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Remove Cargo Limit from Equipment - Printable Version

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RE: Remove Cargo Limit from Equipment - Gforce - 09-28-2013

Your post before mine wasn't there when I wrote mine, still got an issue there it would seem.

(09-28-2013, 06:51 AM)Colt556 Wrote: The idea is making these items useable by more than just battleships and freighters in a way that makes sense and allows for more styles of play while still being balanced.

You still have to get past the power requirements of the equipment as well, which currently can only be met by our lovely battleship.

(09-28-2013, 04:24 AM)Colt556 Wrote: You could limit the ship to 2 equipment slots, so sure they could have a jump drive and a cloak, but then they have no scanner and the ability to perform blind jumps aint exactly game breaking. Or they could just make specific slots. For example, a hyperspace scanner is it's own slot, hangar modules their own slots, and then jump drives and cloaks share a slot. So you can only have one or the other.

One such comment that indicates to me you have not done your homework.

(09-28-2013, 04:24 AM)Colt556 Wrote: You mention the slots being options, but they're not.

Yes, they are. The only things you need mounted to launch into space is an ID and scanner. After that, it's all optional extras.

Stuff in this mod takes cargo space. From mounting codenames on your fighters, to transport shields and turrets to docking modules and jump drives. Just the way it is now.


RE: Remove Cargo Limit from Equipment - Colt556 - 09-28-2013

(09-28-2013, 06:58 AM)aakopa Wrote: You forgot that jump drives have power core restriction too, so transports cant jump.

Cruisers can use survey modules in type1 shots.

See, my problem with that is it's stupid. You screw over all the other ships just because you don't want traders hopping around? Why not just, y'know, not let transports mount jump drives?

(09-28-2013, 07:11 AM)Gforce Wrote: Your post before mine wasn't there when I wrote mine, still got an issue there it would seem.

You still have to get past the power requirements of the equipment as well, which currently can only be met by our lovely battleship.

That's why you tool the jump drives to work with lower tier things. I mean we already have three jumps, just adjust it so tier 2 can work with a GB's power plant, and a tier 3 can work with a cruiser's power plant, and a tier 4 works with a BS power plant. Problem solved. It's like they designed a good system 90% of the way and then just stopped short of the finish line.


(09-28-2013, 07:11 AM)Gforce Wrote: One such comment that indicates to me you have not done your homework.

See, comments like that annoy me because it tells me you're not reading my posts fully and are just skimming them. The whole thing is an idea, of a way I WANT it to work. Not how it currently works.


(09-28-2013, 07:11 AM)Gforce Wrote: Yes, they are. The only things you need mounted to launch into space is an ID and scanner. After that, it's all optional extras.

Stuff in this mod takes cargo space. From mounting codenames on your fighters, to transport shields and turrets to docking modules and jump drives. Just the way it is now.

It's not an option if you can't use it. If you think otherwise you should look up the definition of 'option'. Jump drives are not an option for anything other than battleships and freighters.


RE: Remove Cargo Limit from Equipment - aakopa - 09-28-2013

But why Gunboats should be able to Jump?
This not only disco server, other servers may want make transports able to jump.


RE: Remove Cargo Limit from Equipment - Colt556 - 09-28-2013

(09-28-2013, 07:38 AM)aakopa Wrote: But why Gunboats should be able to Jump?
This not only disco server, other servers may want make transports able to jump.

Gunboats are still 'ships', all ships should have some kind of jump capabilities. Only snubs should be left out. It'd put more emphasis on carriers as well. Since snubs would dock on carriers in order to gain jump capabilities. But since GBs are the smallest, their jump capabilities should be the worst.

As for transports, there's plenty of ways to balance them without shafting every other ship in the game.


RE: Remove Cargo Limit from Equipment - aakopa - 09-28-2013

Well, did you know that Jump Drive 4 jump more than one ship? So basically gunboats don't need Jump Drive.


RE: Remove Cargo Limit from Equipment - Colt556 - 09-28-2013

(09-28-2013, 07:43 AM)aakopa Wrote: Well, did you know that Jump Drive 4 jump more than one ship? So basically gunboats don't need Jump Drive.

And not everyone wants to rely on a 300 second long charge up. That's the point. The big jump drive that can take multiple ships can only be mounted on big suckers, like battleships. Smaller ships can only jump themselves.


RE: Remove Cargo Limit from Equipment - Gforce - 09-28-2013

(09-28-2013, 07:32 AM)Colt556 Wrote:
(09-28-2013, 07:11 AM)Gforce Wrote: One such comment that indicates to me you have not done your homework.

See, comments like that annoy me because it tells me you're not reading my posts fully and are just skimming them. The whole thing is an idea, of a way I WANT it to work. Not how it currently works.

You said they should make different slots, they already have, if you had of done some research, you would have realised that.

(09-28-2013, 07:32 AM)Colt556 Wrote: Jump drives are not an option for anything other than battleships and freighters.

Why do you keep saying Freighters? They can't use them.

Finally, this thread has gone off topic, which was that jump drives, docking modules, survey modules and cloaking devices should not use cargo space. But they do because of balance, and the jump drives and survey modules have been balanced to work only on battleships. If the devs want to change it they will, but not a day before they want to.


RE: Remove Cargo Limit from Equipment - Colt556 - 09-28-2013

(09-28-2013, 07:53 AM)Gforce Wrote: You said they should make different slots, they already have, if you had of done some research, you would have realised that.

Again, if you had actually read my post instead of skimmed it you'd note that I already acknowledged that there's multiple slots, hence why my idea would be easy to implement since the ground work is already there. Please, stop skimming and start reading.

(09-28-2013, 07:53 AM)Gforce Wrote: Why do you keep saying Freighters? They can't use them.

Finally, this thread has gone off topic, which was that jump drives, docking modules, survey modules and cloaking devices should not use cargo space. But they do because of balance, and the jump drives and survey modules have been balanced to work only on battleships. If the devs want to change it they will, but not a day before they want to.

If freighters can no longer use jump drives, at all, then I further see no reason for them to take cargo space. As it seems most limiters were brought in due to traders.

They can be balanced without using cargo space and working on more ships than just battleships. And please don't start going down the route of "when the devs want to they will", because I hate that level of ignorance. Nothing gets better if the devs don't listen, and if they didn't listen forum sections like this wouldn't exist.

Let's weigh the pros and cons.

Pros:
*Easier to tweak these modules per ship since they use dedicated slots and aren't bound by cargo space, which can fluctuate from ship to ship.
*Allows way more people to experience a mechanic that probably took a fair bit of work.
*Allows for more styles of play by giving players more options in how to gear up their ship.

Cons:
*If you can think of a con for giving ships smaller than battleships the ability to jump, feel free, cuz I aint got any.


P.S. With all the 'go learn' comments from you, keep in mind that things changed in .87 and the main server doesn't make acquiring these modules easy, indeed it's nigh impossible. So testing these things is limited to other servers which is more than a little cumbersome. Takes time bro.


RE: Remove Cargo Limit from Equipment - Sabru - 09-28-2013

(09-28-2013, 08:00 AM)Colt556 Wrote: Cons:
*If you can think of a con for giving ships smaller than battleships the ability to jump, feel free, cuz I aint got any.

hey hey, lets just give everybody jumpdrives. then powertraders wouldnt need to silently fly the lanes not RP'ing, they could just jump from near a buypoint to near a sell-point.

then pirates and unlawfuls would disappear, because who would be there to RP with them beside lawfuls.

then lawfuls would disappear because there would be nobody left to RP with.

we'd eventually be left with a server populated solely by powertraders.

Cannon himself said, in the Advance Notice: jumping in 4.87 thread, he would prefer to see jump trading made extremely unpractical.

but i digress,

this whole idea is ridiculous.


RE: Remove Cargo Limit from Equipment - Colt556 - 09-28-2013

(09-28-2013, 08:38 AM)Sabre Wrote: hey hey, lets just give everybody jumpdrives. then powertraders wouldnt need to silently fly the lanes not RP'ing, they could just jump from near a buypoint to near a sell-point.

then pirates and unlawfuls would disappear, because who would be there to RP with them beside lawfuls.

then lawfuls would disappear because there would be nobody left to RP with.

we'd eventually be left with a server populated solely by powertraders.

Cannon himself said, in the Advance Notice: jumping in 4.87 thread, he would prefer to see jump trading made extremely unpractical.

but i digress,

this whole idea is ridiculous.

Your reply seems ridiculous. Especially because you ignored everything I've said and then went on to extremely exaggerate just to undermine the point I'm trying to make. If you can't come up with a valid argument, why bother posting at all? But hell, I don't mind debunking your idiotic post.

This thread has never, and will never be about traders. It's about removing the cargo limit and relying on slots built into the ship. You know what you can do to remove traders jumping from point to point? Don't let them mount jump drives! It's revolutionary, isn't it? I mean, Jesus, it would take a real genius to think of a solution like that, right?

Well there's one problem you mentioned down, let's go to the others.

Pirates and unlawfuls would disappear. You mean like how they do already? Sensors are a beautiful thing aren't they? You see some cop coming from 20 kilometers out and you can just punch your cruise and be on your way. He aint ever gonna catch you because you have the same top speed. Makes you wonder, can a ship cross 20km at cruise in 60 seconds? Who knows?

Onto your next point. Lawfuls would leave because they can't ever catch the unlawfuls. Well, I'm looking at the server and I see plenty of lawfuls despite the fact that unlawfuls can easily avoid them. So maybe that point isn't entirely true?



So yeah, instead of making a fool of yourself by making absurd claims, how about actually reading the topic at hand and actually giving it a little bit of thought? How about giving ACTUAL cons to cruisers and GBs using jump drives? You know, valid aspects that would actually negatively impact the game? And not just fanciful wishes on your part.