I would enjoy being in one of those systems where there are these guys that are - really - strong, and hostile to everybody.
A sense of fear you'll have when you go through that special system. Maybe even asteroids, like the little moving ones, but actually bigger that bump in your ship? A pain to go through, learned from Crossfire.
Or just simply a graveyard system, like number 4 mentioned by Iron above. But instead of active ships/platforms/bases...the system to be just dead. Simply dead.
Maybe some left ship models that were never used for the mod, plant them there as wrecks that - could - give codename weapons, and maybe radiation to the system. A backround soundtrack like the one in Iota...well, similar, and just nobody there. Just you, alone, with this sense of fear that you'll be shot down by something invisible to your scanners, at any point.
(07-28-2014, 02:28 PM)Treewyrm Wrote: As you might know already there is a lot of work going on behind to get rid of old baggage that wasn't really good or interesting. Which is a "good thing" to do as we all know for reasons that were named enough times not to repeat them again. But what about discovering something new... After all this mod is called 'discovery' but irony is that despite so many systems there ain't much to 'discover' either. Yet-another-system with same generic background and generic set of bases surprises no one and nothing interesting come out of that.
Would you like to see uncharted worlds? Would not be as many as there were guard systems nor in their place either. Not marked on the map, no navigation map inside either, they'd have no names either. But each designed uniquely with own theme, new environment content (asteroids, nebula, anomalies). Not inhabited (no npcs or bases), a truly no man's land.
(07-28-2014, 02:36 PM)sindroms Wrote: As long as there are goodies to find, I'd be up for them.
EDIT: As in actual physical goodies.
EDIT2: That I could bring back.
EDIT3: And be smug about.
A thing came up with missions lately in another thread, and I started thinking .... Instead of having systems absolutely empty, some areas ( especially where there are conflicts inRP) could be used by making "special missions" , something like described by this clever guy in the same thread :
(07-29-2014, 11:33 AM)Lonely_Ghost Wrote: Missions are main PvE benefit in Discovery, however, they could be turned to be interesting, not just random NPC slaying.
For example, well know mission: "kill base". Simple base could be replaced by, let's say battleship, with very tight hull.
And defenders gona be gunboats and destroyers. Such missions could be placed in warfire region. For example Leeds system. Mission for GRN- destroy Liberty Navy Carrier acting as mobile base and vice vera. Such mission could be ok for solo.
More complicated, but still same mission: "kill base". We putting base, very heavely armored, secured by 2 battleship which are like weapon platforms, and pretty armored too. Same defence, with few waves of GBs and Cruisers. Such mission should be for 2-3 players.
Yeah, it's pretty same mission, as I said already, but now it has different cover, and given under new sounce.
Another small idea, still not quite sure, if it's possible to create it:
This goes for pirating. This mission should be used in space without trade lanes. At pirate base, you contact informator, who gives you coordinates to a transport convoy intenception point. When player approachs this point, NPC convoy should spamn. NPC should move to Jumphole. When it reachs jumphole it jumps, and gets removed. When player follow the jump, he will found no convoy, and mission will be failed. Escort ships and transport's armor should be determinet by difficulcity level.
So these ideas are pretty good I think, and if it's technicaly possible, having some "raid" alike missions, where you'd have to get at least 2-3 people with you to be able to complete, for something really "outstanding" reward would be appealing. Let that be an insane amount of credits, a stack of equipment ( codies, CAU8s , maybe PoB equipments, special engines ( some love to bling bling ) or anything that is technically possible . ( I know FL resources are pretty much limited, but I think devs or the community might be able to come up with something nice.)
Please note, the idea is not mine from the start, however it could be a good use for systems that are .. pretty much just standing there atm with nothing happening in them.
We have missions right ? But as stated in a quote above, they are just mindless NPC shooting for basically not much benefit ... except for reputation, but bribes are always faster. So it wouldn't really be new content, just a rework of the current system.
We have systems that are pretty much deserted, thus getting cut out right now, but there will always be systems that are pretty much empty ... so those could be used for this... so again, no new content here.
And with all due respect, with an average activity of 70-80 ppl , 20 of those in Conn , some are floating next to a station to increase activity numbers for a faction , all you have left except for some random encounters ( I don't count planed events here, cause they are not happening on a daily basis), is the PvE content of the game, which is not that much of an excitement lately. So cargo pirating, doing missions and if you feel like, RPing with yourself. And that dear Sir even happens in Liberty sometimes.
(08-01-2014, 10:06 AM)Snak3 Wrote: The mod doesn't need more content. It needs the current content polished.
I completely agreed with you on that.
Discovery is already way too oversized mod. Adding more content into game, not going to improve anything, nore bring more players.
Honestly, I say, that all problems Disco has now, is a resoult of a huge lack of managment. Managment is like gearbox for car. You can push hard on 1st gear, getting your engine to max RPM, but not going to have any good effect.
Same happens in Discovery. With all respect to devs, they keep doing, what they could do, no matter if it's need or not. And as resoult, sometimes we have pretty good additions into game, sometimes, complete dumb ideas and features. And such "unlucky" ideas starting appearing more often.
Real problems being ignored, and being solved only after some period of time, when players, who were interested in this solution, already went somewhere else, or left game, so we had tons of empty space, with ocasional players once in a week.
A lot of useless effort being put in balance. You might call me stupid as wooden chock, but I never saw this "balance". It's like Aliens! Everybody talking about them, everybody know that they exist somewhere, or might be they are even here, but, nobody saw them landing somewhere in heavely populated area, exiting from their saucer or something and saying: Hello, we are from Sirius/Orion/Pliades/Centaur! Let's be friends!
I played discovery from 84 version, and I can say: Skills means everything.
Yeah, I realise, that such strong managment kinda hard to be implemented into community, based completely on volunteering, but there should be a stong kernel or a core, like leader, who takes also takes qality control.
(08-01-2014, 10:06 AM)Snak3 Wrote: The mod doesn't need more content. It needs the current content polished.
It needs both.
Part of the reason that I stopped actively playing was that I had seen everything. I explored every nook and cranny I could find and with nothing new left to see I quit. I would happily play again if there were lots of new, hard to find places. Exploration is a very rewarding playstyle in its own right. There's nothing quite like the satisfaction of fully completing your charts. What I would like more than anything else right now, is a truckload of extremely hazardous, barely exploited systems. They don't need stations and they don't need inhabited planets ... just magnificent views in hard to reach (even hidden) places.
(07-28-2014, 02:28 PM)Treewyrm Wrote: As you might know already there is a lot of work going on behind to get rid of old baggage that wasn't really good or interesting. Which is a "good thing" to do as we all know for reasons that were named enough times not to repeat them again. But what about discovering something new... After all this mod is called 'discovery' but irony is that despite so many systems there ain't much to 'discover' either. Yet-another-system with same generic background and generic set of bases surprises no one and nothing interesting come out of that.
Would you like to see uncharted worlds? Would not be as many as there were guard systems nor in their place either. Not marked on the map, no navigation map inside either, they'd have no names either. But each designed uniquely with own theme, new environment content (asteroids, nebula, anomalies). Not inhabited (no npcs or bases), a truly no man's land.
(07-28-2014, 02:57 PM)Treewyrm Wrote: Random roll occurs and turns out one such systems have no jumpholes leading to it anymore, only way in is via JD. And sometimes also only way out too (if you want to keep loot)...
Even some content randomized a bit, it might have something practical but may as well not. No guarantees a run will be successful, much like in aRPGs.
Too bad that Freelancer does not allow active discoveries. Just imagine it: systems are not THAT random, but there's about 100 systems, no?
They are empty. With only one big world on start, available per faction. Imagine Bretonia starting in Kyushu or Corsairs starting in Toledo system. That would be hell of fun, if possible. Resetting it each three months.