• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
« Previous 1 … 311 312 313 314 315 … 546 Next »
Bases / Jump holes invisible

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (2): 1 2 Next »
Bases / Jump holes invisible
Offline SeaFalcon
04-28-2010, 07:24 AM,
#1
Member
Posts: 3,044
Threads: 101
Joined: Aug 2009

I was just thinking...

I often see traders using Jump holes while they are not supposed to as their 'company leaders' say it's to dangerous. Or their company doesn't even know they are their but it's the player knowledge.

Here is my idea:
Make all bases / Jumpholes / Jumpgates. invisible on scanners according to your ID so the faction you are with.

For example:
All corporations won't be able to see any jump holes and pirate bases and highly secured 'military' stations.
Pirates won't be able to see any high secured 'hidden' stations either.
Lawful's won't be able to see any jump holes and pirates bases too. Although some exceptions for example the LSF since they preform secret operations.

So all in short. Make all things a faction should not see in RP invisible on the map according to the ID the player has in it's hold.

I'm not sure if it's even possible to implant this. And if it's possible what do you people think about it?
Reply  
Offline Linkus
04-28-2010, 07:27 AM, (This post was last modified: 04-28-2010, 07:28 AM by Linkus.)
#2
Member
Posts: 4,027
Threads: 155
Joined: Mar 2008

The idea behind your radar is that either:
The object is giving off a signal, which you pick up.
The object is registered in your ship's computer and it handles the rest.

Most likely a combination of both but neither involve different ships not registering the presence of something on their maps.

I don't really see the point of it, since you could still dock on the bases. All it would do would be to make your Nav Map less full.

So, no pl0x:)





Facilitating the rise of robotics since 0 A.D.
  Reply  
Offline Dragonego
04-28-2010, 07:29 AM,
#3
Member
Posts: 289
Threads: 36
Joined: Mar 2008

Its a good idea, perhaps making it not so that you can't see the jumphole/base, but so you can't dock. But I don't think it can be done due to game mechanics.:unsure:
  Reply  
Offline Birdtalon
04-28-2010, 07:51 AM,
#4
Member
Posts: 2,053
Threads: 93
Joined: Apr 2009

Not a good idea.

We shouldn't degrade to the point of making jump holes invisible so that people follow Roleplay.

[Image: MiPYb7j.png]
  Reply  
Offline Sturmwind
04-28-2010, 08:01 AM,
#5
Member
Posts: 2,097
Threads: 146
Joined: Aug 2009

That hardly stops powergaming. They would just pop up FLCompanion and check the hole's location there and making bases invisible is just silly.
Reply  
Offline SeaFalcon
04-28-2010, 09:20 AM,
#6
Member
Posts: 3,044
Threads: 101
Joined: Aug 2009

Well it seems it wouldnt do that much effect to the gameplay according to some people.

The idea was that people would handle more like their faction knowledge. So less people will go toward a hostile base for some action. like the rogue/molly destroyer.

I agree with the powergaming and companion issue though.
Reply  
Offline tansytansey
04-28-2010, 09:32 AM,
#7
Member
Posts: 4,099
Threads: 67
Joined: Aug 2008

I doubt an invisible base would treat an hostile player flying past as invisible as well...

http://i668.photobucket.com/albums/vv46/Ni...gcloudscopy.png
Image turned into a URL because it made your sig too tall. -Zuke
|Ashes and Draya's Epic Adventure|Ashes "Nighthawk" Yotaka|Nightfall|Eva Jones|
[5:50:49 PM] JakeSG (William Darkmoor) says: I like you, Ashes. You're more cynical than God.
[Image: SLRU.png]
  Reply  
Offline Wo3dy
04-28-2010, 11:12 AM,
#8
Member
Posts: 203
Threads: 21
Joined: Sep 2007

best way in my eyes, for jh/JG is to "LOCK" them to players "hostile"

tho for JH its not possible i think. it should be possible to JG no?

- =CR=Chacon[Colonial], - LPI-W.Hemmeryckx[RO] , - Tempo[Xeno], - Ibanez[Pirate] http://www.youtube.com/watch?v=94f7FvIbJPY
A&L Guy Quote : When I am done with the system maintenance, and depending on how much beer I have consumed at that time, I MIGHT take a look at it. No promises though.
Gravedigging >>>
' Wrote:i never knew.... wo3dy was incharge of LSF stealth fleet...
  Reply  
Offline SeaFalcon
04-28-2010, 12:57 PM,
#9
Member
Posts: 3,044
Threads: 101
Joined: Aug 2009

' Wrote:best way in my eyes, for jh/JG is to "LOCK" them to players "hostile"

tho for JH its not possible i think. it should be possible to JG no?

Could be a good idea indeed.
If it could be done depending on your ID what to lock and what not it would be awesome.
But I wonder if that's possible
Reply  
Offline Varok
04-28-2010, 09:27 PM,
#10
Member
Posts: 827
Threads: 36
Joined: Dec 2009

It is a good idea, but not a practical idea. Implemeting this will mean forcing players to obey the RP, so nah. It will only cause you to get lost.......

Note: You can follow your company trader RP whenever you want. There is no need to be forced to.
Reply  
Pages (2): 1 2 Next »


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode