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Phantoms 2.0 suggestions - Printable Version

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RE: Phantoms 2.0 suggestions - Coin - 02-04-2014

the smuggler docking ring is limited to tiny tiny ships... which don't exactly stand up to punishment in the nomicrons, and have such small cargo holds that the aforementioned smuggling commmodity nerfs effectively remove those trade runs from the game, as the radiation damage taken outweighs the profit received when using a cargo hold of less than 3600.

as an alternative, i suggest that the smuggling beacon thingy on leeds have its cargo restriction removed, and base it off the id instead. they could become docking ports for smugglers - but they don't repair ships, nor sell weapons, there is no bar, only a commodity dealer.

i suggest that the docking be restricted to 'iff-less' ships with pirate id or smuggler ids, as this will encourage cargo piracy, and therefore RP.

if the smuggler id is re-implemented, then it can induce a brain-fart in the tlagsnet system (like hacker's id should), that gives a 5% chance of an accurate reading. So that the absence of an accurate reading doesnt become a flag, i'd suggest that tlagsnet is nerfed by the introduction of error (say, 95% efficiency), and a cooldown period for the tlagsnet device - which would by necessity be a system-wide cooldown, or groups of lawfuls could spam /scan and over-ride the efficiency decrease.

ive said this elsewhere, but it bears repeating, that if you want to have an active server, you need efficient pirates in liberty, as they create activity for the police. This in turn attracts players to the server, but they arrive and discover that the police are run ragged, and that pirates are really strong. the new players are driven out into the other houses, creating opportunities for pirates outside of liberty, which in turn creates opportunities for police outside of liberty. Instead of driving every man and his dog towards gallia, lets prevent the rot at the core. Imho, gallia is no more or less important than rheinland, and should receive equal weighting. FLcomp shows that there is a risible bias in commodity prices in gallia. its time that this imbalance was redressed, in favour of unlawful players.


RE: Phantoms 2.0 suggestions - aerelm - 02-04-2014

Gents, keep your average PhoomRants™ to the announcement thread.

This thread here is proposal for a specific concept, so respect the time and effort the original poster put into it and only post here if you have something constructive to say on this specific subject. Thread cleared of 1-liners.



RE: Phantoms 2.0 suggestions - Mímir - 02-04-2014

Ok to be constructive, are the assets going to be kept as they are?

As i recall it, some of the ships - like the umbrage* - had a pretty unique shape. What does that mean in terms of balancing? Will the models get scrapped?

*I could imagine umbrage would be even more ridiculous to hit when it is turret steering than the bretonian dessie is - maybe even unfixable, who knows? Is it worth wasting time on?

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If assets aren't all kept, I'd like to see open use phantoms on an ID that is even more inclined towards PVP than say the outcast one, but with a super limited ship line - maybe fighters/light fighters only (no bombers, gb, cruiser etc) - and no access to other tech than phantom ships and guns. as far as i recall it the npc's use nomad guns; don't know if that is supposed to be the case with phantoms 2.0.

I'd like a super open ID that pays with having super closed tech so only few people will be drawn to it. No bombers/gb/caps would also limit phantoms in terms of who they can engage, where and under which circumstances, and thus force phantom players to use brains over brawn - which in turn makes phantoms all the more "scary" and sets them apart from other factions, maybe aside from LPI- who has a cool Liberator thing going.

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In roleplay it also makes more sense that terrorists fly smaller craft, guerilla style. I'd like to see phantoms as some sort of skillful assassins that take out high priority targets, which is also why I think they shouldn't be novaspamming anti-cap / anti-transport dudes.

Also I think - and I know a lot of people would probably disagree - that things in this mod should be designed with gameplay in mind, and then fleshed out by lore/story rather than the other way round; which is why my suggestion is solely gameplay-related at this point. to me, a faction wielding cruisers would have a radically different lore than a faction that only produces fighter technology.

If we are going to bring the Phantoms back, let's at least make sure it will be the best and most coherent import/new faction in the mod.


RE: Phantoms 2.0 suggestions - Huhuh - 02-04-2014

(02-02-2014, 08:33 PM)Eugen Wrote: ( it is not nomad or from this plane of exsistence most likely its from a other dimension)

Ewww. Inter-dimensional stuff doesn't fit with freelancer or discovery. It's just too farcical.


RE: Phantoms 2.0 suggestions - LegendOfTheWolf - 02-06-2014

(02-02-2014, 08:20 PM)LegendOfTheWolf Wrote: Okay, so it could play out that the GRN invading forces interfered with the Phoom operations, but the GRN's fleet was simply not match for the Phantoms, there could be a HUGE battle ( Event Server, nudge nudge) which caused the Phantoms to become scattered around Sirius? Ofcourse they were so scattered only now have they began to regain power, but they still have to gain allies to rebuild their empire...

OR ! A experimental weapon could have back fired causing the Phantoms to evacuate their ships... A Powerful faction trying to become evermore powerful cost caused them a close encounter with extinction ?

Eh.. brain storming : /



RE: Phantoms 2.0 suggestions - Eugen - 02-18-2014

(02-04-2014, 12:08 PM)Crackpunch Wrote:
(02-02-2014, 08:33 PM)Eugen Wrote: ( it is not nomad or from this plane of exsistence most likely its from a other dimension)

Ewww. Inter-dimensional stuff doesn't fit with freelancer or discovery. It's just too farcical.

if this is to unbeliveable than it could be that the relik comes from the old enemy of the nomand, i mean they are build to protect but from waht? oi... this goes the babylon5 route ^^


RE: Phantoms 2.0 suggestions - HuggieSunrise - 02-18-2014

Well there goes my "teenagers with attitude" idea.

seriusly.. ive been trying to make Cardamine wild. but they arent your normal wilds thier mutated.. and they crave the flesh of thier fellows. Zombie cardi hybrids.

what.. pink eyes orange zombies.. well thats all i got.


RE: Phantoms 2.0 suggestions - SnakeLancerHaven - 06-01-2014

I know we've discussed this but... Look the thing about Gallia, I know a dev might've thought ok it'd be awesome so on so on but here is the thing... Don't worry Phantom 2.0 will be mentioned here too.

Now having the Sector fully overcrawled by Nomads and Stations like this:

[Image: The_Shrine.png]

Would've probably made Gallia far more active. You could've put in the Revenant in it too with the Gallic Stations there as a Hide out. Turning Gallia into a whole Nomad Area would've probably been the most awesome thing to even bother to go there at all. The Revenant would've a nice hideout there aswell as the Temples around, could've thought about a Lore how the Revenant secretly took over those 2 Temples and were awaiting a sign from the Nomads in order to continue their duty or something. Gallia's turn over to these abandoned Daam K'vosh stations crawling with Nomads and the HQ of the infected and the Revenant (The Gallic Stations) would've made it MUCH more interesting to discover and explore the sector. Making it even more harder to survive through it until the core of the Sector which would have a hypergate jumping you directly to the Unknown System where the Shrine is present. More traces of the Daam K'vosh, more curiousity, more to find out what happened, more RP resources and a place to be worth discovering.

I have a second idea for Gallia though... But this is about Phantom 2.0 so I wont mention it.



RE: Phantoms 2.0 suggestions - Echo 7-7 - 06-02-2014

If you want to discuss Gallic redesign, please start a new thread with that as the topic. Note that the Revenant concept was withdrawn and is unlikely to be featured at all.

Phantom thread... ghosted.