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' Wrote:I am relatively new to disco, and haven't yet had a chance to interact with a colony ship or carrier, IS it possible to dock with these? (btw, if not currently, that would IMO be the single coolest upgrade possible to the mod)
No, it isn't at the moment.
And docking with player owned ones requires both server-side stuff, AND an update to the mod.
And I don't like the idea of H-Fuel consumption... Some ships are supposed to be able to survive for ages before needing more supplies.
' Wrote:Wild/Keepers .. nomad power cell.. no fuel
No abuse.. no killing..
Lets say when you run out of fuel you cant use thruster or cruise.. but you can use impulse.
This sounds good but blowing up its very stupid. I don't know if the game should be complicated with stuff like this which it's ...too complicated.:laugh:
2nd since you used comparsion to submarines and warships they have nuclear reactors that needs refueling 2 may be 3 times per whole ship life, tho gallia could be oil fuel based as noone cares about them, but core houses are all on MoX
3rd as stated above it would cripple small ships, perhaps it could be hacked so that being close to transport ship would auto refuel you, but it would kill lone fliers
4th If you choose to implement this idea trading ships must be alowed to be attacked by capital ships for fuel pirating as its only logical, esp in war this would be actual reason for existence of fast battlecruisers to destroy enemy supply lines and their escorts, not to engage heavy battleships.
5th Since pirates have no heavy industry stations like LD-14 all unlawful capitals would have to go with point 4, which is also reason why they didnt have caps in vanilla freelancer, or patch up existing systems with new stations.
6th if you implement it without points 4 and 5 you will be making realism based on unrealism which would be pretty pathetic.
footnote: making freelancer ships with limited fuel is even harder disbalance then autotargeting turrets
No fuel. Like crew, it should be obvious that the ship is carrying it. You'd figure its already deducted from the ship's cargo bay rating when you buy it.
The engines obviously take up cargo space right? Why would they make a bigger cargo bay only to be occupied by engine?
Been here done this already, 17 pages of NO this is stuuuuupid.
I love the idea myself, but the community thought it was a craptastic idea. So they told me to STFU. Wanna link?
Besides it just adds to the factor of proper preparing for combat. Gives RP battles more ways to setup and such. I could go on and on and on dynatmic economy based on GMG's H-fuel lalalalala "Mobile Gas stations," Military fuel Transports falalala all of it fun stuff but no one will have it.
"Get your H-Fuel here for 50/ 1unit that is 20 credits per unit cheaper then the other guy down the lane! That's right come and get it!"
Quote:No fuel. Like crew, it should be obvious that the ship is carrying it. You'd figure its already deducted from the ship's cargo bay rating when you buy it.
The engines obviously take up cargo space right? Why would they make a bigger cargo bay only to be occupied by engine?
' Wrote:I could go on and on and on dynatmic economy based on GMG's H-fuel lalalalala "Mobile Gas stations," Military fuel Transports falalala all of it fun stuff but no one will have it.
"Get your H-Fuel here for 50/ 1unit that is 20 credits per unit cheaper then the other guy down the lane! That's right come and get it!"
This is why I like the idea, and it could also give some purpose to the Heavy Lifter in rebranding it a "heavy refueller".
Okay so it brings the mod away from a simple pew pew game towards a more strategic position, but that's no bad thing, it encourages corporations and non-combat interaction (both of which can be lacking).