it is been a desire of ship modelers and designers to create unique ships not based off any other ships in the Sci-fi universe.
Preferably the ships should fit in nicely with other discovery and freelancer made ships from before.
thus ships like whale, Container transport and some others are looking for a replacement.
The Virage. It's a pretty ship, but those two 'cannons' on it's model seems like a waste to me that they're just there for aesthetic purpose. Could the two 'cannons' be hardpointed and given something like a...'Virage forward gun'? I do know of the very high possibility that someone might buy 'Virage forward guns' and put it on...let's say, their Avenger or Titan since it's a civvie weapon, but ideally the gun itself should not be able to be pivoted (like the Liberty Siege Cruiser's main gun).
This should discourage others from buying it (or putting other guns in those two slots), but some fighters do have centered gun hardpoints...then again opponents to this might say "if you give X fighter two more hardpoints for Y reason, why not give Z fighter more hardpoints as well?", or might make the Virage overpowered (I don't know how).
The only thing else I can think of is removing the two cannons from the model itself if forward guns idea is shot down...but...that's a shame, really.
On another note...nuclear missiles for bombers? Half the damage of the Nova, for half the credits needed to purchase a single missile. Would be nice for those who aren't willing to spend 6k a Nova, and see more nuclear weapons in the game, essentially a yellow-orange version of the SNAC explosion-cloud-thingy (Pretty sure a rumor in the bar on Malta says that Malta's planetary defense system fires plutonium-tipped, chain reaction-something missiles aka nukes).
The ability to use the roll left and roll right keys in chase view, I know it works it cockpit view but in chase would be nice as well, unless it's hardcoded.
Apologies if this suggestion is in the wrong place, I can't categorize my suggestion with that the first post states. If this has been brought up or something in another thread, apologies again, I'm not willing to sift through 30+ pages of results...
Not enough bomber cannons on the Virage? There you go.
I was thinking about bringing alive a feature that's on Discovery of Discovery server which is ... damage of the stations but with something extra.
As you all may know in Disco of Disco server if you keep firing on a station it start's releasing smoke and stuff. I was thinking about adding something like this on the RP server, on the key bases of each major faction or if possible on all game bases. So the idea is :
When a group of cap ships (and not only) concentrate their fire on several points of a station there should appear small explosion at the surface similar to the mine explosion depending on the surface of the base, and after that starting to release smoke and the specular light effect. And when I said several points on the station's surface i was referring at random ones. If this could be exploited somehow or its impossible or very hard to achieve it would be nice to have these effects on several stations defined hard-points like : turrets, bio domes , containers, bridge, towers etc.
The critical damage effect should last at least 15 minutes and the base cannot be dockable on that time.
I had this idea because i took part on several station attacks and it's really frustrating to see nothing "real" happens only just in RP terms.
And depending on the number/class of ships assaulting the station there should be the follow:
A default cap ship attack formation --- in 5 minutes the station should achieve "critical status"
A default gunboat attack formation --- in 15 minutes the station should achieve "critical status"
A default bomber attack formation --- in 20 minutes or in 15 depending on the number of bombers, station should achieve critical status.
The rules about the right damaging status should be tweaked by the dev team since the estimation could have errors and in some cases it shouldn't be fair for players.
I was thinking about planet bombardment too but this might be very tricky.
When cap ships bombard the planet from its orbit, after a few minutes on the surface of the planet should appear some glow areas similar to the lightning storms on some planets, and several smaller points where the battery fired upon the planet.
These things can bring an extra dose of realism and RP i think...
Rudimentary creatures of blood and flesh, you touch my mind, fumbling in ignorance, incapable of understanding. - Sovereign
it IS an aesthetical element - you can RP them as sensors, heatsinks, fancy horns - anything.... but there are currently no plans either removing them or hardpointing them - adding more weapons to that ship would require a nasty rebalance of an otherwise fairly balanced if slightly underpowered ship.
about damage to stations - lets be blunt - with the recent events of "we shot your station, its destroyed now!!!" - and "no, we shot yours, too - and its down, too" and "you know - our mighty army can crush your puny little station in no time and you are only surviving cause we let you!!!" .... actual damage to stations is something that may ( and probably would do ) be VERY detrimental - and subject to powergaming too much.
a dynamic universe is a great thing - but only when the community is ready for it - and with the recent events in memory, i dare say - the community is not responsible enough to deal with it. ( which is only my own opinion of course )
for now - damage to stations or their destruction etc. is up to the owning factions consent and the dev teams sense for faction balance.
Well raiding bases should be only official events, because i know what you're meaning, since not all the 200 players are "sane" enough to respect the rules of the server it can get abused ... still it might be a nice feature though... or at least something similar in a smaller dose
Rudimentary creatures of blood and flesh, you touch my mind, fumbling in ignorance, incapable of understanding. - Sovereign
they don't cloak/uncloak, but spawn and "despawn" at set distances. That's why if you find a jammed gate in your pirate because of npc's, and are in a "hurry", you can move a few km's away and turn back, and the jumpgate will be clear.