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Full Version: Need info on 4.86 changes
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I was a decent player back in 4.85. Owned notable businesses(acually none). Then I took a long break due to irl issues and now iam back in 4.86 with all the new stuff hitting me.

I have loads of questions which I want you guys to answer them Tongue

1. Jump drives, how do they work and whats the differences between them?
2. Cloaking, how do they work and whats the differences between them?
3. Battleship scanners, why don't battleships need them anymore?
4. Docking, how do they work?
5. Any new codenames?
6. Why was guard ID removed?
7. Is Nomad ID free to use now?



A link of the 4.85-4.86 patch notes might help as well.

Anyone welcome to answer!
Quote:1. Jump drives, how do they work and whats the differences between them?
2. Cloaking, how do they work and whats the differences between them?
3. Battleship scanners, why don't battleships need them anymore?
4. Docking, how do they work?
5. Any new codenames?
6. Why was guard ID removed?
7. Is Nomad ID free to use now?

Yeah, a lot has changed. Jump drives allow you to jump from one spot in the universe to another if you have the coordinations for it. Coordinates can be obtained by hyperspace scanners. The only difference between jump drives is what ships can use them and bring with them.

Cloaking is really cool for roleplay perspectives. Pop a light cloak on a fighter/bomber and you have just enough time to get out've range and avoid a gank. You can spy on your enemies in liners and I've even seen people put them on barges and cloak for a good hour. Again, the only difference between cloaks is what ships can use them.

I have no clue about your third question, I'm not really a cap guy.

Docking Modules are fun, they pretty much just allow people to request to dock on you. If your trading with a docking module, your escort can just dock with you untill a threat is detected before undocking and scaring the danger off. Also, I believe you can have some snubs dock on you before jumping to be able to jump more ships to the coordinates.

Theres not any new codenames that I know of, but if your one of those admin conspiracy people....

No point in guard ID, it's just a copy of the regular ID. Just useless.

The Nomad Morph ID is obtainable for non-K'hara players but has limitations. For instance, you can only engage if you've been attacked or you're assisting a K'hara/Wilde player who has been engaged. Morphs usually refer to the K'hara as the "Elders" and roleplay as being like baby nomads almost. They haven't gone full killer-alien crazy yet so they aren't usually engaged on sight. Gives players looking to join the K'hara a chance to try out the roleplay and see if its really enjoyable.

But lets face it, flying with a marduk is always enjoyable.
Also you can just do /restart nomad and get a nomad that can kill anything on sight.

BS's dont need BS scanners because... they dont, people just thought it was silly to need one I guess.
1: Forum search will give you the answer.
2: See 1.
3: 'Cause the IDs now determine who gets to buy battleships. Battleship license was dropped in 4.84 I believe. Unneccesary complications.
4: See 1.
5: No.
6: 'Cause the standard IDs work fine.
7: Yes. Be aware that the Nomad ID isn't the K'Hara ID. Traipsing through New York on a Marduk isn't happening.
VerbalArtist pretty much summed it all up. And why arent nomad ID allowed anywhere?

Also, I have questions regarded about the new Player-Owned-Base.

1. What do you need to build a Player-Owned-Base.
2. Is there anything needed to RUN the base?
3. What can people do with the base?
4. How do people make things in the base?
5. How manage the base?


I cant find the page on the wiki Tongue
use
the
search

you can literally find everything you asked in that entire post somewhere on the forums, pretty sure theres a POB tutorial
Here is the link about Player Base Guide http://discoverygc.com/forums/showthread.php?tid=80349 .
Thx


All my questions answered!