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When should systems be removed? - Printable Version

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RE: When should systems be removed? - Madvillain - 01-18-2019

I don't recall if they did or didn't, I do recall that its proximity to cretes docking ring and the position of the prox battleship to the jh (on the O91 side) gave the corsairs a unique method of defence using hit and run tactics that was argued to be unfair by many of the gamma raiders. I think that's why it got removed.


RE: When should systems be removed? - SnakeLancerHaven - 01-18-2019

Turn them into dead end systems then like antonio said it was proposed a couple times.

"Original Material" didn't help the players that stopped logging for interaction after buffer systems made it 10x times longer to reach. Either remove those systems or just make them dead ends.


RE: When should systems be removed? - Lord Chaos - 01-18-2019

I think removing whatever is a mistake, the more stuff/ships/systems/equipment the better.
Make them dead end systems, implement the refered choke points,
and whille your at it, bring back all systems previously removed,
Why? Simple, the name of the mod is "Discovery",
Some peapole just like to explore and these systems could be a nice thing for those.
Also, may be nice for some RP, in the way that these systems could provide "homes"
for factions dont dont align with the already existing ones, so it might be interesting to see what would happen.
Basicaly, the more options the merryer, unless there is a server performance increase due to this removals i trully think the more stuff the better.


RE: When should systems be removed? - Sand_Spider - 01-18-2019

I like Option B, primarily because it caters to most players' desires. Those players who miss those old systems are free to visit them once again - All they have to do is go a bit out of their way to do so. And once they're there, there's only one exit, which in a way encourages interactivity between other explorers. For players who don't care about the old systems, it isn't hurting anything much to just have them sitting out of the way.

I feel like dead-end systems would also allow players to maybe make a small territorial claim to part of the place via POB. It'd be hell to upkeep such a base, sure, but if someone really wanted to have a base in a nice, quiet back-end system, why not let 'em?

If we truly had to stick with Option A, I would say at the very least allow these old systems to remain in-game, but with no jump connections. This means that the only way to reach them would be via Jump Drives, either Blindly or via Old Coordinates. There have been a lot of cool systems that have been cut over the years, and I'd really love to see them, again. Yes - Even the Gallic systems that were cut, although perhaps squishing their size down and further trimming out planets/solars before re-releasing them might be a good idea.

Option C time: I'd love to see more Kansas -> Unknown -> Pennsylvania system-tunnels. Not-quite dead-ends, but certainly one-way. The Kansas -> Unknown pathway really adds a sense of thrill, suspense and dread to space exploration. Once you take that jump, there's no turning back...

I would also place some high value wrecks in dead-end/tunnel-systems. Like, a secondary ARCHANGEL wreck for example - A code that many people seem to desire these days. This allows a second spot for such a gun to drop, albeit at the risk of having only one way in and out of the system. If you really wanted to ensure fighting over a wreck, you could even place the wreck inside of a small, maze-like minefield to deter someone from instantly F1'ing after looting.

You could even add a few new/unique weapons to Blind-Jump-Only systems. Like, a 10.00 AI-Clone Gun or something? Just tossing out ideas, here.

I miss Omega-15. The wrecked Junker base mystery was always intriguing to me. Dead Ends would be awesome - #GoDiscover!


RE: When should systems be removed? - Tenacity - 01-18-2019

Personally I'd like to see some of the non-vanilla house systems that currently seem to serve little purpose removed or cut off, and their assets moved into the primary systems. Systems like Virginia, New Hampshire, Ontario, Alberta, Puerto Rico, Vespucci, Tottori, Nagano, Thuringia, Cologne... just as some examples.

These systems, IMO, are kind of a no man's land especially for newer players (or players returning after having not been around for their implementation, or not having played since vanilla FL). A lot of people are accustomed to the core vanilla FL systems, and when you have a bunch of systems that are off the beaten path and often inaccessible except by wayward jump holes or tacked on gates, it becomes confusing to people.

I'll admit I'm one of those people, after returning to disco, having not played since 2009, most of these systems are completely foreign to me, and if it weren't for the nav map utility I probably wouldnt even know most of them exist, nor have any reason to go there.

The important assets from these places can be moved into recognizable systems as needed.


RE: When should systems be removed? - Backo - 01-18-2019

tbh I'd be ok even if we revert back to only vanilla systems.


RE: When should systems be removed? - Pepe - 01-18-2019

There should be much lower number of systems we use to play, trade, mine, pew, interact, etc... Maybe even less than in vanilla. We are so few. No more 220 players in peak time.

And there should be a number of huge dead-end systems where we dwell, explore and admire developer's Sci-Fi art, in case there's someone to make them that way. I was amazed by number of players that just explore in Elite Dangerous, for example.


RE: When should systems be removed? - Foxglove - 01-19-2019

Sorry for the delay, but I updated the OP with people's answers. If I misinterpreted what you were saying, do tell me and I'll shuffle things around.


RE: When should systems be removed? - Grinder - 03-14-2019

Well just sell the system to players and have them develop them into what ever they want, within reason that is.