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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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4.87 Rumor Thread

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4.87 Rumor Thread
Offline Sabru
11-21-2012, 07:00 AM,
#41
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Posts: 2,274
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(11-20-2012, 04:05 PM)JayDee Wrote:
(11-20-2012, 03:54 PM)Coin Wrote: release date: 20th december 2012

ohrly?

(11-16-2012, 08:28 AM)AeternusDoleo Wrote:
(11-15-2012, 12:12 PM)JayDee Wrote: I guess this will be same as 86 - righ at the New Year.
at least this is most logic solution for an update of Lore and faction relationships

Well, truth be told, I'm not sure that's realistic for a full release. Maybe a player beta. There's just too much to do and not enough people doing it, really.

after that I doubt it will be on 20 december

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Offline AeternusDoleo
11-21-2012, 07:58 AM,
#42
Ex-Developer
Posts: 5,744
Threads: 149
Joined: Nov 2009

(11-16-2012, 10:49 AM)Timbuktu Wrote: From what I am guessing you need:
-system designers to improve jumphole layout
-bar character/infocard writers to add RP depth and atmoshpere to the systems
-flhook plugin designers to improve some of the existing stuff, like the ramming damage, possibly player docking (havent tried that in a while)

Correct?
Infocarding (the rumor side) is one of the major tasks which people can easily contribute with. A lot of people do - although it's not always easy to get folk to understand why there's certain limitations as to what we put into infocards.

Galaxy and system layout is 99% complete by now. The only thing remaining is the GC "guard" system, Tau 65, which I'm not quite sure what to do with at this point.

FLHook development is something we could do with help in, but it requires quite some in-depth knowledge of C++ coding, debugging and knowing how to hook existing function calls with your own code. I don't know many people who -can- do that. Off the top of my head, only Cannon and Adoxa come to mind - And Adoxa I believe is no longer present in the Freelancer community.


There's also:
- NPC loadout and prototyping. All encounters have been adjusted to start at d9/d10 in the house capitols, moving up to d11/12 in the adjoining core worlds, d13/14 in the independent and borderworlds adjacent to house systems, ending with d15/16 for the edge of society. But some factions simply do not have NPCs defined for these difficulty ranges - LPI for instance only has d1 through d4 defined. These will need adjusting. All factions will need new prototypes defined, wouldn't hurt to doublecheck existing loadouts either, there's glitches in many cases.

- Mission difficulty setting in mBases. We want to try and adjust the difficulty of missions and the factions they are available for based on the location. Easy missions in house capitols. More difficult as you branch out into the edgeworlds. Capital ship missions in designated combat areas (Leeds, New Hampshire, Tohoku, Sigma 13, Omicron Eta, Omicron Zeta, Omega 5, Omega 47... you get the idea, anywhere where two factions hostile to eachother clash hard). This way, there'll be easy missions available for folk who are repping, as the /restarts put you in the house capitol with a reasonably armed ship. For folk who want to do missions for the credits, the best ones will be available in the areas where in-lore there's combat taking place, thus guiding that kind of action to the systems where it belongs.

And then there's the minor requests that people tend to get. "Add this base component to such and so base. Move this object there. Add this NPC spawn here." And so on. But those we'll get to once player beta's out. First focus is on getting the new toys and world out to the players. Hopefully, with significantly reduced lag.

Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.


Mostly retired Discovery member. May still visit from time to time.
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Offline Hone
11-26-2012, 10:05 AM,
#43
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Sounds good, but what about reducing system numbers?

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Offline Echo 7-7
11-26-2012, 11:13 AM,
#44
Masterful Modder
Posts: 4,077
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Joined: Sep 2006

(11-26-2012, 10:05 AM)Hone Wrote: Sounds good, but what about reducing system numbers?

Can't be done. Basically, a lot of mod content can't be removed, only replaced or changed, without causing corruption of character data.

There was a sig here, once.
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Offline AeternusDoleo
11-26-2012, 02:28 PM,
#45
Ex-Developer
Posts: 5,744
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Joined: Nov 2009

While we can't reduce the number of systems, we can lay the focus on a limited number of systems. Removing the mining grounds from the periphery systems (Humboldt, Omega 15) and removing several of the common shortcuts traders tend to use (Sig13/Berlin hole, Chugoku/Sig13 hole, Cambridge/Leeds hole) will nudge traders along the lanes, and promote pirates to be on them as well. The edge worlds will then be sparsely populated in terms of players, but an allright place to be for the odd trader or explorer.

Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.


Mostly retired Discovery member. May still visit from time to time.
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Offline Hone
11-27-2012, 07:39 AM,
#46
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What about just removing the jump holes to those systems that arnt needed?

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Offline AeternusDoleo
11-27-2012, 11:14 AM,
#47
Ex-Developer
Posts: 5,744
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Joined: Nov 2009

What about just trusting player to get bored in those systems and cluster by themselves?

Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.


Mostly retired Discovery member. May still visit from time to time.
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Offline JayDee Kasane
11-27-2012, 11:26 AM,
#48
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I might missed it. Will there be light gunship that will be true civilian? so all can use it without nerf (or on 90%), but it wont be too powerful to take out gunboats
Also will gunboat shields have different capacity? or like now: same shield still will remain both on BN and BAF GB, no matter hot strong GB are.
And what changes in GB weapons awaits us? I heard rumors that GB will be useless vs transports even, but I not believe em

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Offline Narcotic
11-27-2012, 11:36 AM,
#49
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(11-27-2012, 11:26 AM)JayDee Wrote: I might missed it. Will there be light gunship that will be true civilian?

Yes. I think this model will be used for it:

[Image: civgs3.png]

[Image: Narcotic.gif]

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Offline Jinx
11-27-2012, 11:37 AM,
#50
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its not. - but there are supposed to be 2 civi gunboats

one is a repurposed ship that was meant for another faction ( reskinned by AD though ) - the other is the very old zoner GB in its original state ( for those that remember it )

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