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Discussion: Barge Removal - 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) +---- Forum: Discovery Mod Balance (https://discoverygc.com/forums/forumdisplay.php?fid=31) +---- Thread: Discussion: Barge Removal (/showthread.php?tid=120059) |
RE: Discussion: Barge Removal - n00bl3t - 09-08-2014 (09-02-2014, 09:14 PM)Gypsie Skripto Wrote: I still think that the arguments that state that Barges are "unhealthy for the mod" are weak, if not utterly invalid. Barges are fun. Some don't want Player Owned Bases, some just want a Barge. This is pretty much my view, and I own 0 barges. (09-02-2014, 10:00 PM)Vredes Wrote: Remove them, or restrict them only to official factions. Indies and Barge jumpers are the game killers here. (09-02-2014, 11:26 PM)Zayne Carrick Wrote:Quote:Actually only few, if any, Barges were used decently as opposed to majority of them being abused.Same goes for Zoner battleships, yet they're still here. The only hope is that Barge Lobby is actually smaller than Zoner Lobby, so it won't be able to force people in charge to make decisions. I was waiting for these two posts. You can find them in just about any thread suggesting change. The "indies are ruining the server" catchcry and the ZonerZonerZoner one. I didn't even have to get halfway through the thread for these pearls. ![]() I think barge will either be removed because no-one wants to put in the work for it, or it'll be nerfed so hard that people would rather fly a Stargazer all day, every day, Discovery 24/7. When you get rid of barge jumping, people will just jump the next biggest ship. (I swear I just discovered a pattern here. Move on without acknowledging it.) As it stands, most ore shipments are in a convoy for me with a few gunboats which is easy money on a server which nets 45 people on in my timezone. I think I've seen 3 digits thrice in my recent time here. (Also, I doubt that'll improve when you get rid of barges or repurpose them to the same effect.) Best of luck. RE: Discussion: Barge Removal - Snozzz - 09-08-2014 Simple answer is to make them into an actual mobile Player Owned Base. With similar stats and abilities and needs. Allow them to move just as a barge does now but without jumping. Perhaps place a heavy fuel requirement on ship movement. Weapon platforms could be replaced by a limited number of cap ship weapons slots. Level should be static, though perhaps more than 3 slots should be allowed. How docking would work best would be if it could remain as a POB but a bastardization of the docking module may suffice thus enforcing limited capacity for docked ships. Destruction and/or Starvation would have obvious issues. The loss of all constructed modules being the obvious, though the basic ship should respawn. So, without any modules or crew there is no requirement to supply. Being impossible to dock it just anywhere has to be a factor. Though a few carefully selected exceptions may be more practical, perhaps shipyards only ? say 4 cap ship gun slots only 4 POB module slots 40k cargo space A unique engine that needs fuel RE: Discussion: Barge Removal - NoMe - 09-11-2014 (09-03-2014, 04:29 AM)NoMe Wrote: hello all Bump we are always ready to take the old version! RE: Discussion: Barge Removal - hades durin - 09-11-2014 after some time of thinking i came up with a new intresting idea 1) remove all barges then 2) give everyone the chance to srp for it wih an additional reason for the use of the barge and last if the reason for the barge gets abused remove it from the owner, also if the barge got sold remove it from the new owner in that way everyone can have a barge and devs have full controll of them if the reason why it is given out is abused... RE: Discussion: Barge Removal - Jtan911 - 09-11-2014 Best of both worlds: one barge per official faction. Adjust it so that it suits suggested super carrier idea and let each faction decide how they want to RP it trader, mobile supply depot, super carrier let people use thier imagination. Usage requires RP as they are entrusted to the official factions who have proven RP abilities and hopefully requires faction teamwork to deploy effectively. Eventually after test period allow factions to rp for a second barge if they want as I assume people might want more of them Just a suggestion Jtan RE: Discussion: Barge Removal - evanz - 09-11-2014 if players want to use barges simply then why not, its their risk, why is it a problem, could also argue that battleships are a waste of time, people want them, so let them exist RE: Discussion: Barge Removal - Chuba - 09-11-2014 right,lets remove barge because of some QQ post... so smart... well i don't fly a barge myself but dont delete it because some say its garbage. DELETE - SnakThree - 09-11-2014 DELETE RE: Discussion: Barge Removal - larzac - 09-11-2014 (09-11-2014, 03:31 PM)Snak3 Wrote:(09-11-2014, 02:54 PM)Chuba Wrote: right,lets remove barge because of some QQ post... so smart... well i don't fly a barge myself but dont delete it because some say its garbage. I used a barge to trade between Puerto Rico and Inverness, and i didnt jump. Cortez was a pain in the ass to go through, and i did it some times. RE: Discussion: Barge Removal - MÃmir - 09-11-2014 "The barge is a great roleplay device" sounds pretty neat, but when did anyone last see a barge that wasn't A) Jumping, B) Going 30K above/below plane when playcount is 30, C) in Conn? Also the barges were bought for 500 million credits and now, because of the supply, the prices are through the roof for doing nothing but having a ship on an account. It's a passive asset, and that's negative. It doesn't seem fair or in any way in line with Disco's general way of linking making credits to cooperation and interaction. Plus those boats surely paid for themselves several times over, so there's no biggie in just removing them, really (except for the issue with other servers). Edit: (09-08-2014, 03:16 PM)n00bl3t Wrote: When you get rid of barge jumping, people will just jump the next biggest ship. You don't seem to be familiar with how jump trading works. You need fuel, and sometimes that is quite costly - also, the captain of the battleship doesn't yield a profit himself, so that has to be taken out of the profit from the transport. That means that you will need a group of transports to make it profitable - more ships lead to a higher profit (as there are more to split the bill for fuel and paying the battleship). I am sure someone can fill you in with the exact numbers. That, at least, fosters some group activity - while I still think jumptrading has a negative effect all in all. For jumping a barge, you need 2 people, and they'll make a killing each jump. |