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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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An Idea

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An Idea
Offline leonidos
11-24-2013, 03:11 PM,
#11
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Posts: 502
Threads: 68
Joined: Apr 2011

(11-24-2013, 02:48 PM)leonardo_tigre Wrote:
(11-24-2013, 02:27 PM)Haste Wrote: If you want to add more 'economy' to the game, adding modules to PoBs that let players turn raw ores into (multiple) processed materials would be interesting.

Now THAT is a Golden idea right there, Haste.
I know but what is the use of those materiel. Once you make a cloak you don't need anybodies support. As cloak consumes those things that is available in NPC base. So after making a Cloak or say a Jump drive no need of other players to be except fighting.
As I said before : "Player bases will need Different type of mineble commodities for construction of cloaking device like artifacts premium scraps and alien organism and hilium3 with some other ore. Some bases will act as smelter that process ores and make goods for construction of cloaks and jump-drive and other things."
I think that will provide a mining boost and where miners are their will be pirates and thus protection and Fights and lots of otherthings Smile
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Offline leonidos
11-24-2013, 03:19 PM,
#12
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Posts: 502
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(11-24-2013, 01:14 PM)leonardo_tigre Wrote:
(11-24-2013, 10:56 AM)Croft Wrote: it will turn every ship into a small playerbase that needs constant refueling and staffing to work, anyone who has refueled a base can tell you it's not fun.

Basically, this. You also have to account the cargo holds of the different ships, decay/consumption rate for the ships... and don't get me started on how you're gonna balance large ships that (iRP) should have crews to operate. Some have some EXTREMELY small holds, like in the 20's or something (Arrow), while capital ships usually have holds not more than 2000, since if they had anymore they'd be used for cargoships anyway.

If, using current cargo hold sizes and current mechanics, the consequences would be:

LF: while most have holds averaging 40, you also have to take into account the Armor, which already takes out a CHUNK of space. Not only that, but already-limited space would then limit the time you'll be able to fly (which makes sense, logically, but would make LF's near-useless as long-range space exploration vessels, and you'd need a fuel hauler for long-range trips. This would make LF's unpopular vessels to fly, only useful for fleet battles, blablabla...

Other Fighter-classes: Similar to the LF-issues, except probably not so much, since they've probably got bigger holds to spare. Still the same problem of needing a hauler for long-range travel. Best for fleet battles, blablabla...

Capitals: Let's take a Liberty Dreadnought with a crew of 200 as an example. That thing has 1600 Raw Cargo Space. The 200 Crew alone puts it at 1400. We'll assume we're using a CAU8, the nice stuff, which takes out 300 units, which leaves around 1100. Sounds like a big enough number, right? Now then, let's tally it... IF 1 crew = 1 food/water/oxygen/consumer goods (they count as toilet paper, etc.), 200 Crew would need 800 units of supplies for ONE CYCLE. That leaves only 300 units for tractoring whatever else you need... that is, if you're comfortable with only consuming one cycle. How would you determine the Cycle duration? Ten Hours? Twelve? A Server Restart? A Month? (IRL, each Cargo Unit for once cycle would be enough to supply a single person for 1 month) So let's say you put the cycle at Ten Hours. What would happen to iRP long-range missions out in the Omicrons (against the Order, duh)? What would happen if you ran out of supplies when the cycle ends? Kill the Crew? What happens when you have less than 200 Crew to operate it? Is there a skeleton-crew variable? What if the current is lower than the skeleton-crew variable? Does it affect handling of the dready? (that would need some serious FLHooking). Or would the ship simply not... function? That would mean if you didn't have enough crew, you'd be STUCK in the middle of space, calling out to any passers-by, or (forbid) [Admin]s to beam you to the nearest base.

... Oh yeah... I almost forgot, the 300 units you have left? You said about the fuel... So let's say you need about 200 units of fuel to keep the ship running for a single 10-hour cycle. Now you only have 100 units to spare. Dayum, that's so little cargo space left.



So yeah. While it would make sense to have some fuel, you've got to consider the math, the balancing, the time the players would have to spend calculating the contingencies to fly your precious little ship.

Sheesh, man. Not even EvE uses a fuel economy. And that game was ****ing hardcore-realism as you could get, WITHOUT introducing the mathematics and complexities of true space-flight.


TL;DR
Fuelancer. Mathlancer. Do you really want?
I think you didn't read the whole thing because some of your questions are already have answers in first post. Anyway Oxygen and water are available in everywhere and as i suggested without crew it will act as 10% power core.
Why do you think there are so many zoner bases and other independent bases?
For Supplying to everyone my friend
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Offline Coin
11-24-2013, 06:03 PM,
#13
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ehh.. we could add a fuel tank to all the ships, which would require mox (or similar perishable commodity). this would mean that traders would have to consider more carefully the length of their trade runs, and all those who like to camp bases/jumpholes/gates/etc would have to dock to replenish. i envision this as plugged into the power core nerf - no fuel means that you have a 1% (10? 20?) nerf - you have enough pew to get out of dodge, but you're time is limited.

should shorten pvp marathons as well

A Day in the Life of an NPC | Coin | The Journal of Caius Oakley | Build Your Dream Boat
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Offline Croft
11-24-2013, 07:37 PM,
#14
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The downside to that Coin is the ultimate death of the smuggler or anyone who travels the less civilized parts of the galaxy.

Jimmy The Rat | Croft's Feedback | The Rat Pack
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Offline Coin
12-09-2013, 06:48 AM,
#15
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not really. my smuggler is neutral to most places - i see no problem in stopping off to fill up the tank. I do it in real life quite well. i just have to make sure that my rep sheet is good with 'shell' 'esso' 'bp' and 'petronas'. is not really a limiting factor, but it will stop the silent traders - if they have fuelled up, they won't be able to say 'kill me it's quicker' as they will have to fly back from their fuel stop back to the sell point.

i'd also support jd's using more fuel, so that jump-trading is eradicated.

A Day in the Life of an NPC | Coin | The Journal of Caius Oakley | Build Your Dream Boat
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Offline aakopa
12-09-2013, 06:56 AM,
#16
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Posts: 566
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Joined: Jul 2012

(11-24-2013, 02:23 PM)Snak3 Wrote: Let's keep the game fun.
+1

[Image: 500px-Bowexsig.jpg]
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Offline nOmnomnOm
12-09-2013, 08:08 AM,
#17
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How about not fuel so we can -move- in space.

How about fuel so we can move faster!

Like Nitrous-Oxicide otherwise known as NOS or Nitrous!

Light Fighters would be able to have the most of it and the name "interceptor" would be an even more fitting name! You can even do races better with it! :O

[Image: zBEqQfl.jpg?1]
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Offline SnakThree
12-09-2013, 08:19 AM,
#18
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How is having 400/s cruise speed not enough for intercepting?

[Image: rTrJole.png][Image: LJ88XSk.png]
[Image: ka0AQa5.png][Image: QwWqCS8.png]
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Offline nOmnomnOm
12-09-2013, 09:11 AM, (This post was last modified: 12-09-2013, 09:12 AM by nOmnomnOm.)
#19
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(12-09-2013, 08:19 AM)Snak3 Wrote: How is having 400/s cruise speed not enough for intercepting?

I need speed man...

I have a need for it....

and u just press a button and u go like 600/s for like 10 seconds or something Big Grin
or when thrusting you go like 300/s!

[Image: zBEqQfl.jpg?1]
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Offline Scumbag
12-09-2013, 10:25 AM,
#20
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Posts: 1,010
Threads: 82
Joined: Dec 2011

I know that adding fuel to ships is possible and Cannon wanted to do that and the community disagreed. It's the only thing i would like to see in the game of all you suggestions.
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