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Xenos - Printable Version

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Xenos - Doom - 09-13-2007

to be honest i would like to see Xenos to advance some in their efforts...to make bigger stand against corrupt Liberty government like make some bases change owners, Ouray gets bigger or something. Just to show that time is passing and some effort is being done. Liberty got new systems and ships..so it is possible to imagine that Xenos didnt stay a side looking whats happening...I hope Xenos will evolve...slowly, but never the less surely...

also i would like to have starblazer MKII ...heavy fighter...:crazy:..hmm i may even ask Igiss for one...it fits Xenos better then Eagle...




Xenos - pipsqueak - 09-17-2007

I am still trying to figure out how this mine would be considered an UBER weapon.
For what we see in real life, a device only needs a fast reacting fuel and a detonation device.
nothing complicated. The Device would be considered outlaw and any one having it mounted on their ship would be considered KOS immediately.
How about adding refire rate of 10 seconds.

In a mine configuration a xeno would hurt you only if it gets 2 hits on you with two mines.
I imagine xenos waiting for the trap to go off. Then attacking as a GB/Transport or a cap ship accidently sets it off thus losing its shield for 10 seconds. Then they attack, do their damage till the shields come up and then they either run or Die. This device will only be effective against massive cap ships and transports. As a surprise guerella attack. As for smaller fighters, they could maneuver right around a sitting object.

Remember, Xenos are supposed to be fanatics and they dont care about polluting environments as they use exotice elemets to create these bombs. BTW, I have never flown in Discovery under a terrorist ID so I dont plan to use this weapon. If Xenos are to not progress than maybe we can restrict them to starflyers only that way they will have no edge. sheesh.


Xenos - Wingnut - 09-17-2007

I agree to an extent with the mine theory. However, I would think it better if they came with a high cost from only one base. This being that it is difficult to obtain the raw materials and then construct the mine. Also, since the Xeno are a Terrorist group I would expect the mine to be released in a highly populated area of Liberty - preferrably when there are several ships around. The mine should have a large area of affect and be able to blow up smaller ships.

My point here is that a terrorist attack should be unexpected and quick causing fear and panic - or in FL at least some uncertainty and surprise. Doom has shown how to make others drop their guard by naming his ship Prospector. I'm sure it was a surprise to some the first time he cut through their hull.

I think the proper RP for a Xeno is to make surprise attacks that have a decent chance of destroying at least one target, and then fleeing the area to rob the satisfaction of a counter attack. Also, not to attack so frequently that people have their guard up.

I'm building the RP for a Xeno character, but I'm not ready to hit Liberty space yet. Right now I am gathering information. Will this be a good RP....I don't know, that depends on the reception. I hope others will like it.




Xenos - pipsqueak - 09-17-2007

May be a mine can be real cheap 25 credits each. (Lets just say some unknown entity is funding the operation to cause chaos in the Liberty system). with a refire of 0.10 (once every 10 seconds), it would be really tough to spam. And if the damage specs are good, these mines dropped in quantities of 4 or 5 by a pair of Xenos could stop a transport cold.


Xenos - horus5 - 09-19-2007

Good idea..but just getting igiss to notice;)


Xenos - Wingnut - 09-19-2007

' Wrote:May be a mine can be real cheap 25 credits each. (Lets just say some unknown entity is funding the operation to cause chaos in the Liberty system). with a refire of 0.10 (once every 10 seconds), it would be really tough to spam. And if the damage specs are good, these mines dropped in quantities of 4 or 5 by a pair of Xenos could stop a transport cold.

I'm not trying to knock your idea. I think the idea is great. However, as a terrorist, stopping a transport is not the goal. (Let me know if I am misunderstanding your intent). Stopping a transport to aquire it's cargo seems more like a pirate action. I believe a terrorist would blow it up - along with anything else nearby - just to cause a disruption in the flow.

One Xeno flying through drops the mine and keeps on flying....BOOM! Small ships destroyed and larger one crippled by the blow (perhaps a primary and secondary explosion - one for the shields, one for the hull). No cargo is grabbed. A senseless attack? Not if your intention is to prove to the greedy trade corporations that their freighters are not safe - even in protected space.

I suppose for the game purposes....flying back through to scoop up the cargo would be useful, or just destroying it would be good too.

Anyway, this mine does not exist unless the powers that be allow it and someone codes it.

Just my cent and a half...


Xenos - pipsqueak - 09-19-2007

The way the game design is..
Any thing with a shield will require minimun two shots for a kill. these Mines would be considered contraband and any person mounting them would be considered KOS no matter what faction.
These mines dropped in pair, would not be to kill tradelanes, rather they would be droped at the exit points of the lanes. With speed 0 these mines will not drift towards the lane and get destroyed in the process. But imagine a transport full of goodies exiting a lane and stepping on a mine. It it is an NPC transport. (Kaboom) if it is a Player then one mine = shield down, two mines = kaboom. If the hull damage is enough to kill a large transport without armor upgrade? then suddently we will see and insurgence of escort fighters running ahead of transports to take the hit. The transports will start installing armour upgrades to survive the blast thus giving up scargo space on their ship.And last but not least, the Xenos will do what the do best, a little better. TERRORIZE.
BTW STOP A TRANSPORT COLD = Instant death.
My logic for a balanced and interesting game is that people actually sit down and weight the consiquences of their actions. Right now its a mindless race to get a Large train. I guess it will be the advanced Train soon. Xenos may be terrorists but they are not really taken seriously because if you think about it...If you got a Gun boat or a dready set up to kill a fighter.... are they really such a bad nuiscence for you ??? They fly eagles....meaning all these cap ship pleayer dont even think about a xeno attack. Now imagine if with this weapon, Xenos can actually disable a cap ships ability to move by dropping mines around it. Most caps can Either come to a dead stop. Or try to maneuver around these obsticles.


Xenos - horus5 - 09-20-2007

well...if you laid 2 of these mines near each other depending and the range of blast and size of the ship hitting the unit it should destroy the ship (ships depending on the range of the blast)

so if placed in the range of the blast...

ships are stopped cold or severly crippled

also wht ive noticed is 2 or 3 xenos together(human players) are deadly

but one cant kill a womp rat on a tebana gas platform
at least... in a fighter which usually how we fly (sept doom..gotta Gboat)


Xenos - Doom - 09-20-2007

Doom also has a fighter....:P...and it is as deadly as GB:crazy:


Xenos - UnknownObject - 10-10-2007

I personally would like someone to remove the capital ship stuff from our guard system. Surely a mistake! Maybe replace it with some decent fighter shields (ideally the best you can get).

Also a ship other than the Starflyer might give us more incentive. ;) Something like a ?2M credit, light fighter that can fit the best shields in the game but with a weak hull, 4 lvl 10 guns and a torpedo launcher would at least make us a bit more of what I would like. We might have the lightest of ships but given all other factions have battleships at least give us the best shields and a torp launcher. As it is I'm stuck with a Civilian or slightly OOC pirate ship. (And civ just doesn't feel right... even though the RP is easier).

On a minor note a jump hole from our guard system into the other TAU's would be nice. Some way to get back at the Outcasts... other than those around Buffalo.

Also at some point in the future I'd like the downgrading of the rogues or hackers to being neutral rather than enemy, to reflect that we are supposed to be trying to set up relations with one or both of them.