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Player list: show areas instead of systems - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37) +--- Thread: Player list: show areas instead of systems (/showthread.php?tid=129255) |
RE: Player list: show areas instead of systems - Corile - 05-11-2015 Quote:Either that or buffing overall cruise speed. As in, by a lot.I'd support that idea. RE: Player list: show areas instead of systems - Fluffyball - 05-11-2015 (05-11-2015, 09:34 PM)Protégé Wrote:Quote:Either that or buffing overall cruise speed. As in, by a lot.I'd support that idea. Only if asteroid fields would be less dense or asteroids would become moving objects. Try flying Griffin in every thicker area on 475 speed. You'll swear a lot. RE: Player list: show areas instead of systems - Highland Laddie - 05-11-2015 (05-11-2015, 08:30 PM)Toris Gray Wrote:(05-11-2015, 04:07 PM)Highland Laddie Wrote: Here's a thought on shrinking the universe and congesting player activity to help interactions: remove 1 independent world system that lies between each House so that there is only one path between Houses and not two: (Example: Instead of Kepler & Galileo between Liberty & Kusari - get rid of Galileo and move any/all bases into Kepler, etc.) I didn't really miss your idea so much as gave more of my own as an addition. If you want to "shrink" the universe in order have greater chances at player-player encounters, making 1 path between houses instead of having 2 for EACH house will help congest the traffic and create bottlenecks...which, in turn, leads to more chances of interactions. RE: Player list: show areas instead of systems - Fluffyball - 05-11-2015 I wouldn't touch original systems. I'd shrink and merge systems that were introduced by Discovery. A lot of them are rather... empty. I'd more push everything into development of vanillia systems and adding up to two new systems per region. RE: Player list: show areas instead of systems - Binski - 05-11-2015 I agree with the OP... I wish something could be done. I was thinking the other day that anyone with a Pirate ID or unlawful ID should show as ????? for thier system all the time, so you can't avoid them, unless its with information gathered in game, from your actual experience, or scouts. I know that seems bias, but what if it were so for all ID's, but they only show what system you're in if you're outside your ZOI. Example would be a LN Id'd ship would show what system they are in if outside their ZOI, but show as ????? inside. So a LN tagged ship showing ????? is somewhere in their ZOI, but if it says ex 'Coronado' you get to see exactly where they are, because they are out of their jurisdiction. If they stay inside, they get to stay hidden only giving away that they are where they can operate. Unlawfuls could be the same system....if you stick to your proper ZOI you get anonymity, but if you choose to leave it you get none. It wouldn't matter much if you want to leave to explore or for RP purposes, since most can only defend once outside their ZOI's anyways. If they are in attack mode, they stay in their area and get the perk to not have their exact position given away. Traders could be based on similar ZOI's based on their houses (or lack of, like GMG and IMG who's ZOI's sort of flop around Sirius, might have odd combinations for what systems they could fly anonymously). FL's would show their system all the time, and pirates...never. A perk for the pirate ID? Unthinkable I know, but it wouldn't be so bad in its current state if you didn't have people avoiding you on top of 'nerfs'.. After they meet you in game, and get to know where you operate from experience...then they can work on avoiding a pirate. RE: Player list: show areas instead of systems - bormos3 - 05-12-2015 (05-11-2015, 11:18 PM)TheUnforgiven Wrote: I agree with the OP... I wish something could be done. Interesting idea although it would make it harder for many players because you wouldn't know if you have to be affraid of someone until it's too late.... |