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Remove Liberty from the Outcast Zone of Influence. - Printable Version

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RE: Remove Liberty from the Outcast Zone of Influence. - sindroms - 03-24-2014

And yet they spam scylla squads by the buttload.


RE: Remove Liberty from the Outcast Zone of Influence. - Altejago - 03-24-2014

No, players like yourself spam Scylla's by the buttload.

It's shit like this that makes me wonder why we aren't allowing caps to only official factions.

Because logic<Disco.


RE: Remove Liberty from the Outcast Zone of Influence. - sindroms - 03-24-2014

I spam barghests and cupholders, effget. You are in the same group as I am, damnit.
:|


RE: Remove Liberty from the Outcast Zone of Influence. - Nutline - 03-24-2014

(03-24-2014, 12:48 AM)Echo 7-7 Wrote:
(03-23-2014, 10:07 PM)Nutline Wrote: ...
- T23 / T37 fights for OC's are over, devs put another system between 37/alpha
- OC's vs Corsair raids are over, we have plenty of systems full with rocks.
- Blood baths in O. Eta are over, for the same reason above
- We have an Outcast civil war, I've seen many OC's fighting each other (what the hell ...)
- Rheinland / Liberty raids are over (deactivated jumpgate ...)
[...]
...

1) Omicron-80 switched places with Omicron-81. Travel time through O-80 is much shorter - it's a mere 25 k between the Tau-37 and Omicron Alpha jump holes. Unless you're complaining about the system's dust field, you can't say that it's made travel in that region worse.

2) Omicron Beta has clear paths (exclusion zones) in the asteroids between the base and jump holes. Omicron Theta also has exclusion zones following the patrol paths through its asteroid fields. Are you saying that the dust clouds in Sigma-19 and Sigma-17 / a few k's of asteroids in Gamma are too restrictive for capital ship travel?

3) An Outcast civil war is something the players have instigated, so I don't see what that has to do with this discussion.

4) Rheinland / Liberty raids shouldn't directly involve Outcasts, unless you're talking about LN caps not having enough large targets to shoot at.

--

On the topic of the OP;

Removing Outcasts from Liberty completely just isn't going to happen - their presence in Liberty does go all the way back to securing their Cardamine smuggling routes in vanilla. However, open warfare with the forces of Liberty wasn't really an option, because the Outcasts don't have a large population, and it's better for their operations to stay under the radar, rather than attract attention. Therefore, the focus of the discussion (which has been pointed out already so I barely need to reiterate) is whether or not restrict Outcast capital ships from entering Liberty.


OC >< CORSAIR raids

4.85: Alpha, Eta (3 k of rocks), Theta (4-5k of rocks) Gamma - approx 10-15 min travel >< 3 systems

4.87 (v1): Alpha, Beta (full of rocks), s19, s17, theta, gamma - approx 25-30 min of travel >< 5 systems

4.87 (v2): Alpha, beta (full of rocks), eta, lambda (rocks again), gamma - approx 25-30 min of travel (lambda is HUGE) >< 4 systems

Conclusion: activity completely destroyed


OC >< T23 activity against IMG/Colonials

4.85: Alpha, T37, T23 - approx 5 min of travel >< 2 systems
4.87: Alpha, O80, T37, T23 - approx 15 min of travel >< 3 systems

Conclusion: not completely destroyed but many players won't bring their ships home for a long time.

------

Those large scale wars in alpha / gamma vanished, players haven't moved into another area, they just quit. Removing OC capitals from liberty will bring you just a single thing: more and more lack of activity.

Starting from 4.85 the server performance and environment constantly degraded, every single time where was some daily activity in a specific system ... it got nerfed. There are no more traders to pirate, bretonia is dead, mollyes from dublin are dead, rheinland it's isolated, kusari activity it's also dead.

Yes, I miss old disco, old +50 player battles, old mining spots, old activity ... we have more systems than actual players ! More mining spots than actual miners, etc.

Think about it ... the server is dying ... look at the graphs!
I love this game, I love this community and I care, that's why I'm posting my thoughts everytime I got the chance ... maybe, someday ... something will change ...


RE: Remove Liberty from the Outcast Zone of Influence. - Altejago - 03-24-2014

So by your logic, we should continue having idiots congregate around Liberty instead of working on providing an answer to your ailing issue of Outcast activity.

Why not send your OC caps to Bretonia and fight the swarms of GRN?

Too logical, right?


RE: Remove Liberty from the Outcast Zone of Influence. - Hone - 03-24-2014

(03-24-2014, 02:33 AM)Mr. Altejago Wrote: What part of 'Rogue bases do not have the supplies needed to supply foreign capitals' did you not understand?

They're all rocks or makeshift rocks with scaffolding.

Thats all just down to player opinion though, its never stted how expensive/what supplies they need/how quickly rogue/junkers can cycle supplies through. Lots of things dont make sense in FL and are open to interpretation, and their interpretation is basically as valid as anyone elses.

Im just saying whats the harm to server gameplay. Like I said Id be fine with em coming to Bretonia.


RE: Remove Liberty from the Outcast Zone of Influence. - Sabru - 03-24-2014

(03-24-2014, 03:34 AM)Mr. Altejago Wrote: So by your logic, we should continue having idiots congregate around Liberty instead of working on providing an answer to your ailing issue of Outcast activity.

Why not send your OC caps to Bretonia and fight the swarms of GRN?

Too logical, right?

I'll just drop this here.

going sideways on this point, perhaps its time for the admins to re-institute this.


RE: Remove Liberty from the Outcast Zone of Influence. - Thyrzul - 03-24-2014

(03-24-2014, 03:17 AM)Nutline Wrote: OC >< CORSAIR raids

4.85: Alpha, Eta (3 k of rocks), Theta (4-5k of rocks) Gamma - approx 10-15 min travel >< 3 systems

4.87 (v1): Alpha, Beta (full of rocks), s19, s17, theta, gamma - approx 25-30 min of travel >< 5 systems

4.87 (v2): Alpha, beta (full of rocks), eta, lambda (rocks again), gamma - approx 25-30 min of travel (lambda is HUGE) >< 4 systems

Conclusion: activity completely destroyed


OC >< T23 activity against IMG/Colonials

4.85: Alpha, T37, T23 - approx 5 min of travel >< 2 systems
4.87: Alpha, O80, T37, T23 - approx 15 min of travel >< 3 systems

Conclusion: not completely destroyed but many players won't bring their ships home for a long time.

Are you trying to tell us you OCs have to get to places from Alpha because you don't have bases anywhere else to stage attacks from? What is Cali or Palermo for?


RE: Remove Liberty from the Outcast Zone of Influence. - SnakThree - 03-24-2014

Funny thing is, how one uses argument for increased travel times impairing ability to fight IMG/CR/Corsairs, while taking time to haul their butts to Liberty to gank or be ganked, to silently attack traders, instakill snubcrafts and post smileys to local chat.


RE: Remove Liberty from the Outcast Zone of Influence. - Govedo13 - 03-24-2014

(03-23-2014, 11:13 PM)Garrett Jax Wrote:
(03-23-2014, 10:45 PM)Govedo13 Wrote: In order to have quality Rp 2 conditions appeal:
1. To have active players that play the game.
2. To motivate those to provide quality Rp.

Your suggestions are to punish them for not providing the said quality Rp via FR 5 or to force them to leave the game via ID nerf.
GG.
Your kind of thinking works if it is 2010 and the server is 195/200 24/7
Devs and admins should just change a lot in their attitude or soon the server would be so empty that the same people that cry for nerf now would seek the noob dreads in order not to Rp to themselves.

Quote:I mean 3 simple steps would fix the server really fast:
1: Delete 1/3 of the systems while making clever System layout that allows interaction and fights.
2: Give the factions more options and extras combined with deep-in-RP actions with sever consequences.
3: Fix the trading system that promote hoarding of credits and introduce the economy of loss.

I wasn't suggesting any course of action, just presenting options. I've read over your suggestions, Govedo13. As far as 1 and 3, that's not my dept, but I've wracked my brain trying to figure out ways to reward official factions without taking away from indies. We were able to do that to some extent with Core 5 bases. If you have some specific suggestions on how to do this, I'm willing to entertain them.
The thing is that all 3 mentioned work only in package.
No way to give any proper incentive to join the official factions without fundamental changes in the mod main concept ideas.
Stuff that wont be added because the carebear type of thinking.

You want to give faction bonuses? Np add mk9 armour made in core 5 base, add better cap shield made in core 5 base, add better anti-snub and anti-cap guns made in core 5 base.
Make all of them heavy hitting hard to build, damn expensive and with huge chance to be lost upon death.
This would motivate the people to join factions while would re-start the economy that is flooded with credits because no proper credit sinks exist.

Suddenly the faction caps have edge over the indie swarm. Suddenly 1 faction cap can beat 2 indie caps. Suddenly the two indies start thinking about joining factions, after they do so they find out that there is ranking system that restricts ship usage, RP and other things that they should follow before having the said goodies.

http://discoverygc.com/forums/showthread.php?tid=113360&pid=1501258#pid1501258
Here I explained similar approach that is not based only on pure items but on IDs as well.

Devs and Admis act like fools providing the indie swarm all the fun toys and tools for free then you expect that they would behave while playing in the sandbox with them.
Dev/Admin combo spoiled the players by giving them easy to get stuff due to the over-buffed trading and the lack of any money sinks and maintenance costs in the game. Dev/Admin combo killed the factions by giving the indies all needed tools to make factions obsolete.