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 - Valrin - 11-27-2013 I got an idea (imagine that) What if there was a new kind of cloak, one that didn't make you invisible but just made you untargetable and not show up on scanners? That way people could still see you and if they had good aim, could hit you. But you could sneak up on people so long as you stay stealthy, like flying up from behind a planet and hiding close to a base. And if you were in a cloud you could lose them easily. Just an idea I had, not sure if it's a good one or not. RE: Discovery Mod: Ideas and Feature Requests - lIceColon - 12-06-2013 stabilize function - to allow a ship to not get knocked over so easily. RE: Discovery Mod: Ideas and Feature Requests - lIceColon - 12-25-2013 not sure if it is intentional, but right now the usage of bats is limited as a ship's full storage will only regen the shields around 2 times, and only fully regen the shields. is it a good idea to add a function to limitedly regen the shields to a figure or percentage of the shield's full hp, eg. to 10% so that the bats aren't expended all at once? RE: Discovery Mod: Ideas and Feature Requests - Fat_Mendoza - 12-25-2013 How about NPC mercenary for players? For Example you dock to base and go to bar you can read news take mission and hire mercenary of you faction? Maby make new icon in the bar at mission and news icon with level of Mercenary. Highter level highter pay for them . And when you dock out they fly with you (something like when NPC help in the mission) It will be more interest when you fly and NPC fly folow and escort you. You if you trade and fill youself like big boss, if you Navy you can navy you fill youself like navy in squad or create a little gang if you pirate. RE: Discovery Mod: Ideas and Feature Requests - Fat_Mendoza - 12-25-2013 and maby this thread. http://discoverygc.com/forums/showthread.php?tid=108499 RE: Discovery Mod: Ideas and Feature Requests - Kenobi - 12-25-2013 Good day chaps... I just had a BRILLIANT idea to re-vive our beloved server... (!) What I want is your feedback. Tell me if this is doable or not basically... OK, here it comes... I want to build a BIG STRUCTURE and just 'plop' it in a system without any announcement whatsoever... Well.. maybe create some 'buzz' a couple of weeks before the actual implementation of the thing. Now I'm thinking of a kind of "death star"-like structure. Maybe not THAT big, but big enough for light or medium fighters to fly INSIDE of it ! The insentive that I want installed it this structure is this : in several parts of the structure we shoud have "docking-rings", like on planets, or docking points if you like. I would like to plant SPECIAL ITEMS inside the structure... things that you could not find anywhere else... like... special weapons or equiment or trade goods that you can buy cheap (since only light / medium fighters can pass... there is no corrupting the market?) and sell at a high price... Finally I want this structure (build by some ancient race... fitting the Freelancer storyline) to disappear as suddenly as it appeared.... and placed in another part of Sirius... giving hints and clues through certain channels... So.... what do you guys think ? To help you give me feedback, I chopped up my idea into several sub-idea's : 1) The idea of the big structure itself 2) The possibility to for smaller vessels to enter the structure 3) The idea of docking-points and placing interesting stuff inside the dockable "rooms" 4) The idea of moving the structure after a certain time... Allright... shoot away... :-) RE: Discovery Mod: Ideas and Feature Requests - Fafner - 01-17-2014 as i was doing some smuggling, i thaught about the description of the firefly: " Although Firefly is usually used for legal trade, presence of hidden caches " i took it from the wiki. can a command /hide <resource> <percent> be implemented? <resource> would be the ressource to hide and <percent> would be the max percentage of the total space of the hidden caches we want it to occupy. and the command would be hidding the corresponding part of the ressource so anyone but the ship owner could see those hidden commodities on scanning or making something that lawfull and even pirate cannot ask them to you. this would allow smuggler to operate at full light without being exposing his artifact/ammo/cardamine or all other commodities to evryone especially lawfulls. i think this could increase the number of smuggler and make this more interresting, for now as corsair i took some artifact to a base hidden somewhere but far away from all possibilities to be seen by lawfulls, so they had little chance to catch me and to RP with me. Moreover, this is not only a smuggler interrest but every trader could take advantage of it, any ship with hidden caches could be used for all porposed so lawfull trader could hide to pirate a part of there cargo. and maybe to counter this some specific groups could have a command or technology that would give them a chance to detect that hidden caches are not empty and allow them to have some RP and to fine smuggler who seems to have a full legal cargo but was hiding some unlegal things. RE: Discovery Mod: Ideas and Feature Requests - Adamusa - 03-14-2014 I was chatting with some of the peeps from VR and we discussed the possibility of using the Barge to quickly supply the base with it using a combination of a survey ship and a jumpdrive. I was then informed that this wouldn't work due to the Barge's powercore (I don't keep up to date with many things having not played Disco for a couple years). With this in mind, another idea sprouted: Transform the Barge into a mobile factory/refinery. It makes plenty of sense in-RP as well as in functionality. I've seen this work via FLHook plugins on the BSG mod server so I know that it CAN be done. Here's how I envisioned it as working: Refining: For refining, you have two variables: the “Base” variable(s) and the “Product” variable. The “Base” variables are the products that make up whatever the “Product” variable is. There can be multiple “Base” variables included in the process. An easy example of this would be as follows: Base: 2x Gold Ore Product: 1x Gold As you can see that's a very simple example of refining. You could also produce Alloys and other commodities, like so: Base 1: 2x Titanium Base 2: 1x Aluminium Product: 1x Basic Alloy As you can see this process would be extremely beneficial to factions that own POBs. You can buy (or mine) materials on the cheap and process them into higher-grade commodities through refining. These can then be either sold or used for base construction/maintenance. The second part of this would be the Factory side. You would be able to reverse-engineer weapons, shields, engines, etc on the ship itself, then construct them from components. The cost in components would increase or decrease depending on the class of the equipment that you're constructing, e.g Class 1 weapons would be the cheapest to make, whilst Class 9 would be much more expensive. This would open up great RP opportunities for weapons manufacturing companies, as well as pretty much any kind of construction company available. This process would involve the same variables as above and I would imagine it going something like this: “Justice Mk I” Base 1: 10x High-Temperature Alloys Base 2: 5x Superconductors Base 3: 2x Energy Cell (I'm aware that this doesn't exist) Product: 1x Justice Mk I As you can see, this provides a good opportunity for RP as well as something else to do aside from hauling and fighting. I can imagine a couple of factions that would have a field day with this kind of functionality. Now the way I thought up this is as follows and there are a couple of options: 1: Add the refining ability to the Barge as a standard option, with the option to allow a factory module to be bought to add in the construction aspects. 2: Add both abilities to the Barge as standard. 3: Add both abilities to the Barge as standard, and allow the option to construct a refinery module to be built on POBs to add a similar capability. 4:Add both abilities to the Barge as standard, and allow the option to construct a refinery module to be built on POBs to add a similar capability as well as expanding the POB factory module to have the same capability as the Barge. Obviously this is in no way concrete and I would welcome any suggestions, constructive criticism or feedback that could improve this idea. RE: Discovery Mod: Ideas and Feature Requests - yil - 04-14-2014 Hi guys, I am trying to download a new copy of the DiscoveryFreelancer, version 48.60, since i cannot find the server in the servers list when I enter the game. All the servers are RED, and the 46.80 server is not even listed. I have three accounts in there I would like to play, and i cannot get into the game since last two weeks. Sooo I thought i would download the game again, thinking I would get lucky this time . Would anybody please help me by telling me where i can find a download site? I tried and caanot find one. My email address is " yilshirley@aol.com " Thank you for your time and prompt replies. yil:) RE: Discovery Mod: Ideas and Feature Requests - Echo 7-7 - 04-14-2014 (04-14-2014, 02:16 AM)yil Wrote: Hi guys, The official server is now running Discovery 4.87. There is no 4.86 server. Your accounts should still be usable for the current mod version. |