The Exodus Mod - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: The Community (https://discoverygc.com/forums/forumdisplay.php?fid=4) +--- Forum: Freelancer Forum (https://discoverygc.com/forums/forumdisplay.php?fid=11) +--- Thread: The Exodus Mod (/showthread.php?tid=38081) |
The Exodus Mod - Birdtalon - 04-12-2010 I dislike the idea of ships with flintlock guns attached to them. Well, this will either be incredibly awful, or extremely brilliant. Either way, I'm watching and hoping it turns out well. Good luck. The Exodus Mod - Tenacity - 04-12-2010 ' Wrote:I dislike the idea of ships with flintlock guns attached to them. Since when are railguns and mass drivers "flintlock guns"? The Exodus Mod - Dusty Lens - 04-12-2010 I must have forgotten to mention this part when I was describing the one system model. You don't want to use a spiral. This isn't Final Fantasy or a rail shooter. The ideal system would be one wherein systems were interconnected to provide a measure of flexibility in transit between different locations. A solid key to success in designing environments is shortened travel times and different visual landscape. If it takes you more than 20 minutes to get from any point A to B it's starting to verge on too long. Forcing people to use the same path everytime is going to not only get old but promote chokepoints as the rule of the day. The Exodus Mod - Lancelot9 - 04-12-2010 So are we going to finally see planets that are the size of a system - i.e. properly sized? The Exodus Mod - Tenacity - 04-12-2010 ' Wrote:So are we going to finally see planets that are the size of a system - i.e. properly sized? That's the idea. Quote:I must have forgotten to mention this part when I was describing the one system model. Each faction has primary enemies it should be dealing with, while not interacting too much with those outside of it's borders. The Confederation fights the collective and commonwealth, the commonwealth fights the confederation and cartel, the cartel fights the commonwealth and raiders, so on and so forth. The linear travel system is a deterrent to players of specific factions going where they dont belong. Dont want to see raiders in the core systems, or the collective out in cartel space, for example. There might be some alternate routes, but at this point I dont think they're really needed. The Exodus Mod - Dusty Lens - 04-12-2010 Oh good. Because if there is any lesson that could be drawn from Discovery and applied to a successful alternative mod it's that players adore limitation and being told what to do. They thrive on it. The Exodus Mod - Ketzel - 04-12-2010 Sounds like a reaally cool mod. Here's hoping to it getting finished. The Exodus Mod - darthbeck - 04-12-2010 How about instead of making the cruise engine time really long, you make it something like 20 seconds, and then find a way to lock the ship completely in place untill the engines start, and then make it so they cannot turn while using the cruise/jump drive. This'd make it so that an attacking ship would be able to just blow it up with a salvo or two of weapons fire. The Exodus Mod - Black Widow - 04-12-2010 ' Wrote: Hi i would like to offer my services on this mod, as proof of experience prior to joining Discovery i was a member of VOID and worked on, system / base design for the MOD : VOID 2115 of which the mod creator strail approved my work to be put into the final version. i have read thru this Mod Brief and I like the idea of it as do I the projectile based guns which would be included I have many ideas relating to this including guns that require you to buy ammo. Im also skilled in weap modding aswell, let me know what you think! cheers The Exodus Mod - Lancelot9 - 04-12-2010 This sounds brilliant - so I presume there are still JHs going across from planet to planet/area? Surely it is going to get a little tedious though with no trade-lane equivalents? Travel from one side of the planet to another will take absolutely ages... |