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Harvester SHF

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Harvester SHF
Offline Xing
08-02-2008, 07:00 PM,
#11
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Posts: 5,274
Threads: 147
Joined: Oct 2007

sounds very good yes. A Heavy Fighter now? please? =)

[Image: audrey03a.png]
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Offline Dusty Lens
08-02-2008, 07:12 PM,
#12
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Posts: 6,664
Threads: 438
Joined: Dec 2007

' Wrote:sounds very good yes. A Heavy Fighter now? please? =)

Do we really need any more unused ships in the mod?

*dodges thrown cabbage*

I keed I keed!
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Offline sovereign
08-02-2008, 08:27 PM,
#13
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Posts: 3,893
Threads: 38
Joined: Feb 2008

As explained in the other thread, the Harvesters go for efficiency rather than variety- they really only need two or three ships, a capital type thingie with some cargo for larger harvesting jobs, and a cost-effective snub ship for everything else.

[Image: SCRAgenderheuristics.png]
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Offline Telbasta
08-02-2008, 08:33 PM,
#14
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Posts: 282
Threads: 28
Joined: Jul 2008

well I would hope the price of this thing gets dropped if it's intended as a marsflyer replacement.

Currently, the marsflyer costs as much as a gunboat and is significantly less powerful. 20 million credits for a fighter that, in it's "stock" form, cannot aim properly, doesnt have a great deal of manuverability, and doesnt have nearly enough energy efficiency... not to mention it cant use disruptors/torpedoes, and the level 10 shield it comes with is worse than the level 10 shields you can buy at the isis.

I compared the marsflyer's weapons in-game to reaper (class 9 order guns on the isis). The main gun for the flyer does slightly more damage than the reaper, the second two 'stem' guns are about equal in damage... but all the other guns and turrets do far less damage, for a much higher energy cost, than those class 9 / 5 turrets do.

And, as jinx said, the differing speeds of all the marsflyer's weapons means it cant aim. You'd be better off replacing the class 10's with codenames, and the two turrets with del cids or something.

[Image: 1e1j07.jpg]
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Offline Jinx
08-02-2008, 08:55 PM,
#15
skipasmiður
Posts: 7,685
Threads: 313
Joined: Sep 2007

a bit of information :

the marsflyers guns and equipment cannot be altered. - and it will come with the equipment - BUT... if you simply SELL everything on it when you buy it - the ship itself costs only around 8 million! ( each gun is around 1.1million, thrusters, shields a bit over a million, too - all in all, you get something like 10 million back )

and thats it about the harvester ships - i won t make more for them for now. - the ships that are supposed to be replaced are unused ships - and both harvester / zoner ships are purely replaces, no new additions. so, no one will be spoiled - we just try to get some unused ships to be used.

the ID card will be as generic as possible - maybe basaed on some forgotten zoner project ( as it would be nice if they were being sold at gammu )

i think the price of the marsflyer ( or replace ) should not be lowered. - the guns of it are awesome ( if you have like unlimited energy ... if not, they are awesome... but not for long )

[Image: just_a_signature_by_sjrarj-d63yjsx.png]
Shipdesigns made for DiscoveryGC
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Offline Telbasta
08-02-2008, 09:03 PM,
#16
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Posts: 282
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Joined: Jul 2008

Quote:i think the price of the marsflyer ( or replace ) should not be lowered. - the guns of it are awesome ( if you have like unlimited energy ... if not, they are awesome... but not for long )

I just purchased one in open singleplayer to test.

The marsflier's energy lasts for less than four seconds (closer to three) of sustained fire from all the guns it comes with.

What's odd is that the two type 5 stem guns (the last two class 10 gun weapons on it's hardpoint list) cost 2000 energy to fire, but do less than half the damage of a reaper mk 9 that costs a fraction of the energy.


[Image: 1e1j07.jpg]
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Offline ScornStar
08-02-2008, 09:07 PM, (This post was last modified: 08-02-2008, 09:08 PM by ScornStar.)
#17
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Posts: 1,128
Threads: 69
Joined: Jan 2008

Right now Im gearing the info cards with alot of help from folks like Dusty to make them generic enough for other servers while being restricted to machine/cyborg ships on this server.

If we happened to get other cap ships like a gunboat I would just suggest copies of the first at different sizes.

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Harvester diplomacy
[Image: Harvester00acopy.jpg]
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Offline Jinx
08-02-2008, 09:13 PM,
#18
skipasmiður
Posts: 7,685
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Joined: Sep 2007

telbasta - the harvesters will most certainly simply sell the guns and mount normal guns. - the marsflyer guns are nerft that way, so they are of little use. - i got a few of them on my chars, but they re for nothing but very short bursts ( and fun )

the marsflyer has a huge energysource - something like 64k or so... never used datastorm, but i think i remember someone saying that - ... if the harvesters mount 5 codes or anything else, they can fire endlessly. - the ships is still balanced, cause its very slow and has no torpedoslot ( unlike the kiith somtav SHF )

[Image: just_a_signature_by_sjrarj-d63yjsx.png]
Shipdesigns made for DiscoveryGC
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Offline sovereign
08-03-2008, 06:00 AM,
#19
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Posts: 3,893
Threads: 38
Joined: Feb 2008

Current Marsflyer stats:

10,000 base hull
64 b/b
80 cargo

1.000 turning
42,500 power max, 3400 regen/second.


For comparison, the Kiith Somtaaw SHF:

30,000 base hull
340 b/b
160 cargo

.9167 turning
50,000 power max, 3000 regen/second



For further comparison, the Titan:

13,500 base hull
73 b/b
70 cargo

1.122 turning
15,000 power max, 1340 regen/second


And finally, the Red Cat:

16,000 base hull
85 b/b
80 cargo

1.0875 turning
48,000 power max, 2200 regen/second



Funny thing to balance, since it has twice the regen of a light bomber and almost twice the regen of the serious ones (2400/s), while having the hull strength of a Viper. Jeepers. Someone go ring Mjolnir to figure out what to do with this thing.

[Image: SCRAgenderheuristics.png]
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Offline Telbasta
08-03-2008, 06:10 AM, (This post was last modified: 08-03-2008, 06:11 AM by Telbasta.)
#20
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Posts: 282
Threads: 28
Joined: Jul 2008

how well does the kiith somtaaw SHF work as an anti-cap ship (i.e. bomber)?

from your stats here, the Kiith against the red catamaran bomber-

Quote:For comparison, the Kiith Somtaaw SHF:

30,000 base hull
340 b/b
160 cargo

.9167 turning
50,000 power max, 3000 regen/second

Quote:And finally, the Red Cat:

16,000 base hull
85 b/b
80 cargo

1.0875 turning
48,000 power max, 2200 regen/second

It looks to me like it'd make almost a better bomber type vessel than the catamaran... at least not counting manuverability and size. More power, higher regen, it can equip/fire a supernova but cant equip a cruise disruptor with it. Has almost twice the hull strength and I think it can equip more guns (plus turrets). It also has a lot more bats/bots than any other fighter/bomber (with the exception of the spatial SHF).

How viable would it be to make a character that uses the kiith somtaaw ship as a bomber-style vessel? Especially with the new model jinx has designed for it for 4.85 (was that ever submitted? I loved the design)

Also... I'm not familiar with the kiith somtaaw SHF... what factions are capable of using it?

[Image: 1e1j07.jpg]
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