinland cruisers sluging it out.

3. As previously mentioned, more defencive options for transports, maybe have engine upgrrade's that increase your speed, but they take up a weapon slot so that you have to chose between speed or fire power. Actually that'd probably work as a combat choice for fighters as well.

Ideas for better gameplay


1. If you got killed then you are dead
This will make game much more chalenging. But equipment and ships have to be more cheaper as well. You will respawn on base keeping ID & IFF and will be granted an CSV for free. And this is normal: If you ship was destroyed then it can't be respawned. The character is respawned (cloned) by the sample of adn it left on base then registred there. This service could be taxed a bit too.
What impact will have this on gameplay? THe players will be much more carefull and responsable about they lives. A better RP for hostile situations.
Much more resposable play for capital ships capitans. No more adventures in hostile space w/o proper escort. (better RP and organization as well)
Everyone will have to go with a better teamplay, from traders that will have to hire escort or pay if get in trouble to pirates that will have to play more responsable knowing that if they head are put on a bountry list
they have something to loose.


2. Conquest of stations
It's something like a Capture the flag or Domination in FPS games. I was thinking about this: a war in Sirius is going on but we players can do nothing abou that, not even a bit. What for we are playing this game?

If ships of your faction keep an enemy station (no planets or BS) under siege for let's say 2 hours then that station will belong to you faction (till server restart) Under siege may mean that none of enemy ships will be able to dock to the station. Your faction ships should keep the distance at least 3k from base. If a ship from other faction will dock then the siege is broken.
This could make gameplay much more intereting.
silly suggestion:

the four hour rule - instead of hoping that people won't spawn and re-engage, how about

1) on PK death, you are automatically transported to another system - i.e. the one next door, like a teleport thing the admins can do.
-or-
2) that CHARACTER (n.b. not account) is banned for four hours: it would encourage peeps create a new account even if the whole account had to be banned.


can FL hook do these things?
This is my first post, and my English i a little bit broken so, don't be mad.

I have few ideas:
First - new ship class, lets call them supply transport. In the real world, then you attack deep in the enemy territory first what you need to think about is resupplying your troops, in this game case resupply with batteries and nanobots, i hope this new feature would bring more realistic RP in big battles ( example.: lest say admins create new transport ship with 1500 cargo hold, 10 transport turrets, and only things that can be bought is nanobots and batteries, and that bat, and nano from cargo hold Can't be used by supply ship, it can be used only for trading or jettison them)
Second is about Pvp rules, but i decided to keep my thoughts for now:)
There's a ship called, ironically, the [url=http://discoveryfl.com/wiki/index.php?title=Repair_Ship\Repair Ship[/url] for just that purpose, J.J.

Player cap docking is a dream I've got, but we'll see how that goes.
Rapid-fire Cap. Ship weapons
I don't care if they take more power, or if they don't do as much damage. I just want to fire lots of bullets!

Peacekeeper ID
Peacekeeper ID Wrote:This player is a Peacekeeper, who:
  • Can demand contraband in any house system, so long as the contraband is listed as illegal by the house controlling the system*
  • Can request unlawfuls to leave the current system, and engage those that do not comply
  • Can escourt traders
  • Can ally with lawful and semi-lawful factions
  • Can carry out bounties set by any House, except against a lawful pilot
  • Cannot engage House forces except in self-defence or when told to by a pilot of the House that controls the system
  • Cannot trade
  • Cannot smuggle
  • Cannot pirate
  • Cannot ally with any unlawful factions
  • Cannot carry an unlawful IFF
  • Cannot use unlawful equipment, or equipment from a House at war with the House that controls the system
  • Cannot enter the Omicron systems
*The House that contols the system means the House that controls the system that the player is currently in. For example, California = Liberty, Stuttgart = Rheinland etc.

Allowed Ships: Fighters, Gunboats