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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Fuel idea via Fl Hook

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Fuel idea via Fl Hook
Offline Exsiled_one
02-26-2010, 05:30 PM,
#41
Member
Posts: 3,621
Threads: 137
Joined: Mar 2008

someone zombied this:)

[Image: omgsig.png]

<span style="color:#33CC00">I AM GIVING AWAY MONEY TO CREATIVE MINDS*</span>
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Offline Alex.
02-26-2010, 05:31 PM,
#42
Developer
Posts: 3,789
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Joined: Aug 2009
Staff roles: Server Manager
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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.
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Offline schlurbi
02-26-2010, 05:57 PM,
#43
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Posts: 4,688
Threads: 187
Joined: Apr 2009

I'm playing Freelancer not a Space Simulator.

"Who is it doing this synthetic type of alpha beta psychedelic funkin'?"
[Image: Newgoldensigfinishawesomecoolcolours.png]
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Offline Varok
02-26-2010, 06:01 PM,
#44
Member
Posts: 827
Threads: 36
Joined: Dec 2009

' 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:

*thumbs down*
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Offline Zeela
02-26-2010, 06:56 PM,
#45
Member
Posts: 136
Threads: 4
Joined: Dec 2009

Hello,

1st we already have selfdestruct button.

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

Zee

dsace v11
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Offline Mao
02-26-2010, 07:57 PM,
#46
Member
Posts: 2,680
Threads: 165
Joined: Aug 2009

' Wrote:I'm playing Freelancer not a Space Simulator.

But... but... this is the best space sim ever :|

[Image: ZZ0gBOD.png]
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Camtheman Of Freelancer4Ever
02-26-2010, 09:12 PM,
#47
Unregistered
 

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?

Besides, it would be a big pain in the @$
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Offline Tovig
02-27-2010, 02:52 PM,
#48
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Posts: 874
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Joined: Mar 2009

I find the idea good, it could prevent people flying or fighting for over 9000 hours. But it could be very hard to balance.
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Offline RmJ
02-27-2010, 03:29 PM,
#49
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Posts: 2,092
Threads: 161
Joined: Mar 2008

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?

Besides, it would be a big pain in the @$


He said the same on my thread 2 years ago...

[Image: CrlBx.gif]
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Offline dr lameos
02-27-2010, 03:42 PM,
#50
Member
Posts: 1,249
Threads: 46
Joined: Jul 2008

' 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).

[Image: jXWPvRb.png]
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