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Admin Notice: Phantoms 2.0 - Printable Version

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+--- Thread: Admin Notice: Phantoms 2.0 (/showthread.php?tid=111300)

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RE: Admin Notice: Phantoms 2.0 - Lythrilux - 02-02-2014

(02-02-2014, 06:28 PM)Croft Wrote: My suggestion would be to simply cut omicron 82 entirely then remake the phantom assets in omega 47 into a smuggler/crime syndicate faction base. Reuse the ships to make different fighters, freighters and transports.

Yes please, I'd love to see a dedicated smuggling faction where you're not limited to half of the smuggling routes.


RE: Admin Notice: Phantoms 2.0 - Pel - 02-02-2014

The only lesson I take from all this is that if you have a brilliant RP idea, like the New Gaian Front, don't let the devs make you special weapons or dedicate a system to you or give your faction bases.

Let it be total-RP and leave nothing behind. The only thing they can steal from us is our "Dr." names, and that's not really exclusive to us anyhow.

I will gladly accept our underpowered tech and limited shipline b/c then this sort of nonsense can never happen.

It is the existence of the tech, ships and unpopulated system that make this move irresistible to the admins-- the only other option is to throw that work away, which is (in fact) the more sensible decision.

A Doctor's diagnosis: the wound is old, gangrene has set in, remove the limb-- make it a clean cut, cauterize the wound.


RE: Admin Notice: Phantoms 2.0 - Lythrilux - 02-02-2014

Let's trademark all our RP like King games.
* Lythrilux files a trademark for Junker.


RE: Admin Notice: Phantoms 2.0 - Not Espi - 02-02-2014

(02-02-2014, 06:46 PM)Lythrilux Wrote:
(02-02-2014, 06:28 PM)Croft Wrote: My suggestion would be to simply cut omicron 82 entirely then remake the phantom assets in omega 47 into a smuggler/crime syndicate faction base. Reuse the ships to make different fighters, freighters and transports.

Yes please, I'd love to see a dedicated smuggling faction where you're not limited to half of the smuggling routes.

Make one.

Also - IND


RE: Admin Notice: Phantoms 2.0 - Zelot - 02-02-2014

(02-02-2014, 06:46 PM)Lythrilux Wrote:
(02-02-2014, 06:28 PM)Croft Wrote: My suggestion would be to simply cut omicron 82 entirely then remake the phantom assets in omega 47 into a smuggler/crime syndicate faction base. Reuse the ships to make different fighters, freighters and transports.

Yes please, I'd love to see a dedicated smuggling faction where you're not limited to half of the smuggling routes.

Use a Freelancer ID. Done and done, what's your problem?


RE: Admin Notice: Phantoms 2.0 - Silver - 02-02-2014

Why don't use the assets to base off two or more factions. No need to delete the assets.

<3



RE: Admin Notice: Phantoms 2.0 - lionel - 02-02-2014

My two cents…

Proposal 1
Just leave it alone. There are so many factions already that need more activity and attention. Let’s focus on the core.

Proposal 2
If the community really wants glimpses of the black silhouettes then try something completely different (based on the general feedback today).
Make this new faction a group of scientists from another galaxy with advanced cloaking capability. Their main charter is to observe and characterize specie interaction and minimize contact. They may only use weapons in self defense in situations when cornered and with high probability of victory. Self destruction is a directive if caught. Ideally the group remains mysterious to factions across Sirius. The RP opportunities are numerous. Maybe they make an alliance with one faction… a faction that needs more activity.


RE: Admin Notice: Phantoms 2.0 - Korny - 02-02-2014

(02-02-2014, 03:39 PM)Dusty Lens Wrote: This idea is so terrible that Virus contacted -me- about it instead of the other way around.

It's clear that you guys don't really "get" the Phantoms or the concepts of the older generation. The idea of a force of nature that interjects into your peaceful afternoon to stir the pot is, judging by the wall of green in the OP, a foreign concept in an age of submitting forum requests to pull the trigger.

The Phantoms are from the old days. Leave the name and legacy alone. This is the equivalent of resurrecting Mon'Star in the form of a grumpy old man in a Liberty 5k.

Leave it alone. Build something new. God help you if we actually wake up Kane and you have to insta ban one of the people who built this place out of nothing because he doesn't hold back in letting you know what value he places on this half baked nonsense.



RE: Admin Notice: Phantoms 2.0 - Croft - 02-02-2014

(02-02-2014, 06:56 PM)vlko Wrote:
(02-02-2014, 06:46 PM)Lythrilux Wrote: Yes please, I'd love to see a dedicated smuggling faction where you're not limited to half of the smuggling routes.

Make one.

Also - IND

I've tried making a smuggling faction named Boundless Enterprises, we started some solid RP with the Benitez but only two or three were interested. The issues with smuggling are numerous and without representation it's unlikely to be changed which leads me to answer Zealot.

(02-02-2014, 06:57 PM)Zelot Wrote: Use a Freelancer ID. Done and done, what's your problem?

The freelancer ID is too generic for use in a faction, you cannot make enemies with a generic ID and without conflict factions simply die out. Besides, the current smuggling routes are tedious and the only way to get people in this community to care is to kick up a big enough fuss that it can't be ignored, as this thread has demonstrated.


RE: Admin Notice: Phantoms 2.0 - Not Espi - 02-02-2014

(02-02-2014, 07:30 PM)Croft Wrote: The freelancer ID is too generic for use in a faction, you cannot make enemies with a generic ID and without conflict factions simply die out. Besides, the current smuggling routes are tedious and the only way to get people in this community to care is to kick up a big enough fuss that it can't be ignored, as this thread has demonstrated.

Junker? I mean come on you've been here long enough to know.

Oh - if you want conflict, you can always go with Zoner ID


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