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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Making Carriers into Carriers

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Making Carriers into Carriers
Offline r3vange
05-11-2011, 04:47 PM,
#11
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Joined: May 2010

[color=#FFFFFF]Jesus Christ people do you actually read the OP or just mindlessly post because of the tread's name?

Indeed it would be interesting to see though I fear that it will be well abused by lulzies having a mobile Fort Bush/Java/Crete/Malta/Rochester around

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Offline AeternusDoleo
05-11-2011, 05:21 PM,
#12
Ex-Developer
Posts: 5,744
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Joined: Nov 2009

' Wrote:I know, and the point of this thread is to think of some ideas easier to implement in, say, 4.86, than a complete player ship docking, to act as a placeholder for carriers while actual docking is being developed. I guess my suggestions are pretty basic and that's why i wanted to hear from other people if they think of something, but i guess nothing else is going to be suggested, oh well, such is life.
Ship statistics alterations will require a full ship balance retesting - which is a lot of work for the devs. A battleship with a crapload of hitpoints amplified by a CAU8 but relatively weak shield is vulnerable to sustained shieldrunning light caps, or bombers. It can also create problems in radiation zones.

NPC spawning around the ship... I'd venture a guess and say that's just as difficult to do as an actual dockable model. I know admins can already summon up swarms of critters (Cannon demonstrated that with a swarm of nommies around him, in Gamma once), but you'd still need to define appropriate level encounters for each seperate faction. Again, a lot of work.

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Offline Friday
05-12-2011, 09:20 AM,
#13
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In today's combat environment, carriers are never taken to the front lines of battle. They are supposed to hang back and act as mobile airbases.

Imagine a carrier player comes into a system, parks a distance away. His friends could launch according to future Disco developments - but what would the carrier pilot do? Hang back and stay out of the fight, or risk taking it into battle?

I havent found it yet - but I did see a mod where a player could launch a missile from his ship and fly it around in real time.

What if a player who owns a carrier could do this with snubcraft 'stored' in his cargo hold in addition to other players docking?

His friends launch from the carrier, then the player himself launches his own 'fighter' and joins them. Maybe there is an alert if the main carrier comes under attack, maybe he just has to take a risk.

If the mod I saw 'hands over' cockpit control to a launched missile - then surely a single spawned snubcraft could be likewise controlled by a player. It is better than spawning a bunch of lag-inducing (and often ineffective) NPCs.

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Offline Anonymous User
05-12-2011, 09:53 AM,
#14
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Posts: 2,052
Threads: 132
Joined: Nov 2009

Remove Regens from carriers :-(
Npc spawn :-(

make it possible that snubs can buy ammo and maybe regens (but more expensive?) when docked

EDit
But make sure carrier docking is rulewise same as base docking

]
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Offline Linkus
05-12-2011, 11:12 AM,
#15
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Posts: 4,027
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Players docking on other player ships is easier to do than NPC spawning.
Statement based on the fact that player docking has been around for years.
NPC spawning, not so much.

2.5 years since 4.85 folks.
Can't keep changing or adding things to 4.86 if you ever want to see it.





Facilitating the rise of robotics since 0 A.D.
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Offline AeternusDoleo
05-12-2011, 12:02 PM,
#16
Ex-Developer
Posts: 5,744
Threads: 149
Joined: Nov 2009

' Wrote:In today's combat environment, carriers are never taken to the front lines of battle. They are supposed to hang back and act as mobile airbases.

Imagine a carrier player comes into a system, parks a distance away. His friends could launch according to future Disco developments - but what would the carrier pilot do? Hang back and stay out of the fight, or risk taking it into battle?
Carriers would be mainly snub support. A few long range weapons (like the missiles you mention, or pulse and mortar combi's) along with a battery of point defense weapons (solaris, secondaries, flak) to protect itself from bombers and drive enemy fighters away from retreating friendly fighters. It'd sit at the edge of a battle, at around 5 to 6K and provide some artillery support - and likely become a prime target for cruisers and heavy hitting battleships.

Once carrier docking and jump drives become available their role could drastically change.

Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.


Mostly retired Discovery member. May still visit from time to time.
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Offline Friday
05-12-2011, 02:00 PM,
#17
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' Wrote:2.5 years since 4.85 folks.
Can't keep changing or adding things to 4.86 if you ever want to see it.

Yet they havent locked the dev threads. Inspiration is always there from the community, as are willing hands.

If the dev team wasnt a closed shop - maybe we wouldnt be waiting 2.5 years between versions?

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Offline Linkus
05-12-2011, 02:05 PM,
#18
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Posts: 4,027
Threads: 155
Joined: Mar 2008

Closed shop?
There have been a few threads made in the past and multiple requests in other threads, regarding getting more folks to help with the mod.
It resulted in gaining one very skilled hitboxer who has churned out hundreds of them.

If anymore folks do have any relevant skills (time) and are interested, please do say.

Although the development of 4.86 isn't that public, the devs are all part of the 'public'.





Facilitating the rise of robotics since 0 A.D.
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Offline michiyl
05-12-2011, 02:05 PM,
#19
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Posts: 714
Threads: 22
Joined: Nov 2010

' Wrote:Yet they havent locked the dev threads. Inspiration is always there from the community, as are willing hands.

If the dev team wasnt a closed shop - maybe we wouldnt be waiting 2.5 years between versions?
You don't need to be in the development team to write your own script and stuff to show your talents;)

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