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Nomad Idea - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37) +--- Thread: Nomad Idea (/showthread.php?tid=117763) |
RE: Nomad Idea - Scumbag - 07-12-2014 (07-11-2014, 09:59 PM)Moveit56 Wrote: Alien Organisms? So there are more biological stuff out there. So what? Again, not really a point of interest. So are you saying that there is no connection between nomads and alien organisms? RE: Nomad Idea - Sciamach - 07-12-2014 No real reason for nomads to have either... Unless were giving the K'Hara bases... that'd be interesting. But then the question becomes: "why not just posess some squishy humans and use their ships to do this for us instead of growing new types of ships for this?" :| RE: Nomad Idea - Lonely_Ghost - 07-12-2014 I say, Nomad harverster for alien orgainisms is a nice idea in general. I would feat nomads, as they are heavely biologicaly advanced and focused civilization, instead of us humans, who are biologicaly "retarded" and technologicaly focused civilization. Thouse alien organisms could be used as material, for future morph groving process, like a food or dunno. IMO, nomads could also have structure like ants: Worker or Solder/Warrior. Those nomads, who are killallredisee, are obviously warriors morphs, but a new morph who would be focused on biomass search into space, like thouse alien organisms (because they can live in space, and nomads can live in space, so nomads need thouse), and such morp would be classificed as "worker". I say, it would feat Discovery FL univers very great, and give a nice activity bonus to Omicrons. Oh, and Kudos to nOm for nice idea! RE: Nomad Idea - Treewyrm - 07-12-2014 There'll be more of their infrastructure shown and exposed in omicrons update. While they do not trade with any other faction and have no use for any money they still do have to have infrastructure. Closed one and self-contained, yes, but nonetheless. So there'll be few new things about that, some of which will provide for other factions to RP about, some to be used as targets for new missions and some have other indirect gameplay functionality. It's just not going to be like a carbon copy equivalent of existing transport ships or an equivalent of asteroid mining ship because for gameplay limitations that there are they would have no use. I'd rather add something that will be used, not necessarily as a playable objects but with some forms of interactivity for others. RE: Nomad Idea - Zen_Mechanics - 07-12-2014 nomads dont have hands so they can't build stations, if they cant build stations they cant build robots that can build stations, if they can't build robots they cant build the parts that build robots, thus nomads either magicaly have stations or the wilde assisted in all of that - that still doesn't explain why nomads don't require any source of "food" - either organic or none-organic, every form of life has a weakness - and nothing is perfect in the universe, that surely we must know even if we dont know anything. Also, I am wondering why theres no dynamics in the nomad ID, for instance I know only a few people who had tried to be a "friendly" nomad but have been discarded and shot on sight because not everyone in disco views the forums or is updated. Wouldn't it be great if nomads had two sides? I would except such an intelligent life form to have less extreme versions of itself. There should be a rogue nomad ID that is disconnected from the mindshare. Thats a nomad Idea alright. RE: Nomad Idea - Mímir - 07-12-2014 ^I don't know if you noticed, but they have a habit of infecting humans. With hands. Also no to happy/friendly nomads, it was tried once and it was a terrible idea for so many reasons. Too long to list it here, but if you do a search I am sure you will realize why. RE: Nomad Idea - Zen_Mechanics - 07-12-2014 I know the reasons. Though it strikes me that a few failed attempts mean no future. to keep trying is what makes it worth while. My intrest is in to try and undermine that intuition RE: Nomad Idea - Mímir - 07-12-2014 Ok... But you know, trying again and again won't make the idea a success, much like militarized Zoners. At some point people should just learn from history. You can always try to be friendly and see where that brings you on your own nomad, but formalized neutral/friendly status is too intrusive on other people's roleplay, and that is why it ultimately fails when people try it. RE: Nomad Idea - Moberg - 07-12-2014 (07-12-2014, 11:00 AM)Zen_Mechanics Wrote: that still doesn't explain why nomads don't require any source of "food" - either organic or none-organic, every form of life has a weakness - and nothing is perfect in the universe, that surely we must know even if we dont know anything. You basically need energy, which humans can get through food. Nomads harvest this energy through different means, for example sunbathing. RE: Nomad Idea - Zen_Mechanics - 07-12-2014 (07-12-2014, 11:23 AM)Mímir Wrote: Ok... But you know, trying again and again won't make the idea a success, much like militarized Zoners. At some point people should just learn from history. The idea is just an idea, that can work given the support. But disco has been conditioned in such a way to discourage ideas that conflict with existing ones, thus limiting the scope of alot of individuals and subject them to another form of rules, governed by players. Is it wrong ? yes its wrong, for one it conflicts with the idea of "free community" and "free excersize" but obviously you won't hear those words. Its been systematically imposed a set of guidelines through which players should follow as to not cause mayhem and offense, and thats not lore that Im reffering to, but rather another layer of "lore" - the one that the previous "generation" otherwise known as "elits" are the sole judges. I'm sure I don't have to say all this because the evidence is here in the forums. |