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Discovery Mod: Ideas and Feature Requests - Printable Version

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RE: Discovery Mod: Ideas and Feature Requests - Moberg - 05-01-2013

(05-01-2013, 10:25 AM)Veygaar Wrote: I'd love to see a /setgroupwaypoint that sets a waypoint down on the typer's location for all group members to see. This would help in meeting up.

I completely agree. Generating waypoints that can be seen for other group members, as for example it is made in the singleplayer campaign (Character transmitting waypoint data etc.) would be nice to see in addition to that.
I don't know if it can be implemented like this, but maybe that one player can set a waypoint, type /setgroupwaypoint and then the same waypoint/route is set for other group members. To counter the spam of it, maybe make it only possible once every 30 seconds or every minute, and/or give players the option to turn group waypoints off.
That the waypoint is created at your own position would definately be quite nice.


RE: Discovery Mod: Ideas and Feature Requests - lIceColon - 05-11-2013

I'm sure this has been brought up before...

Is it possible to have transport/trading/escort NPC missions for corporations and smuggling factions as an alternative to shooting people

Shouldn't NPC escort missions should be possible? since it's the very first mission in the vanilla campaign.

delivery of fragile cargo (mission cargo) for corporations would be a nice (and fun) alternative to bribing corporates

and smuggling missions of either intelligence or cardamine etc. would also be a nice alternative for repping intelligence and criminal factions.

And if not repping, I still find the idea of NPC smuggling missions fun, especially with the odd variable of the multiplayer environment thrown in.


RE: Discovery Mod: Ideas and Feature Requests - Lythrilux - 05-11-2013

One feature I'd love:
After pirating a trader and I'm in a group with people, it can be very frustrating sharing the cash.
To combat this problem, how about when you've pirated a trader (and you're in a group) you can type /sharecash [amount] and the cash gets equally divided among the people in your group.


RE: Discovery Mod: Ideas and Feature Requests - Tibbles - 05-12-2013

Eneable the capacity to buy these, these and these Credit cards from Capital planets. Useful for factions and rich groups that have to deal with multiple bank accounts.


RE: Discovery Mod: Ideas and Feature Requests - sindroms - 05-12-2013

And people duplicating them and suicide trading them.


RE: Discovery Mod: Ideas and Feature Requests - Pinko - 05-22-2013

So I searched the thread, Planet Harris hasn't been mentioned once.

The inforcard for it has never been touched, what's up with that? We're close to 820 AS, so the work there should be mostly done, why hasn't the GRN taken over that thing or something?


RE: Discovery Mod: Ideas and Feature Requests - Pepe - 05-29-2013

1. We have three kinds of shields, but we use one (grav mostly). So, keep just one, make it simple. Or...

1. a) Or keep all three, but add more fun by making them significantly sensitive/resistant to certain guns. If allied houses can't share shield tech, we'd need six kinds of them, one for each house plus civilian model. Further more, every house than should have one weapon tech more developed for tearing their enemy's shields down. (Lib guns would tear Rh shields better and vise verso)

(edited) It would lead to:

- police ships would need powerful police debilitators, as they never know who will they deal with. So they'd have less hull buster guns than navy. Anyway, it's not their job to go to war.
- navy ships would be more powerful to enemy's navy targets (all guns good for both shields and hull), but in trouble with tearing shields from others. But, war is their job anyway.
- local guerrilla factions would use both civil and local house tech, making tactical part and preparations more challenging


2. Maybe transport shields should be uber-resistant to capital ships fire somehow.

2. a) Maybe transport shields should be crazy strong in general, but positioned to cover just rear part of the ship. It would give them good chance to run from pirate capital ships. Their front and side part would be unprotected by that shield, therefore reachable to snubs. I hope it's possible to tweak shield's hitbox that way. I mean... for some reason it's hard to see traders now days.


RE: Discovery Mod: Ideas and Feature Requests - Gunbladelad - 06-01-2013

First of all, I'll admit I'm new to this forum, but I have been playing regularly on Discovery for several years - albeit on another server. I'd like to suggest an addition for player bases to make it into the next mod - Smelting modules.

A basic example of this would be a Junker player base should be able to render Scrap metal and Premium Scrap into usable goods such as Basic Alloys from scrap metal and Robotics from Premium Scrap. Naturally smelting stuff like that would likely leave side effects of some sort, so in this example, it could be done along the lines of 5 Scrap metal gets rendered down to 2 Basic Alloy and 1 Toxic Waste.

Naturally other mining factions could have their own smelting modules to change mine-able resources into other goods.


RE: Discovery Mod: Ideas and Feature Requests - Skorak - 06-01-2013

(06-01-2013, 02:11 PM)Gunbladelad Wrote: First of all, I'll admit I'm new to this forum, but I have been playing regularly on Discovery for several years - albeit on another server. I'd like to suggest an addition for player bases to make it into the next mod - Smelting modules.

A basic example of this would be a Junker player base should be able to render Scrap metal and Premium Scrap into usable goods such as Basic Alloys from scrap metal and Robotics from Premium Scrap. Naturally smelting stuff like that would likely leave side effects of some sort, so in this example, it could be done along the lines of 5 Scrap metal gets rendered down to 2 Basic Alloy and 1 Toxic Waste.

Naturally other mining factions could have their own smelting modules to change mine-able resources into other goods.

Would be hard to balance and about the side effect of producing Toxic Waste... just throw it out it would be just gone... Freelancer-Style.
Also a base would be nearly self supplying by that.


RE: Discovery Mod: Ideas and Feature Requests - Gunbladelad - 06-01-2013

(06-01-2013, 02:29 PM)Skorak Wrote: Would be hard to balance and about the side effect of producing Toxic Waste... just throw it out it would be just gone... Freelancer-Style.
Also a base would be nearly self supplying by that.

At the moment it's just an idea that does make RP sense. I'm not saying it doesn't need work. I just gave a rough description on how I envision something like that working.

Every faction that produces goods could (in theory) get something similar, opening up a wealth of alternate trade routes.