New Ships and the need - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery General (https://discoverygc.com/forums/forumdisplay.php?fid=3) +--- Forum: Discovery RP 24/7 General Discussions (https://discoverygc.com/forums/forumdisplay.php?fid=23) +--- Thread: New Ships and the need (/showthread.php?tid=24280) Pages:
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New Ships and the need - Fletcher - 08-03-2009 Hey folks and ship developers of varying love and hatred. I wish to query you people. With the awesome ships being developed by the almighty and free time people, I think. Are some of them necessary? I mean no disrespect to the hardworking developers, its just are some of them needed for the continuation of the game and its RP? I have scanned over some of the ships being built, and love them, but it begs the question. Is it needed? And it raises another question. What places/factions need new ships? So, I guess in hindsight, this is a two pronged question. Are the new ships needed? Are there factions in need of new ships? Again, and I stress this, you ship developers, I have respect for you. Maybe Tenacity too. I just think that too much of a good thing is bad. Not knocking ship developers I SWEARZ!! New Ships and the need - Jinx - 08-03-2009 needed? - hard to say ... first - you have an idea, and its fun to model that idea into something that looks like a ship. - once you have the model, you think about how such a ship might fit into the game. - when you re still convinced that the model is beneficial - you may skin it.... then hardpoint it, fix the size, a hitbox, shiparch, goods, cockpit - etc. and then you start to really think how the ship fits in. - 80% of all the ships presented won t make it into the game - unless its clear from the start that they are needed ( like replaces ) for a totally new ship - one needs to be quite ambitious - and also preform the "not so enjoyable tasks" like hardpointing etc. but its beneficial to keep ideas and models coming. - just cause its presented doesn t mean its included... but each model increases the skills of the modellers in all the tasks that go along with the whole modelling process. New Ships and the need - Fletcher - 08-03-2009 Jinx once again you make me stop and think. Your point is valid, and I never knew around 80% of new ships don't get in. Hmm. Also on an unrelated topic, I'm not sure if that avatar befits you. New Ships and the need - Jinx - 08-03-2009 just browse through the dev forum and see so many ships that don t get in - or rather haven t gotten in. but it often takes many attempts until one figures out the style of "what a ship ought to look like" and how much detail is just enough or other things. - sometimes a ship is very well done, but just doesn t fit the current trend - is too daring, or just doesn t fit in. before a ship gets in - we re really checking if it makes sense. for example - i did quite regret to push the gaian GB in, but it hasn t turned out to twist the Gaian faction around - actually gaians are as popular as before, so no harm done. an effect as great as a new ship can also be a short passage in an easily written ID card. - many t hings have strong effects on the RP and the gameplay.. and thats why it always takes so long to make another update =D and my avatar is just a "party pictogram" describing a mood/stance/attitude. New Ships and the need - Fletcher - 08-03-2009 Hmm, I guess I should stroll through the Dev forums more. New Ships and the need - Benjamin - 08-03-2009 Whilst there is maybe some going overboard with adding things, like maybe systems and freeports (;)). I basically approve of new ships. Ultimately, they really don't change that much. If they're faction specific and/or not unbalanced, they're basically just an eagle/sabre replace for whatever faction, and nothing changes for everyone else. Good for the faction, not bad for anyone else. But sometimes, they don't make sense. Certain factions just shouldn't be able to make ships, really, and it kind of doesn't work. Or maybe some arbitrary faction will have an extremely good ship and mercs will start flying it, or the faction will be weirdly over-represented. But yeah, on the whole, it's good. I tend to pick the smaller/odder factions to play in, and vanilla would have me flying almost exclusively eagles. And choice is good. I should say that I think I'm in the only two non-corp factions without a specific ship, and I don't really think either faction needs one. edit: also, replaces are excellent. There's that Dacite HF, which stats-wise looks like it should be really good. Sadly it is the most horrifically disgusting model of all time, and I just can't fly it. If that get's a nice model, I'll totally buy one. Ditto Havoc bomber. That's a civ-friendly bomber right there, just it's unbelievably ugly so I can't bring myself to buy it. New Ships and the need - Shagohad - 08-03-2009 ' Wrote:Jinx once again you make me stop and think. Your point is valid, and I never knew around 80% of new ships don't get in. Hmm. I heard that statistic as well. It's surprising to know most of these ships don't make it in. But it works out. You learn these specialized ships designed for the special factions that you will NEVER use are actually not used in the mod. In other words: The system works. New Ships and the need - Agmen of Eladesor - 08-03-2009 I can think of a player faction that actually needs their own ship - to fit into the spot in game where we don't have one. Harvester (or AI, if you prefer) gunboat. We don't want to use the Corsair one if possible - it doesn't reflect the character of our ... soulless nature. And as we've seen, other than for special things, having a cruiser around while harvesting can be a bad thing. Today we were harvesting transports with two drones and a Hauler. But for effectiveness, we need a gunboat. New Ships and the need - Shaka - 08-03-2009 To be honest? probably not. Each new ship further dilutes the player base, meaning less and less people fly the same ship. Furthermore, people still tend to cluster around the ships that are deemed "powerful". A solution would be to ramp up "ambient NPC"s" , weak NPC"s that just increase the space population, giving a fairer, more realistic representation of the population. On the other hand, I've heard the server probably wouldn't take that too well. Part of the problem is the way some people play. Too many people pick their ship and then develop their RP around it. Now in a lot of cases it makes sense. But when someone creates an entirely new character, picks up a supposedly "exlusive" IMG Nyx, this bugs me. So when I ask them how they got it, they reply, "oh I have this amazingly twisty and nonsensical story describing how I acquired this pwnsauce vessel." In my opinion, if people started flying the ships that they were supposed to be flying, we'd have less of a problem. I apologize if that was a bit ranty. My 2 cents. EDIT: The above Nyx flyer is not an IMG pilot as that would make far too much sense for his literary masterpiece. New Ships and the need - masternerdguy - 08-03-2009 what we need are NPCs that fly those weird random ships like the kingfisher or that bomber that looks like an F-22. |