Kane,Aug 16 2005, 01:59 AM Wrote:Like I said before, cap ships have their own dedicated reactors specificly designed to power their weapons. Fighters and freighters shouldn't be able to mount these weapons because of the power requirements. How about you make them take about as much energy as the codename weapons (most likely more), but have the cap ship reactors able to handle this load indefinately? Would that work? Is that even possible?
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Energy usage isn't the solution. There has to be a mechanism in place which totally prevents ships mounting weapons they shouldn't have, either as a Class / Type restriction or by not allowing cap-ship guns to be removed in the first place.
Role-played characters:
daedalus - Liberty Navy
bandersnatch - Ruthless criminal possessed by a (huge) alien
Shredder - Small-time Kusari pirate, looking to join the Blood Dragons
"Bounty Hunters. We don't need that scum." - Admiral Piett
daedalus,Aug 16 2005, 11:17 AM Wrote:Energy usage isn't the solution. There has to be a mechanism in place which totally prevents ships mounting weapons they shouldn't have, either as a Class / Type restriction or by not allowing cap-ship guns to be removed in the first place.
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Not allowing capital ship guns to be removed is not an option, as Igiss pretty much already said. Igiss instends to make battleship weapons use enough energy so that fighters can't use them. Not so that fighters could sorta use them with a bunch of nomads. Regular battleship weapons need to use 500-1000 energy per shot. Super weapons like forward guns should use oh 5000 energy per shot so that a fighter can't fire it period. That's not what you want obivously..... which is a slipperly slope to an unbalanced fighter mod. All I can say to that is been there done that already, /yawn.
Like I said, Igiss should make all these new turrets level 10. That would prevent fighters from using battleship missile turrets, all battleship turrets and not require any energy modifications. Then he can just put energy requirements on level 10 guns so that fighters could in theory equip them but would not because of the energy limitations.
I'm pretty much done with this mod, bye everyone. I had fun playing. Maybe I'll check in on things in 4-5 months.
I know that I haven't been online for much time lately, sorry, but there's no other choice. Just too many other things to do. Moreover, I won't be able to complete the new mod version until end August. Your suggestions for 4.76 changes are still welcome.
No one offered help with further mod development, though I did request on forums and in the mod readme/description. This means that most probably I won't include any custom ships or new systems in this mod, cause it's the most difficult part of the job. I'd like to have new high-quality systems for Discovery, but for now it's impossible. Honestly I did expect that the probability of anyone offering help is very low.
So for 4.76 I'm planning only bugfixes, balance enhancements and maybe some new commodities and items. No more.
The server will still run and I'll keep it up as long as I'll be able to. In November or maybe December, when Oblivion will be released, I'll probably switch to Oblivion modding if things go as planned. Freelancer server will still run, but don't expect any further mod updates (except for bugfixes) anytime in 2006. Until December 2005 Discovery will be updated and new features will be added.
If this is possible; You could add some new codename guns or turrets into the old wrecks to replace the old codenames, like make some codename guns with 8.33 speed instead of 2.00, but with less damage.