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Barge
Offline worldstrider
08-27-2008, 11:34 PM,
#31
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Posts: 1,420
Threads: 78
Joined: Feb 2008

' Wrote:Yeah give it 400k hull, 15.000 units of cargo, regular transport shields.. Slow speed no thrusters, make it to large for any jumpgate tradelane... Hmm oh yes cruise speed of 100. This way it cannot be power traded... Then i'm all for it..

Sort of a mining platform to collect cargo, until traders can pick it up...

Then you are back to a big transport.

The point of this is for the non-combat oriented slow building players who don't have ten clan mates and ten hours a day to play. It gives them a way to gradually make it big.

The other--and main point is the role play value. It's the size of ten advanced trains--it still has to be filled. In the time a train can fly through the rock fields of the Taus and Omicrons--this thing practically cannot.

Try flying a thrusterless box thats larger than a Rheinland battleship and handles even more poorly on any long distance "powertrading" haul.

It does give a chance of making local trade runs with low yield payoffs a little more practical--but then it is an easy target for local traffic and isn't hidden. It would take as long to navigate these short routes as it takes a train to make a power run.

The only practical value of this ship is to park it at a mining or salvage location or in a safe clan system and use it as a depot. In future, mining areas in very high radiation belts could be added to the mod so that only this ship could handle staying there--others could fly out to buy goods from it.


[Image: Tink_Shadow.png]
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Offline jammi
08-28-2008, 08:02 PM,
#32
Badger Pilot
Posts: 6,532
Threads: 357
Joined: Aug 2007
Staff roles:
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Out of interest, once a ship's engine hardpoint has been destroyed, can it move? Because, I was thinking, if we ever manage to find out how to split ship components like on Vanillia ships, I'd suggest putting engine hardpoints in the Heavy Lifters, then making them a component with the same HP as the Heavy Lifter normal. That way, pirates could target the ships pushing it - which are considerably less defended - and immobilise it. I'd think it would be fun to take pot-shots at the AT parked on it's hull as well.

Actually, thinking on the AT, is there are small out-building near the landing pad? The pilots need somewhere to get in, or are you thinking the ship would be on a giant freight elevator?

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Offline ivr56
08-29-2008, 06:40 AM,
#33
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Posts: 2,089
Threads: 154
Joined: Dec 2007

' Wrote:Out of interest, once a ship's engine hardpoint has been destroyed, can it move? Because, I was thinking, if we ever manage to find out how to split ship components like on Vanillia ships, I'd suggest putting engine hardpoints in the Heavy Lifters, then making them a component with the same HP as the Heavy Lifter normal. That way, pirates could target the ships pushing it - which are considerably less defended - and immobilise it. I'd think it would be fun to take pot-shots at the AT parked on it's hull as well.

Actually, thinking on the AT, is there are small out-building near the landing pad? The pilots need somewhere to get in, or are you thinking the ship would be on a giant freight elevator?
There is no Engine hardpoint I think.
Only thruster hardpoint. Once the thruster is gone, ships is stuck in impulse speed. Unless im wrong.

Has good RP Opertunities.
But the one problem with the vast amount of cargo/armor. Power Traders. It may be big and slow but it wont stop traders who are money hungry.
Or you can make it almost same price as Dreads.

Another option. Make It so it wont go through Tade Lanes. That would do it.

[Image: ivr56.png]
[Image: ivr56.png]
[Image: ptrans.png]
[Image: 3589.gif]
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Offline Turkish
08-29-2008, 06:58 AM,
#34
Member
Posts: 2,617
Threads: 50
Joined: Aug 2007

There are Hardpoints for engines, they follow HpEngine01 and so forth, but they act as little more than emitter points for the Engine FX. As far as I can tell for destructible engines to work it would require debris components and damage points like on the Vanilla ships, with the Hp on the destructible point. Then you would have no HpEngine on the remaining, stub?

Similar concept to making engines salable as well as purchasable. I think.

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Offline worldstrider
08-29-2008, 07:53 AM,
#35
Member
Posts: 1,420
Threads: 78
Joined: Feb 2008

Engine hardpoints are in game and through modding can be enabled to be mounted and demounted. You get issues with "phantom" engines--ones that are pre-mounted on ship buys and when replaced automatically de-mount but are invisible except in trade windows.

There are also issues of people using battleship engines on light fighters, etc. etc.


[Image: Tink_Shadow.png]
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Offline El Nino
08-29-2008, 11:57 AM,
#36
Member
Posts: 1,248
Threads: 25
Joined: Dec 2007

' Wrote:Then you are back to a big transport.

The point of this is for the non-combat oriented slow building players who don't have ten clan mates and ten hours a day to play. It gives them a way to gradually make it big.

The other--and main point is the role play value. It's the size of ten advanced trains--it still has to be filled. In the time a train can fly through the rock fields of the Taus and Omicrons--this thing practically cannot.

Try flying a thrusterless box thats larger than a Rheinland battleship and handles even more poorly on any long distance "powertrading" haul.

It does give a chance of making local trade runs with low yield payoffs a little more practical--but then it is an easy target for local traffic and isn't hidden. It would take as long to navigate these short routes as it takes a train to make a power run.

The only practical value of this ship is to park it at a mining or salvage location or in a safe clan system and use it as a depot. In future, mining areas in very high radiation belts could be added to the mod so that only this ship could handle staying there--others could fly out to buy goods from it.


True, sort of a mobile base... and we all know bases in freelancer cannot be destroyed :rtfm: So that's the gorangutan armor all about. If it has very little in way of offensive weapons then by all means it's a go...

There still must be a way of destroying it, somehow... Something resonable let's say 2 bombers half an hour...? Heavy bombers do about 10k/s damage... *gurp* 12M armor, if it has a mk3 armor upgrade... *redoes the calculation*... Well 6M would then be just about right... be advised thou a battleship could take it down in 8 minutes... wich sounds just about right to me. I renounce my 400k hull claim. But 50000 cargo...

Let me find you a reason why not...

- You could haul Boron from Manhattan to Trenton outpost for 1.35 mil per minute.

That is about twice as fast as power trading... Do you really need that much cargo thou, you could fill 10 adv trains to the brim with it.

I agree it would be fun, bringing in 10 csv's mining, then calling in 10 trains to ship the ore, but how often do you get that many players? I'd limit it to 20000 at most, to prevent trading under a minute runs.

It can be abused, that's the only problem I see. It would be a great ship to blow up, and then harvest all that cargo, but really the potential for abuse is to huge. Perhaps if the ship was restricted,... (good luck with that)



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Offline worldstrider
09-07-2008, 07:30 PM,
#37
Member
Posts: 1,420
Threads: 78
Joined: Feb 2008

Ok--Seth has misplaced his memory stick so I have an easy to make alternative for him:

[Image: Barge.png]

It is essentially:

Four Lifters around a cylindrical hull with a harness brace to push against.
(I'll try to recreate for a graphic here)

Large, square hull reinforcement plates.

Some smaller cylinders for the shock absorbers.
(keep hull sections from buckling after a forward impact...that's also a reason for the slow speed)

Quote:Price 500 million Credits.
Cargo: 40k
Hull: 400k
Shields: NONE
Bats/Bots: 999/999
Impulse Speed: 15 forward, 5 reverse, No Strafe
Time to Cruise from Activation: 59 seconds
Turn Rate: like a Rheinland battleship or worse.
Hardpoints: as on the Lifters.
No Torps, CDs, CMs or Mines

To large to use docking rings.
Unable to dock gate lanes.
To big to navigate most debris/asteroid fields.

What's it for?

Players who like to mine and play a lot alone in small periods of time could gradually fill the hull without having to have large blocks of play time.

Independents and clans could work with the owner to shoot scrap or rocks and split the cargo profit. Good job for escorts while they protect the ship.

Clans could use as a wealth storage center--especially unlawful clans could store freight that was looted in piracy that sells high at lawful bases then resell to local smugglers so they don't lose the money selling it cheap.

Repair Ships could be used as faction or independent ships getting paid to bring bats/bots and lost turrets to damaged Barges on station.

As a mining storage ship; Large quantities could be mined and stored then moved a little closer to the selling port and sold to passing freighters for a greater profit.

Role play value as a mobile research/headquarters/surveillance station.

The lack of speed, docking/gate capability maneuverability and shields and high price keep it from being abused. Large cargo and trade/role play capability make it worth having.

[Image: Tink_Shadow.png]
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Offline Seth Karlo
09-07-2008, 08:43 PM,
#38
Member
Posts: 2,985
Threads: 141
Joined: Apr 2008

I'll have a go. No promises though.

[Image: SethSig.png]
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Offline worldstrider
09-07-2008, 08:55 PM,
#39
Member
Posts: 1,420
Threads: 78
Joined: Feb 2008

You must promise...we wantsessss the precioussss...ye-eeeesss.

[Image: Tink_Shadow.png]
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Offline worldstrider
09-08-2008, 02:54 AM,
#40
Member
Posts: 1,420
Threads: 78
Joined: Feb 2008

I've updated the above picture and here is the link to the Milkshape file--don't know if that helps any but just in case.

Barge model

If anybody thinks they can make a ship from it please do.

[Image: Tink_Shadow.png]
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