Discovery Gaming Community

Full Version: Discovery Mod: Ideas and Feature Requests
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Ideas & Feature Requests

This is the official thread for all suggestions and feature requests for the next version of Discovery. Bug reports and balance-related suggestions should NOT be posted in this thread.

Suggestions can be related to any area of Discovery development, except for extremely huge or previously declined ideas. If you have an idea that you wish to discuss with other members, please start a separate thread in this forum. You can also post here and provide link to that thread. Starting lengthy discussions here is not encouraged.

Posts will be deleted from this thread if suggestions are implemented or declined. If you think that an important suggestion was lost, don't hezitate to re-post it.
Requests that should not be posted here

1. Requests to create a new house or implementing any other major feature. Such ideas should be posted in a separate thread on this forum.

2. Requests to remove anything. Removal of items/objects/factions is not an option for a Freelancer mod. This cannot be done, with the exception of cases when item was included into the mod by mistake. Even in this case, only thing I can do is downgrade the item and remove it from dealers.

3. Requests to include any ship without providing your own model, or permission of the owner of the model.

4. Requests for new effects.

5. Requests for new commodities. Those have very low chance of being implemented, especially if they require a custom icon. A commodity creation tutorial is present for a long time on the forum, but no one ever used it.

6. Any balance-related requests and suggestions (like the discussion about shieldbusters). They should be posted here.

7. Requests for implementing cloaks. They won't exist in this mod.

8. Requests for repair guns. This can't be done.
Okay, time to sum things up.

New system for new players - Will be considered in the future mod version. Avoid posting any more suggestions until it's confirmed or not.

Death penalty - Cannot be done in any way right now. Even if the feature will be present, it will harm non-traders much more than traders. Fighter who loses precious % of his hard-earned credits will lose more relative to a trader with 200 million who loses 40. Just a day of trading, and loss is regained.

Transferring credits of dead character to the attacker/pirate is not possible.

Expiring commodities - Like cardamine, or H-Fuel. They can expire, but without any effect over the ship or pilot. There's no way cargo can affect ship status.

Stiletto Mk II - We will see about this, but there's Sabre anyway... so, where's the place for a new Outcast VHF? Will cause talks about me being biased towards the Outcasts again.

Barrel Rolls - Might be added in future version, might be not... who knows.

Reputation negatives - There were different suggestions about rep gain. Some say rep decreases too slow when one kills ships of some faction. Some say it's too fast. Problem is that there are fixed relation values in the ini file that cannot be changed, or can be but not that much. If I decrease them 10 times, they probably won't work. It's a hardcoded thing.

Politics - So, you think that it would be more interesting if the factions that are friends of the Outcasts right now lost the affiliation? I just thought that it would make rep gain/loss unbalanced. You could kill some particular pirate faction, like Hessians, and lawfuls will get friendly, but other pirates won't care. This doesn't sound logical.

Unioners are already neutral. See the infocard in the newest beta. Also, their rep relations were updated. Same was done for LWB before, and it's similar with other smaller pirate factions around.
I'll post a brief recap. There were lots of various opinions on more or less same subjects... with some more new topics that were not raised beforehand.

Size of Outcast coalition - I can only confirm this problem, for all Outcast allies seem to be more attractive for players than Corsair allies. More appealing. Problem here is that most of those who are already part of the alliance cannot be removed from it. Blood Dragons' current agenda is similar to GC, and they are natural allies in military terms. Rheinland pirates (Red Hessians & Co) are enemies of Corsairs, and removing them from Outcast alliance would be (1) illogical and (2) won't change the situation for Corsairs. Mollys are working with Outcasts to stop the Corsair invasion against Tau, which is still possible. It's part of the story.

On the other hand, there's hardly any way to add more allies to Corsairs.

Freighter shield issues - I cannot confirm any information right now, since development of the new version hasn't even started yet, and I need more info on what improvements are necessary.

Gunships will not be introduced as a new class. We've got no shield classes, weapon classes, turret classes for those. "Gunship" term might be used as an alternative for a light gunboat.

As for super heavy fighters, I don't think that we need too many of those. They have a reputation of special ships that are not too frequently used. It should remain this way.

Starting credits and reputation - I agree that there is a point in making players start neutral RP-wise. Problem is that it will lead to even more trader abuse than now: without need to work on needed reputation at all, the traders will be in a benefitial situation compared to all other character types. Unioner threat? Liberty Rogues a bit in reds? why not, is it a challenge so difficult?

If it really is, I might consider changing starting reps to something easier.

As for credits, there are no plans to change them. Players who want to advance fast might join a faction that's offering some kind of credit starting bonus. All those who want to work their way to the top themselves should be given an opportunity to do so.

IDs - New ID limitations probably won't be introduced. I understand Angel of Mercy's concerns, but generic IDs were already restricted far enough. I'm not sure about transports though.

Privateer ID: a doubtful matter - very easy to do, but is it necessary? More opinions needed on this.

Quote:I see no inherent problem with adding two multipliers to one object....could a coder confirm that?
Shield and armor upgrades are different objects as far as I'm concerned. Different objects have different multiplier stats. So, a coder couldn't confirm that.
I am providing a link to my thread about changes to Orbital Spa and Cruise roleplaying commodities/trade routes.
http://discoverygc.com/forums/index.php?sh...mp;#entry271335
Some new commodities are proposed later in the thread, but those are likely vain dreaming. I summarize my trade route changes at the end of my first post, but here they are :

1. Planet Curacao changed to buy Luxury Consumer Goods at 600 credits

2. Planet Curacao changed to sell VIPs at 4749 credits

3. Luxury Liner Shetland changed to purchase VIPs at 9799 credits

4. Luxury Liner Shetland changed to sell Passengers at 521 credits

5. Planet Baden Baden changed to buy Passengers at 2212 credits

6. Luxury Liner Hawaii changed to purchase VIPS for 10249
I'm sure this is either impossible or very difficult but:

Could we have a wider variety of missions? Some ideas I had were

Assault Convoy: You're assigned to go to a waypoint to meet some allied fighters. Once there, you're told to assualt convoy of x faction carrying y commodity. (Just so all combat missions don't just involve fighters)

Race: (In order to take the job, you must pay the amount of the reward) Your assigned to race someone through a series of race rings (like in Dublic or Connecticut) if you win, you're paid the reward twice, to return the money you paid, and then get the reward
A minor request:

We've got a lot of new ships in this mod, yet NPCs use very few of them. Why not stick Freelancers in Virages, Stingers, and Crows, or have IMG convoys escorted by Vipers? Maybe random Junkers and low-level Freelancers in Death Scythes...

A more major request:

Tone down Freelancer armor, please! It's getting to where I almost never use my Outcast LF because I get stuck dealing with those overpowered NPCs all the time.

An even more major request:

Add Freelancer missions and bribes, and set their reputation to be completely unaffected by other factions. Makes getting a Freelancer tag easier, and keeps us from having to deal with overpowered hostile NPCs in our home systems.

Freelancer-tagged Sabre, with Kraken Type 2 and Colada del Cid.

This player would get sanctioned for an OORP loadout, wouldn't he?

Problem: it's an NPC. You can see them around the Siniestre Cloud in Omicron Alpha once in a while.

Considering that the majority of player factions here are based on NPCs, I think it's safe to say that the NPCs should function as a guide for the players to follow. If players see Freelancer NPCs using Krakens and Coladas, they'll think their Freelancers can use that combination.

And they have reasonable justification - so much of what we do, we do because the NPCs do it. The admins don't agree that such a loadout is acceptable, and I'm with the admins on this one.


So where am I going with this long-winded post?

Give NPC Freelancers sensible loadouts - Krakens, Vassagos, and Hellflurries on some would make sense, with Tizonas and Salamancas as another combination, and on some a mix of Fury, Flashpoint, and Debilitator guns.

In other words, if it's not acceptable in-character on the server, you should really think about whether or not it makes sense for the NPCs.
RepNinja suggestion for Freelancers: Make them automatically neutral to everyone except Nomads and Guard factions.
Two requests:

More bomber patrols to original houses and more unlawful NPC traders to their systems.