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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 Grumblesaur
11-15-2008, 05:21 PM,
#11
Fleet Tender
Posts: 2,742
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Joined: Sep 2008

' Wrote:The amount of balancing that would have to go into dockable stations would be horrific. Refueling mid-fight much?

You all know the rules. It's not about it being there, it's about you following your own honor.

And it would be hell to buy a massive stock of that ammo. This idea is more for Arms Dealers.

Quote:As in what I meant by bugs was that even pass the beta there was still multiple bugs that the modders were incapable of removing.

You are right there, there will be bugs, but eventually the modders find an extra can of pesticide.

' Wrote:Sauce code? You mean, like this?

Alfredo Sauce

  • 1/4 cup butter
  • 1 cup heavy cream
  • 1 clove garlic, crushed
  • 1 1/2 cups freshly grated Parmesan cheese
  • 1/4 cup chopped fresh parsley

  1. Melt butter in a medium saucepan over medium low heat. Add cream and simmer for 5 minutes, then add garlic and cheese and whisk quickly, heating through. Stir in parsley and serve.
Just so this isn't a complete spam post, though, I've got to say that it would be a cool idea if it could be implemented. I'd worry about getting the new mod out first, then doing player docking before we even consider something this advanced.

Sauce code... very funny. xD
Anyway, after 4.85 comes out, the modders, developers, and the admins will have all the time needed to work on player docking.

A way a lone a last a loved a long the riverrun, past Eve and Adam's, from swerve of shore to bend of bay,
brings us by a commodius vicus of recirculation back to Howth Castle and Environs.
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Offline Linkus
11-16-2008, 02:54 PM,
#12
Member
Posts: 4,027
Threads: 155
Joined: Mar 2008

Quote:we could somehow kill off the 'carrier left = all inside and server = death' equation.

That has been solved. All these issues with carriers have been solved. There might be some lag issues but without proper testing on a large server, we don't know yet. No issues other than lag can occur really and testing is needed to prove the lagging issue anyway.





Facilitating the rise of robotics since 0 A.D.
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Offline Grumblesaur
11-16-2008, 04:56 PM,
#13
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' Wrote:That has been solved. All these issues with carriers have been solved. There might be some lag issues but without proper testing on a large server, we don't know yet. No issues other than lag can occur really and testing is needed to prove the lagging issue anyway.

Maybe a limit on how long you can be inside.

A way a lone a last a loved a long the riverrun, past Eve and Adam's, from swerve of shore to bend of bay,
brings us by a commodius vicus of recirculation back to Howth Castle and Environs.
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Offline Coin
11-16-2008, 05:30 PM,
#14
Difficult Customer
Posts: 3,329
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Joined: Apr 2008

' Wrote:Maybe a limit on how long you can be inside.


the normal 10 minute base idling kick?

I like the idea btw

A Day in the Life of an NPC | Coin | The Journal of Caius Oakley | Build Your Dream Boat
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Offline Grumblesaur
11-16-2008, 05:42 PM,
#15
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' Wrote:the normal 10 minute base idling kick?

I like the idea btw

Maybe 5 minutes, seeing as it is a player vessel.

I like your "Attack of the Starfleas" idea in your sig.

A way a lone a last a loved a long the riverrun, past Eve and Adam's, from swerve of shore to bend of bay,
brings us by a commodius vicus of recirculation back to Howth Castle and Environs.
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Offline Ash
11-16-2008, 05:50 PM,
#16
Member
Posts: 2,261
Threads: 265
Joined: Feb 2008

Is it routine that someone has to bring this up every other week or somthing? Personally I think moving bases are a bad idea. And i know i'm a hypocrit since i RP one but I think making a flyable object that's a base would be a bad idea since more bases would be flying around which is pretty much OORP.

But it's an interesting idea nonetheless.

However i wants this for Valdez....


[Image: B305-A724-C3-D9-4-D19-83-EF-92-B478-B8-F595.png]
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Offline me_b_kevin
11-16-2008, 06:03 PM,
#17
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Posts: 1,525
Threads: 132
Joined: May 2007

too bad you can't have it turn into a NPC base whenever the PC logs off therefore eliminating the docking issue. but i highly doubt it's possible.

i think it'd be cool to have a mobile base, no thruster, no cruise, and moves at about 20

it sure sounds cool...moving the base to somewhere and logging out then you'd have your base in a new location everytime

Mon'Star the Red- Rated "R" : http://discoverygc.com/forums/showthread.php?tid=3224
Aboard the Necrosis- Rated "E": http://discoverygc.com/forums/showthread.php?tid=3313
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Offline Seth Karlo
11-16-2008, 06:27 PM,
#18
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Posts: 2,985
Threads: 141
Joined: Apr 2008

To deploy you set 2 bits as the cargo bay doors. Then, when you deploy the bits will extend.

Only problem is, it'll re-fold after a few seconds. We could make a ship with a large "Inner" area though that people can enter.

Also, to dock with people we set it so that when you "dock" with a carrier you get sent to a base in system that's 400/500 away from the Z axis and WAYYY far away. When you undock it sends you to just outside the ship you're "docked" in.

Also, there are moving parts on stations, jump gates and docking rings so I am myself attempting to make moving parts on ships now... I will publish my results soon.

Seth

[Image: SethSig.png]
Signature by Sleipnir.
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Offline Linkus
11-16-2008, 08:12 PM,
#19
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Posts: 4,027
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Joined: Mar 2008

Oddly Seth, your idea of sending the person to a faraway base is how the current Carrier method works currently. A 'Carrier base' is put in every system and when you hit '/dock (playername)' within a certain distance of said player (and their carrier) you are flung to that faraway station.





Facilitating the rise of robotics since 0 A.D.
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Offline Boss
11-16-2008, 08:17 PM,
#20
Member
Posts: 5,125
Threads: 101
Joined: Jan 2008

What if we just made a single base, and then sold an item that would allow docking, fits only on carriers, and costs an absurd amount? EDIT: kinda like Niezck's NPC wingman thingy.

Zealot Wrote:Just go play the game and have fun dammit.
Treewyrm Wrote:all in all the conclusion is that disco doesn't need antagonist factions, it doesn't need phantoms, it doesn't need nomads, it doesn't need coalition and it doesn't need many other things, no AIs, the game is hijacked by morons to confuse the game with their dickwaving generic competition games mixed up with troll-of-the-day.
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