Gunboats launching from caps is a really dumb idea though imo. I'm all for allowing heavy DMs to carry more than one snub however as long as somebody is willing to do the code work.
(02-11-2016, 08:41 PM)jammi Wrote: Better solution is to give them additional functionality that scales - so the more you have, the more effective that functionality becomes.
Posts: 6,259
Threads: 484
Joined: Nov 2014
Staff roles: Art Developer
Nothing happens.
It'll still undock with commodities. Just that it can't dock to the actual base and use /return. It'll give the cargo in their hold message. Then upon retrying, it'll say to contact the administrators as there is no return possible (as you never really visited another base)
not sure why people are saying this is a "bad idea", tell me one time to date from when dock modules have been introduced when they have been abused at all in the way people are fear mongering. the answer is never, the player dynamic isnt that broad anymore, youd be lucky to get 2-3 people in your ship at one time, even if the dock modules had 2 ships per module nothing would change...
Dii raises a fair point. I can't really see DMs having their usage upped turning into abuse given I don't think anyone would be able to amass 20 odd players undocking at once (and would that be any different to just bringing 20 players with you at the start of the fight?). And even if the cap pilot can pull off a trojan horse style maneuver, I'd say plus one to them for using tactics in what sometimes feels like a tactics-starved game. In the endless sea of uncloak+engage attacks, perhaps this might serve as a good counter?
Posts: 6,144
Threads: 311
Joined: Aug 2007
Staff roles: Story Dev Economy Dev
(02-13-2016, 07:43 PM)Hidamari Wrote: not sure why people are saying this is a "bad idea", tell me one time to date from when dock modules have been introduced when they have been abused at all in the way people are fear mongering. the answer is never, the player dynamic isnt that broad anymore, youd be lucky to get 2-3 people in your ship at one time, even if the dock modules had 2 ships per module nothing would change...
Abuse isn't the point. The point is that a transport and a carrier serve exactly the same purpose when one module has infinite capacity. Why would you ever mount more than one if one is all you need? What's the point of ships having multiple slots?
I'd rather have a system that reflects the purpose of the ship and adds value to the market by enabling multiple units per ship. If it's literally a case of one and done, the DM market will be even more dead than it already was.
Like I said before, it'd be better if DMs had some secondary function that scaled with each mounted module. For example, spawned NPCs. Or the ability to pull fighters and bombers to the ship in question. Each DM increasing the range by one system, maybe. Something that stacks and rewards multiple mounts and ergo adds increased functionality to carriers, etc.
Just uncapping their docking allowance altogether is a cheap 'fix' that removes a lot more from the system than any benefits it adds.
Posts: 3,604
Threads: 326
Joined: Aug 2012
Staff roles: Server Administrator
People have been using docking modules to dock in fights and repair their hulls for free. Back then, there was no public docking message hence why it could be abused. Not sure if there's a public message now.
Doesn't matter if there is a message. The rules don't count it as combat dead if you take them word by word.
So the problem I see here is that people say that transports could do the same as carriers. That is why I suggest to use the heavy modules for the big ships.
Keep the normal ones for transports so they still only can tell one person only to log the docked escort bomber. And then you give BS class the heavies for multiple ships.