Any.
Mind: ANY decision that brings more randomized encounters to Disco has my thumbs up. Even if it is just an update-by-update basis.
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PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
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I suppose I should elaborate that the point of this concept isn't really to create stable activity between players within a certain area. For that we have all other systems in the mod. But these are... let's say more of experimental nature and not meant to reside permanently in places they're put at nor to connect to other systems like the rest do. Unstable would be a defining characteristic. Most would be dead-end anyway or have some quirks like when I designed unknown (kansas) system.
Radiation fields that you must go around, asteroid fields that hurt the ship, explosive gas pockets, nebulas with almost no visibility and rare pockets of valuable ore.
(07-28-2014, 04:34 PM)Scumbag Wrote: Radiation fields that you must go around, asteroid fields that hurt the ship, explosive gas pockets, nebulas with almost no visibility and rare pockets of valuable ore.
^That, I made a suggestion long time ago regarding ores (after having discovered wormhole mining in Eve Online).
I'd love to see a Discovery: Cataclysm - solar storms or some other random sci-fi malarkey smashes half the systems in the game, destroying all bases and tradelanes but leaving behind asteroids with exotic ores, radiation and gasses, and the deeper you venture in, the tougher that environment gets on you; so that you would actually have to use a heavily armored capital ship to survive, but making it extremely profitable to explore, so that players will cooperate (and pirates can steal their loot when they return to "safe" space)
(07-28-2014, 05:33 PM)Zayne Carrick Wrote: Well, even without map, there's still .ini files and Freelancer Companion.
It's possible to make serverside-only system?
Nope, not really. Freelancer was never designed to provide for content streaming and that sort of content dynamism. There are player bases, sure, but whole systems... not likely.
I'm not here to stop people from using FL companion, ultimately it is their choice whether to rob themselves of discovering experience.
This sounds really awesome, Actually having this strange new place that doesn't look like the rest of Sirius to go and discover new places with unstable Jump holes and other such things, would probably make discovery about ten times more interesting for me.
Although I wonder, how often would these sort of systems change around? Hopefully it would be short enough so that people wouldn't also get bored with the new system/systems.
I've been suggesting something similar to this for a long time now. Basically, some of the existing guard system could be made into something similar. Randomly generated systems I've never really thought about, since it was assumed to be a technical impossibility.
But a few thoughts I've had were:
Make the former Tau-42 system into a Blue Hypergiant star, with most of the "action" taking place in an arc of a ring of asteroids surrounding it.
Make Tau-65 into a system with a landable "Freelancer" planet (an early Kusari terraforming project that was abandoned, and later the infrastructure taken over by squatters)
A system of dense space dust and megalithic asteroids, similar to this.
A dense starship graveyard, littered with automated turrets, mines, killer NPCs, and other nasties, but with epic loot
A very stylistically decorated system that is basically a mountian range IN SPACE (Tohoku megalith asteroids for "mountians", green/blue clouds/spiky asteroids for "Trees", etc.
A planet with a long gangly asteroid belt simulating a "tail" (in the mountiany system)
An immense jump gate constructed by rogue AIs (from Gammu) going to... somewhere... surrounded and powered by an immense starcluster.