Discovery Gaming Community
some ideas - 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: some ideas (/showthread.php?tid=3570)



some ideas - Eloim - 08-14-2007

1 I have the map of the sirius in disco, but sometimes its hard to know wich one is a jh to homefaction, so here is my idea

maybe we can use buoys next to the JHs with the name of the faction that owns the system, and with a warning or something like that.

=============

2 some ships are by now futile, i really hate the freigther of 750 units of cargo, too big, slow and so on, and well my game only crashed once (in another server Berlin one), with that ship.

the huntress is too wide (i got stuck even in trade lanes) and in general too big.

=============

3 i think we must search for ideas of another mods, and ask them to use it here, in asgard i think they have for example emp mines.

in crossfire i think they have a bank but i know thats hard to do.

==============

4 ops i forgot some weapons are useless like flak turrets maybe and only maybe that can be fixed with some kind of area effect (like firing a mine) or like firing a cloud (like in freespace 2 flak turrets).

===========

5 smuggling products are too cheap for the risk, even buying selling diamonds or niobium gives more cash (they are only profitable cos cambridge=omicron is a short headache route even with asteroids).

============
6 i think it could be fine if some changes are applied to some products or trading routes, like liberty/bretonia, liberty/kusari, liberty rheinland.

Lib/bretonia boron/ ? (in planet leeds)

and so on....


some ideas - Fellow Hoodlum - 08-14-2007

Sorry man, are you playing the same mod as everyone else here ? This is Disco, not all the others mentioned
in your post.

1: Discovery, as in find out for yourself, not have a route-map out there.

2: Freighters ? 750 cargo ? Enlighten me as to the model. Nothing gets removed because one person finds it
'futile'. Freighters are the backbone of starting out here on Discovery, smaller space, but very cheap in the
scheme of things.
Errr, whats a Corsair Huntress doing in tradelanes ? Pirate ship should'nt be moving around those
sort of systems with regularity.

3:This is still Discovery, and we rely on Igiss's intuition to move this mod along, not what others are using,
not necessarily to good effect.

4: Bad pilot blames his tools ... Nuff said.

5: Go 'discover' a few more routes, think you'll find you are missing out on just a few things ...

6: Always being looked at, with a view to balance trading out ...

Normal place for this would be here, and here

That was a lot of complaints in one post, are you sure you are playing on the right mod ?
Like you said, lots of others out there to choose from ...

Hoodlum


some ideas - Eloim - 08-16-2007

2 freigthers are not futile but that one (the one of 750) its a headache, its the worst of all, even worst that the miner transport (at least that one moves fine).

i got the huntress for a merc char i have, but its too wide, and well excesive to fly in asteroid fields (in theory a corsair ship done to pirate must/can hide easily in asteroid fields, and well many of the jhs are in roid fields).

that ship only lasted 6 hours after testing it, now i have a BH destroyer in my combat char (sniff i miss 2 more guns ports).

3 ................ wrong mindset..........

4 flaks..big issue.

most antifgt flaks are fast firing ones (20mm/30mm/40mm), the big ones (88mm in ww2) were only for bombers (ergo big aircrafts), small ones direct impact, bigger ones (37mm and above), preprogrammed or proximity fuzes.

right now 35mm/37mm/40mm/57mm and above are the ones with proximity fuzes, and in some cases (naval 76mm oto melara), also with guided ammo.

as we have fast ones (order mk1 cruiser for example), the flak itself could be like a mix of guided ( very very limited) missile and with mine effect,

i though this was an area to post ideas....


some ideas - Dopamino - 08-16-2007

it is, but you're trying to change this into a different place


some ideas - Eloim - 08-16-2007

its the same problem of "real life" most ppl dont want even the smallest idea, but that have a problem, if you dont evolve you die.

some problems are easy too see, in the freigther class (0 to 1000 of cargo) most ppl gets, the typical ships, (dromedary and similar ships in cargo terms), turanic raider one (for the the best with 400 uds of cargo), and some, the repair ship (410) or the At (480), but we have a deep gap, between 500 and 1000, by now most ppl jump from "400" class to transports or kusari lux liner or miner ship (few).

and that is a fact not my idea.

the flaks...well i know its a hard issue, if you increase "their power" to hit fgts, little ship become useless...alone or in very small numbers, even with novas.


some ideas - Eloim - 08-16-2007

Dont get me wrong

I really appreciate igliss (and many others) efforts and work to do this mod, and other fl mods, some characteristics of the games cant be implemented in an easy way, for example X2 or X3, they have a really big and hard economy system (the hardest of al space sims i have seen there you can build dozens of factorys to produce with dozens of bot ships to carry the goods, and i think in x3 they even change the price of the goods following an offer/demand system), but that cant be done in a normal MP game, only eve online has something close, but its a persistent universe, with BIG servers and so on, and paying every month for.. (and many ppl still see that game boring)

Most of the space sims, even some of this year are hard to mod, in general gaming, modding still is hard, too hard, the companies dont want "free mods" because that reduces the sales of more actual games.

you only need to look how angry are most of distribution companies with valve, as half life was the first "easy to mod" game, HL was for years the most MP game played, thanx to CS (a mod), but to other mods too (Dod, NS, etc..), i really think they are behind part of cheating there (to sabotage valve).

distribution companies (with management coming from banking and so on..), want "easy games" (1 year of dev never more than 2), but that give us.... the players..in general...BAD games.

the makers of homeworld 1 tried to use the "force" of the mod community in HW2, but they really did a poor job (some forums at relic and extremly hard rules to mod).

you have an example here using hw ships...

with all this "mis management" i as player search for "more"..and "more"...and well i see a really hard ....and solid....fundation, but dispersed, in many mods.

and without another "elite type" at risk of fading away, like a dream in the night....a bit frustrating....all that work...all that dreams of ppl like igliss, going to dust for the ****ing management of distribution companies.

my hopes are with a future freelancer 2, naming all who gives good great ideas like igliss.....


some ideas - yurineova - 08-16-2007

' Wrote:its the same problem of "real life" most ppl dont want even the smallest idea, but that have a problem, if you dont evolve you die.

some problems are easy too see, in the freigther class (0 to 1000 of cargo) most ppl gets, the typical ships, (dromedary and similar ships in cargo terms), turanic raider one (for the the best with 400 uds of cargo), and some, the repair ship (410) or the At (480), but we have a deep gap, between 500 and 1000, by now most ppl jump from "400" class to transports or kusari lux liner or miner ship (few).

and that is a fact not my idea.

the flaks...well i know its a hard issue, if you increase "their power" to hit fgts, little ship become useless...alone or in very small numbers, even with novas.
Ok, as far as freighters go, I've met people that start in a Humpback (Yes, a Humpback with like 250 hold) and build it up all the way to container transport. So dont say freighters are bad. And if you dont like the ship, dont use it. nobody forces ya to. Just buy a Transport on Pittsburg for what, 11 mil is it? I can remember and it only has 1000 hold. I started in that, and built up to a Container Transport hauling a run with only 1000 profit per unit. Dont complain. Work hard and EARN the cash. And, dont complain bout the ships, please. This is a good mod, and nobody forces ya to use any kind of ship.

Also, the flak turrets dont always have to be like the ones in WWII, where they make a cloud. (Proximity fuses detonate the shell and make a "Cloud" of shrapnel that penetrates the airplane causing fuel tank to sometimes explode or severely damaging the plane). Here, they are very maneuverable missiles designed to hunt fighters. They work fine, so dont complain. I'm gettin ready to use a Rheinland Cruiser with 2 standard Flak Turrets and from what I have tested so far, Flaks work very nicely. Also, they come in real handy for Battleships that have a pain-in-the-arse time seeing their target.

As for an Idea (Although I dunno if ya guys can make it work), This idea is from another mod, but they had a missile launcher called the "fly-Swatter designed specifically to shoot down missiles. Perhaps this would be an interesting idea to debate upon?

My 2 Deneli