Posts by Ghost_Lightning
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trust
Honest or Trustworthy?
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Hmm....it appears that the server in question (German Badlands) is now offline....
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If you can find a post from Ghost, he has the link in his sig.
*post*

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You won't get more money on story-line missions, however you'll find that if you decide to wander and do random missions can get improved payouts...(although the majority of these higher-paying missions do have a somewhat increased difficulty...) - Have fun, and good luck

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Perasma - Swing 2 Harmony
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The "User Online" bit is actually a count of how many people are logged into the forum at the time I believe.
The number of people will show in green next to the server status when the server comes back online

"mhrm.....a Jedi you seek....."

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Need for Speed 4: High Stakes - The Cost of Freedom (from soundtrack)
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Death...
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Our Lady Peace - All For You
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At this point OP is most likely raking the server company over the coals :D, so take a lesson from Master Yoda and have patience young padawan


The server will be back when it comes back (hopefully not too long before that happens though)

The following page is usually pretty good for telling you what the server's status is: http://www.crossfire.swat-portal.de/eng.htm
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This problem can also be caused by heavy lag....
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87.106.22.90 - my above post has been corrected to the new IP as well
(the image still shows the old IP address however)
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beer
Concert or Party?
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[Size=+1]Liberty:[/size]
ZF22-"Blaze" Anti-fighter LWS (Light Weapons System):
Designed as a primary defence against fast moving ships, this weapons system is optimized for a higher than normal projectile veolicty to assist in shooting down attackers.
-Hull Damage: 158
-Shield Damage: 96
-Range: 700m
-Projectile Speed: 2500 m/s
-Refire Rate: 8.47WL643-"Unloader" Medium Defence Turret
This class of weapon is designed for combatting heavier attackers such as gunboats and bombers that are capable of shrugging off lighter weapons fire, but are agile enough to evade the heaviest weaponry.
-Hull Damage: 2036
-Shield Damage: 943
-Range: 1950m
-Projectile Speed: 1300 m/s
-Refire Rate: 4.21TVJ3-"Shockwave" Heavy Combat Turret
A massively powerful weapon that is designed with the sole intention of hurting other Capital class vessels, without giving them time to evade incoming attacks.
-Hull Damage: 12092
-Shield Damage: 5873
-Range: 4200m
-Projectile Speed: 800 m/s
-Refire Rate: 0.205[Size=+1]Bretonia:[/size]
"Starburst 4" Anti-Fighter Pulse Cannon
Built by the Bretonian Military with the intention of defending its Capital Class vessels from maurading fighters, this weapons systems fires pairs of projectiles from a single turret, with extended range but a reduced damage output per shot.
-Hull Damage (per projectile): 63
-Shield Damage (per projectile): 37
-Range: 900m
-Projectile Speed: 2000 m/s
-Refire Rate: 8.20"Thunderstrike" Advanced Combat Turret
This is the Bretonian answer to defence against lighter Capital class attackers, however it is not heavy enough to do any real damage against Battleships.
-Hull Damage: 1892
-Shield Damage: 873
-Range: 2400m
-Projectile Speed: 1000 m/s
-Refire Rate: 3.92"Pureblast" Defence Cannon
The ultimate in Bretonian defensive weapons systems, this turret is the "Snipers' Friend" for those who love to trade shots at extreme range with their foes. Due to this extreme range advantage however, individual shots are not as powerful.
-Hull Damage: 10423
-Shield Damage: 5962
-Range: 5000m
-Projectile Speed: 600 m/s
-Refire Rate: 0.198[Size=+1]Kusari:[/size]
XF-2T6 "Windhunter" Light Defence Turret
The ultimate in "spray and pray" weaponry - and extremely useful against small agile targets - this turret boasts an extreme rate of fire at reduced damage output.
-Hull Damage: 120
-Shield Damage: 72
-Range: 750m
-Projectile Speed: 2050 m/s
-Refire Rate: 10.11KS4-16 "Sacrifice" Medium Cannon
This is a military-standard defence turret, and like most Kusari weaponry is highly capable in its role.
-Hull Damage: 1943
-Shield Damage: 996
-Range: 2050m
-Projectile Speed: 1250 m/s
-Refire Rate: 5.72J-6P-08 "Firelance" Heavy Weapons System
Optimised for destroying enemy Capital ships, this turret most powerful weapon in the Kusari line.
-Hull Damage: 11210
-Shield Damage: 5496
-Range: 4300m
-Projectile Speed: 800 m/s
-Refire Rate: 0.23[Size=+1]Rheinland:[/size]
"Fang" CQCS (Close Quarters Combat System)
Built for destroying enemy fighters in as few strikes as possible, this weapon however does have the downside of not being able to fire as far or as fast as other anti-fighter turrets.
-Hull Damage: 253
-Shield Damage: 143
-Range: 680m
-Projectile Speed: 1950 m/s
-Refire Rate: 7.44"Wulf 3" Standard Combat Turret
Like the majority of rheinland weaponry this turret packs an amazing punch and is deadly at close range.
-Hull Damage: 2463
-Shield Damage: 1290
-Range: 1800m
-Projectile Speed: 1300 m/s
-Refire Rate: 3.00"Autorail" Capital Turret
A staggeringly powerful turret that can obliterate hostile Battleships in only a few strikes, and a weapon to avoid getting hit by at all costs.
-Hull Damage: 15334
-Shield Damage: 7230
-Range: 4050m
-Projectile Speed: 600 m/s
-Refire Rate: 0.184These are only sugggestions, and the range/speed/damage (etc) values will probably need to be tweaked slightly...

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Here's one I know is implemented in other mods - The ability for clans to set reps with players (ie so stations/bases etc go hostile if the player hasn't been given access) - This would also stop any issues with people running into clan systems and camping there to ambush the system owners....
-Definitely a wider range of capship weapons - I'm actually just about to post some suggestions in a thread that already deals with this...

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[size=+1][35]The Current Twilight Serial Killer: BG_Sanny - The Winner Of Both Nights[/size]:won:
Coming in second: (IOC)CAligula & {LP}Saxon{X} on night 1, [SL]_Gust & |RIP|~Inferno~|C| on night 2
In third: BG_Kido on night 1, DC_Red_Katipo on night 2Overall Kill Count For Night One:
- BG_Kido: 2 kills
- (IOC)CAligula: 11 kills (not including 1 self-kill) - end result of 9 kills
- BG_Sanny: 23 kills (not including 3 self-kills) - end score of 17 kills
- (SR)-Sciacca_X: 0 kills (Switched to below char part way into match)
- {SR}-Sciacca_X: 1 kill (Left early)
- {LP}Saxon{X}: 9 kills (Joined match late)
The Ship List For Night One:
- (IOC)CAligula: Karak
- BG_Sanny: Shroud
- (SR)-Sciacca_X: Liberty Cruiser
- {SR}-Sciacca_X: Warblade
- BG_Kido: Phoenix
- {LP}Saxon{X}: Deathblade
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Overall Kill Count For Night Two:
- DC_Red_Katipo**: 9 Kills (not including 1 self-kill) - end result is 7 kills
- (LP)Templar{X}: 0 kills
- |RIP|~Inferno~|C|: 17 kills (not including 2 self-kills) - end result of 13 kills)
- H5N1_Kalle: 1 kill (not including 1 self-kill) - end result is -1 kill
- [SL]_Gust: 15 kills (not including 1 self-kill) - end result is 13 kills
- BG_Sanny: 24 kills (not including 3 self-kills) - end result is 18 kills
- =GK=Dark_Shard***: 3 kills (Joined late)
The Ship List For Night Two:
- BG_Sanny: Shroud
- (LP)Templar{X}: Tempest
- DC_Red_Katipo**: Predator
- |RIP|~Inferno~|C|: Devil
- H5N1_Kalle: Angel Wing
- [SL]_Gust: Shroud
- =GK=Dark_Shard: Shroud
It seemed people were getting fairly careless with their ammunition this week....:D. The tuesday event was a random one to add some entertainment for those present at the time

We have also had the suggestion that "Rampages" should count for something extra...(A rampage is multiple kills in a row without dying yourself, and shows over the console messages as such). Personally I think this has its possibilites as it would add an element of tactics to the fighting, and could well make for some surprise winners....;)
Notes:
- Suicides (ie flying into planet) will deduct 5 from your kill score each time.
- Self-Kills (ie killed by own munitions) will deduct 2 kills from your score each time.
- Anyone deliberately attacking the referee will lose 15 kills from their score (whether the referee is killed or not), and must wait 5 minutes before rejoining the match. If the same player attacks the referee again then they are disqualified for the remainder of that weeks' match.
- Accidental kills of the referee will result in a loss of 10 kills. -
[size=1]Orginally posted by Tassie Devil[/size]
QuoteFirst he said u cant kill me cause i got past the blockade. My response was, yes i can u are a pirate and i can kill u anywhere, anytime. Its our Role Play and yours.
And as part of this Role Play pirates (and police) can also hire mercs to assist them
- yes IOC is a Freelancer/Merc clan, so this means we do take contracts (even from LP) if the pay is high enough.... 
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Happy birthday mate - have a good one

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[size=+1][35]The Current Twilight Serial Killer: (IOC)Tyrael[/size]:won:
Coming in second: .:KRT:.Inferno
In third this week: BG_MatzeOverall Kill Count:
- [SL]_Nihilanth : 1 kill
- [SL]_Gust: 2 kills (not including 1 self-kill) - end result of 0 kills
- BG_Matze: 2 kills
- .:KRT:.Inferno: 9 kills (not including 2 self-kills) - end result of 5 kills
- (IOC)Tyrael: 11 kills (not including 1 self-kill) - end result of 9 kills
- Deadeye (Joined shortly before match ended): 0 kills
Sorry, no ship list this week.....
Notes:
- Suicides (ie flying into planet) will deduct 5 from your kill score each time.
- Self-Kills (ie killed by own munitions) will deduct 2 kills from your score each time.
- Anyone deliberately attacking the referee will lose 15 kills from their score (whether the referee is killed or not), and must wait 5 minutes before rejoining the match. If the same player attacks the referee again then they are disqualified for the remainder of that weeks' match.
- Accidental kills of the referee will result in a loss of 10 kills.