Discovery Gaming Community
Discovery Mod: Ideas and Feature Requests - 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: Discovery Mod: Ideas and Feature Requests (/showthread.php?tid=2522)



Discovery Mod: Ideas & Feature Requests - SnakThree - 08-21-2012

Using Faction Logos for IDs instead of ship images.


Discovery Mod: Ideas & Feature Requests - sajjukar - 08-21-2012

And in my case....AI ID what logo will it have?


Edit: A nice ideea is to have different speed that are not limitaed to thruster or cruiser...that way there will be a big diference between a destroyer,cruiser,heavy cruiser for example.The thing that buggs me (if wiki is right) is the rheinland cruiser....4 heavy slots...biggest armor available on cruisers and yet is much more manuverable than a legate or hessian cruiser for example.....if the rad/s from the wiki is right.Having different standard speeds will sort this out...i think


Discovery Mod: Ideas & Feature Requests - SnakThree - 08-21-2012

Having no stations that sell commodities for default price. Either a bit lower or higher ( even by 1 SC), so that FL Companion could work more conveniently and more accurately.


' Wrote:And in my case....AI ID what logo will it have?
Generic IDs are different. They should use appropriate tech group ship image. Generic unlawful for Pirate ID, Sirius Civilian for FL ID etc


Discovery Mod: Ideas & Feature Requests - SnakThree - 08-27-2012

Making Jump Gates armed more heavily, to fend off Gate-Pirates.

Such piracy requires less effort than lane-piracy. Trade Ships that came by Lanes have better chance of escaping, however ones that used Jump Gate, has zero chances if circumstances are usual.

This would also allow to simulate the feeling of "independent worlds" if Jump Gates in those systems could be weaker than in core worlds.


Discovery Mod: Ideas & Feature Requests - SnakThree - 08-28-2012

Mines that have higher tracking speed, deals less damage, has lower energy efficiency than Ripper Mines.

This would serve as indirect damage as mostly it could damage equipment rather than hull.

It could also work as small counter against more agile foes.

Basically, precision over damage output.


Discovery Mod: Ideas & Feature Requests - Ursus - 08-29-2012

Move the MkI ships to guard stations so newbies stop buying them accidentally.




Discovery Mod: Ideas & Feature Requests - Ursus - 08-29-2012

<strike>Asteroid stations should not have the larger bars. Give them the small bars from Kyoto or Cadiz.</strike> Actually all of the stations need to be cleaned up, not just the bars on the asteroids.

Asteroid stations should not have ship dealers either, for a bunch of reasons.


Discovery Mod: Ideas &amp; Feature Requests - SummerMcLovin - 08-29-2012

' Wrote:Asteroid stations should not have the larger bars. Give them the small bars from Kyoto or Cadiz.

Asteroid stations should not have ship dealers either, for a bunch of reasons.
That might make sense for small bases like Skye or Bruchsal, but what about those that are supposed to be huge, such as Kyoto, Macon and Vogtland?
Just because they don't necessarily have the space to build them doesn't mean they won't have a hangar to store and sell them from. There's always the consideration that some factions don't have large bases to buy ships from and limiting them in the name of realism wouldn't be worth it.


Discovery Mod: Ideas &amp; Feature Requests - Ursus - 08-29-2012

I'm not opposed to exceptions, but right now its the rule that they all have ship dealers.


Discovery Mod: Ideas &amp; Feature Requests - jonfreelanc - 09-08-2012

It makes no sense that asteroid bases wouldn't have shipdealer. Why wouldn't they have big hangars for all their ships? They could sell you one from there. Who is to say they wouldn't have extras on hand. Besides that, why wouldn't there be a ship construction area in the base?

anyway I have suggestion

There are two civilian particle cannon high level which people use, and there are two civilian tachyon cannon which are low-level which I imagine never get used by anyone except new players. Why not complete the civilian line? At the least add high-level tachyon cannon. Seems odd that the civilian line in addition to flashpoints skips from one format to another as its classes increase.

You could have a yellow level 8 "spitfire tachyon chain gun" and a white or brown or something level 9.

I think all people type cargo (passenger and its variants and such) should have volume and base price doubled to be a little more realistic.