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) |
RE: Discovery Mod: Ideas and Feature Requests - lIceColon - 06-27-2013 (06-27-2013, 09:22 AM)Hell Hunter Wrote: hurr durr did you even try to understand what I wrote? (06-18-2013, 02:28 AM)lIceColon Wrote: ship2 arrives at the same station, and gets a prompt: the condition is that ship2 has to be in the same station as ship1 for the transaction to work. So no unless you buy and sell at the same station (which oorp wise is pretty stupid), there WON'T be "trading without moving at all". RE: Discovery Mod: Ideas and Feature Requests - Zen_Mechanics - 07-03-2013 -Disable unlimited power to npcs -Enable player ships to control npc ships ( this can be done via the nav map ) RE: Discovery Mod: Ideas and Feature Requests - dollahrs - 07-03-2013 Can you add an option to skip cutscenes via the Esc key? RE: Discovery Mod: Ideas and Feature Requests - tunecx - 07-06-2013 I don't know if my idea can be accomplished, but it seems simple enough and in the same time would bring some action for both beginners and high-end players. Consider the following. Adding in-game (proximity) sensors that could be dropped in certain location by players and provide recon (intel) on enemy movement, in the same time this device can be destroyed and looted by opposition, to be brought back for reward. By expanding idea just by little bit, i can add up to this, that sensors may vary in scanning and detection radius (and cost/reward) This will prove useful for both security and offence parties and their apprentices, tho i don`t see it working as good as it would with more complex travel routes. Thank You. RE: Discovery Mod: Ideas and Feature Requests - lIceColon - 07-17-2013 Solution to the big ship docking issue: Center all big ships @ their front end? It seems that ships turn along their center, so if we center all big ships in their front, you should be able to dock the ship as long as your front is aligned with the center of the lane? RE: Discovery Mod: Ideas and Feature Requests - Pepe - 07-17-2013 We have many night-crawlers trading and/or supplying when no one's around. They fly afk and do facebook instead. How boring this game must be to them. Add couple of bombers to NPC patrols, snac/cd setup. Make it funny. Maybe they would even buy some guns and learn how to use them. Or to call for escort sometimes. Pepe RE: Discovery Mod: Ideas and Feature Requests - Pepe - 07-19-2013 Why couldn't docking bays have fighters inside? NPC ones. Buy them like you buy any other ammo. All models already available for missions. Release them when in need of fighter cover, one by one or all together. Empty docking bays means that players can dock. Best level of those NPC is something I couldn't guess. Maybe try with same equipment like players use - from AU8 to class9 guns. CD? Huh, idk... maybe... Maybe NPC bombers should have snac + CD. Like more expensive and effective cover "ammo". Heavy carriers should be mean like... carriers. Atm they are just sitting ducks. RE: Discovery Mod: Ideas and Feature Requests - Croft - 07-23-2013 Would it be possible to tone down the NPC cargo scans a bit? Speaking as a smuggler/fence there is nothing more irritating and RP breaking than having neutral NPC pirates demand your cargo, even more so when it's outside your intended drop off point and the entire thing turns red. Granted it isn't a common thing but it does throw your entire RP out the window the moment the starving folk of Crete start trying to blow you and your cargo full of food into smithereens. RE: Discovery Mod: Ideas and Feature Requests - Pilip - 07-23-2013 Well some sort of command for moving equipment from one ship to another without needing the help of your friend wich is not online and so....; first thing i'm thinking of are the armors!!!!! chryst they cost so damn much, Exorbitant, way more than his intented ship of usage; maybe i shot some npc and i've messed up my reputation towards some factions and i want to repair that by making a new brand ship !!! i think the weapons shouldn't be included in the transfer exceptions be cause it would ruin the flavour of the coded weapon merchants... i really like that even if the codes sux; ID should NOT fit there at any cost, my opinion, ID should be one of the most sacred things in a ships cargo!! Just the armor and some scanner and it will be Great !!! RE: Discovery Mod: Ideas and Feature Requests - Highland Laddie - 07-23-2013 This may seem like a little thing, but could you make it so that when you click on the info page (F9) of a base, it would display the owner/IFF of the base in the description? Not that I mind reading some of the base description and histories, but when I'm trying to quickly figure out who owns a base, I'd like it if it would actually say who the owner is up from, like in the same text lines where it states the population, class, etc. instead of having to read several paragraphs down in the history to find it. |