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A Concept Regarding Transports and Planets - Printable Version

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A Concept Regarding Transports and Planets - Thexare - 02-20-2014

Quote:[3:54:24 AM] Druen: Died 2 times undocking from manhattan :|
[3:54:35 AM] Kaim: What are you flying?
[3:54:39 AM] Druen: LuxLiner

Yes, that issue's back.

And I have a solution, but whoever does the economy will probably hate it.

Remove mooring fixtures entirely.

Almost every planet has a base in orbit as it is. We'll use Manhattan and Trenton Outpost for our example. Merge the commodity lists on Manhattan and Trenton; any transport that would stop at Manhattan normally for its route will instead go to Trenton, but nothing else will change for that player - he still gets the same profit and the same route, shifted to a different base.

Now, that seems like a lot of work to fix a minor undocking issue, and it would be. But this offers another opportunity, should the devs wish to pursue it. By detaching "bulk" shipping from the planet, prices can be adjusted to make freighter-based trade and especially freighter smuggling a useful small-scale source of income.

A few new bases will likely be needed - there are no other bases near Pecos in Coronado, for example.

Anyway, just an idea I've had before, throwing it out there again.


RE: A Concept Regarding Transports and Planets - aakopa - 02-20-2014

I like this, it also fixes instant docking problem.


RE: A Concept Regarding Transports and Planets - Thexare - 02-20-2014

(02-20-2014, 10:13 AM)aakopa Wrote: I like this, it also fixes instant docking problem.
Unfortunately, it doesn't. You can instant-dock on stations too.


RE: A Concept Regarding Transports and Planets - sindroms - 02-20-2014

You should be able to dock on planets by ramming them.


RE: A Concept Regarding Transports and Planets - Ponge - 02-20-2014

http://discoverygc.com/forums/showthread.php?tid=104956&pid=1452060#pid1452060
"Fixed planet mooring fixtures to allow safe undocking for larger ships."

And:
http://discoverygc.com/forums/showthread.php?tid=112173&pid=1487188#pid1487188

So you have to remove an existing base and repurpose it to new one. You cannot just create a new NPC base.


RE: A Concept Regarding Transports and Planets - sindroms - 02-20-2014

For the sake of a decent suggestion, rotate the mooring fixtures 90 degrees.


RE: A Concept Regarding Transports and Planets - Kazinsal - 02-20-2014

(02-20-2014, 10:25 AM)Ponge Wrote: So you have to remove an existing base and repurpose it to new one. You cannot just create a new NPC base.

Technically speaking you don't have to repurpose existing bases -- otherwise how would Gallia have been made? We just aren't creating new ones from here on out.

Also, nowhere does OP request the creation of new stations or base entries. Scratch that, I'm bad at reading, which is the reason for the lag and other final nails since my return.


RE: A Concept Regarding Transports and Planets - aerelm - 02-20-2014

(02-20-2014, 10:11 AM)Thexare Wrote: Yes, that issue's back.

And it's already fixed for update 6.

So, I believe now that mooring bug is no longer an issue, the question would be: Was this being suggested solely as an alternative fix for the moor issue, or is the feature you're suggesting in any way beneficial to gameplay/economy on its own? If so, how?


RE: A Concept Regarding Transports and Planets - Druen78 - 03-01-2014

aerelm, its not fixed at all, although after the update Manhattan is the only planet where it occurred, at least to me. But it occurred A LOT.

EDIT: sorry, I'm almost bad at reading as Kaz, I was somehow convinced that you were talking about the already released update and not the upcoming one. Meh.


RE: A Concept Regarding Transports and Planets - Kazinsal - 03-01-2014

Update six being released, uh. Soon. Ish. Hopefully.

That's the goal.

* Kazinsal runs and hides