Finally someone else realized the Swarm Launcher problem, at least make it have a limited number of shots or something.
If the stars should appear one night in a thousand years, how would men believe and adore and preserve for many generations the remembrance of the city of God? - from 'Nightfall' by I. Asimov The Outcasts consider Siniestre Nube a sacred place for several reasons. Early explorers discovered a jumphole within the depths of the cloud that leads to a strange world of ringed stars and strange craft. All ships in the burrial ground are placed facing that hole to honor the Alien Spirits. - An Outcast rumor
Jack Handey Wrote:I can picture in my mind a world without war, a world without hate. And I can picture us attacking that world, because they'd never expect it.
ok here is a few more from my members for me to post on here
maxx22 Added 30/01/2007 14:27:24
This might sound weird & i?m not a programmer -so be nice.
What about adding a rogue/alien invasion fleet showing up in a random system, make this a module/mission able to be turned on & off by admin. Make them in the newer systems as not to screw with the games original systems or mod itself. This way, we all have to pool our resouces & skills to come together & attack or ambush this alien invasion fleet. Set it up like a small tactic war. We would put all disputes to the side, to defend our way of life. It would be a good way to get everyone together once or twice a year or more. Kind of like your carnage nite but against the computer/server.
Start it out with rumor?s of strange sightings & missing ship convoys, etc. Give out medals or death certs. depend on how well we work together? OK, I played alot of wing commander & X-beyond, but it would add a twist to the game every now & then.
Just a thought,it might not be do-able, but it?s a idea?
Cmdr-Adama Added 30/01/2007 15:56:15
anyway i was thinking about the long time you have to travel from the one end of the sirius system to the other end... can?t we add something like light jumps and that you have to buy fuel for it or something so you can not jump unlimited and jump away anytime you want... it should be a nice adding to the game i think...
also it would be fun if you can get cloaked or something so nobody can see you for a time... great to escape a battle or to attack somebody without he notices... anyway... you should buy a cloaking device (do not make it to expensive or to sheap and it has also to be limited that you cant stay cloaked for always...
Just some crazy ideas which i made up when im sleeping ... Tell me what you guys think
*****Now i am not to sure i want cloacking device lol, but some good ideas here****
Jack Handey Wrote:I can picture in my mind a world without war, a world without hate. And I can picture us attacking that world, because they'd never expect it.
Its sold on teh Xenos main Ouray Base, where most people will ehad to if they want the ID, takes a while to make them like you, the Guard factions I mean. I think once a faction buys a system, they can have the ID's sold there.
I am not sure if someone has already posted this. I don't have the time to look through all the posts.
The slipstream.. An uber ship that is unfair to those who fly anything else. A slipstream can out turn any ship is this mod. And it is starting to piss me off...
How to fix it. I have 3 ideas.
1. Remove it
2. Make it harder to turn
3. Downgrade the weapon/shield class.
I know many people feel the same way about this. So lets see if we can fix it.
Found a bug the other night (at least I think it's a bug). At least it's inconsistent.
At Tripoli I was able to buy the Purple Godess (turret/cannon) which are class 10 weapons. At the same time, I was unable to buy class 7 (i think) weapons due to to bad reputation.
Another bug I've found earlier, but didn't think to report it is that the Camara is able to mount Transport turrets.
Ok I've been thinking about a few things and I have some good ideas about certain stuff. It's long, but it might be a good idea to read through it all:
Bugs/Misc:
1) You can't buy two ships in the same base without launching. I had bought a Marsflyer to have access to its shields (I don't mind the thruster) and then I got my desired ship, the Raven's Talon. Every time I repeated this process and launched, the server kicked me for alleged cheating. I had to change variables in the problems many times in order to identify the problem. This isn't always used for getting Marsflyer equipment; if people decide to buy a ship then change mind about it (or bought wrong one), people may think that person is cheating and could have a bad effect upon his/her reputation.
2) Talon is described as prototype Order fighter and Raven's Talon is a ship used by mercs/pirates, designed by IMG. Thing is, Talon is at Gran Canaria (Zoners base) and the Raven's Talon is at Battleship Isis (Order base). I figured out that inverting the ship locations will make perfect sense. Xenos also hate everyone except Zoners and IMG, and a ship (IMG-origin, doesn't mean factions can't use it without screwing up RP) would be well placed at a Zoners base; the Talon should be with its creators as well.
3) Transport turrets can be mounted on fighters. Dunno how this could be fixed but it would be nice to prevent it.
Ship Recommendations:
I haven't thought about it so deeply and thus, haven't been able to provide perfect specs for my desired ship class' stats, but I have general concepts and ideas that might be fun, interesting and fair. My respects to opposite opinions, and comment on this if you can.
Light Fighters: can kill all other fighter types, should have maneuvering edge over everything else, and its weapons are somewhat effective against the very good shielded Bombers. Should avoid capitals at all costs.
Medium Fighters: can kill LF's, MF's, HF's, VHF's and its weapons pose a much bigger (though still not critical) threat to bombers. Should pose a very minor threat to Gunboats, all other capitals pose extreme danger to it. Two skilled MF pilots can take on a Gunboat.
Heavy Fighters: can kill LF's (with more difficulty), HF's, VHF's and can take down bombers easily. Should be strong enough to survive against Gunboats long enough. Engagement of heavier capitals is not recommended. Two skilled HF pilots can take on a Destroyer.
Very Heavy Fighters: can sometimes kill LF's (this will be rare), kills MF's, HF's, VHF's and most Gunboats. Two skilled VHF pilots can take on a Cruiser.
Bombers: able to destroy VHF's, Gunboats, and Destroyers single-handedly. Two Bombers can destroy a Cruiser, and three skilled Bombers can destroy a Battleship.
Gunboats: very useful against fighters and other Gunboats, poses a significant threat to Destroyers due to superior maneuverability. Bombers are its terror. Two skilled Gunboat pilots can take on a Frigate.
Destroyers: resistant to fighter attacks, kills Gunboats, Destroyers and might also prove strong enough to kill
Cruisers due to better handling. Acts as main support ship for Frigates and Battleships.
Cruisers: very resistant to fighter attacks and resistant to Bomber attacks, kills Gunboats, Destroyers, Cruisers and Frigates.
Frigates: very resistant to Bomber attacks due to its high maneuverability and resistant to fighter strikes. kills Gunboats, Destroyers, Cruisers, Frigates, and in some cases Battleships as well.
Battleships: inmune to fighter attacks, very resistant to Bomber strikes. kills every other capital except the larger Dreadnoughts.
Dreadnoughts: inmune to both fighter attacks and Bomber strikes. only vulnerable to another dreadnought or a major strike fleet.
Weapon Ideas:
I agree with the ideas for two missile types and the long/short range weapon types for capitals. I have an nice idea for a new weapon. I would like to name it Proximity Mines. These would function as a standard mine, but instead of just fading away when it's time is up, exploding and damaging all objects in a huge 1.5k radius. Has reduced damage compared to standard or homing mines but is excellent for shaking tails, due to the danger posed to an enemy hot on your tail. Timer should be precise enough to both letting the user escape and hitting the enemy ( which should be at least 600M from the user). Also, since standard mines have an 'upgrade' (homing mines), these proximity mines can have a scaled-up version as well (for example, those cruise disrupting functions like I heard earlier ;)).
Overall, I'd like to see new or cool modifications to my suggestions and hope this helps to provide a better concept of fights.
In response to Sky - I think that your ideas for the mod are good, except for the Bomber. The Bomber should be useless against everything except for capships.
In addition, the only other problem I see is the fact that you seem to have created an outline much like one I would find in a Strategy game or RTS guidebook, like AoE. But in FL, it's much different than that, and some of your suggestions, like Frigates being resistant to bomber attacks, is just not plausible. We cannot mod the Frigate to take less damage from the bomber.
@ Dboy - Aye, the Slipstream is too broken. I say that we keep it as is except downgrade weapons to class 5-7 or 4-6.
@ JonRaven - I think that it is b/c Goddess is a "neutral" weapon, un affliated with any faction, just like how you can buy shields on a base w/o having to be friendly with them. Same thing. You can get it[Purple Goddes] on LA too(I think).
Quote:[7:42:05 PM][6:51:36 PM] Igor (Smokey): btw terry
[6:51:48 PM] Terrance Cooper: Ye?
[6:52:00 PM] Igor (Smokey): nothin
[6:52:03 PM] Igor (Smokey): just sayin btw
[6:52:05 PM] Terrance Cooper: <_<
Quote:Johnny_Haas: you shot anti criuse speed rockets!!!
Johnny_Haas: but why????
Johnny_Haas: ??
Johnny_Haas: why you shoot criuse speed rockets?
' Wrote:In response to Sky - I think that your ideas for the mod are good, except for the Bomber. The Bomber should be useless against everything except for capships.
In addition, the only other problem I see is the fact that you seem to have created an outline much like one I would find in a Strategy game or RTS guidebook, like AoE. But in FL, it's much different than that, and some of your suggestions, like Frigates being resistant to bomber attacks, is just not plausible. We cannot mod the Frigate to take less damage from the bomber.
Well I know you can't mod Frigates to take less damage from Bombers; I meant making a Frigate work like a more maneuverable cruiser with similar firepower; this will make Bombers have a harder time hitting it and thus making fighters much more effective against its moves. I only want to make space combat more interesting. I would like opinions on the Proximity Mines as well :P
PS: I didn't get any of this from a Strategy game; it's my mind :).