Commodity prices restricted to ID - 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: Commodity prices restricted to ID (/showthread.php?tid=99184) |
RE: Commodities restricted to ID - Epic Miner - 06-06-2013 Even more restrictions to control what you can and can not do is definitely what Discovery needs. With that, the old technology use rules should also be put back in. I don't like having freedom while playing a game. RE: Commodities restricted to ID - Scumbag - 06-06-2013 (06-06-2013, 01:02 PM)Epic Miner Wrote: Even more restrictions to control what you can and can not do is definitely what Discovery needs. With that, the old technology use rules should also be put back in. I don't like having freedom while playing a game. Your logic is fundamentaly flawed. RE: Commodities restricted to ID - Epic Miner - 06-06-2013 (06-06-2013, 01:10 PM)Scumbag Wrote: Your logic is fundamentaly flawed. What is sarcasm? RE: Commodities restricted to ID - Croft - 06-06-2013 It gets my vote, Disco has been slidly slowly into the generic side of things. Something like this would finally add a bit of distinction and specialization to the ID's. RE: Commodities restricted to ID - GrnRaptor - 06-06-2013 This is an interesting idea, and I'd love to see how this would pan out if fully realized. It would take a LOT of discussion though before it was determined who could carry what. The one obvious caveat should be that Freelancers can carry anything they want, just not nearly as much as a fully dedicated ship with the proper ID would. RE: Commodities restricted to ID - Hone - 06-06-2013 Could be good, but it does rather cut down on the RP. What if I want such things for some RP - E.G: Gians want nukes to use in a demonstration about why they are bad, I should be able to go to a junker base and buy things I wouldnt normally be able to, but this system wouldnt differentiate buy smuggled stuff on a junker base, from openly buying it on a lawful base. If this was implemented I like to it be on the liberal end of the scale, at least at first. RE: Commodities restricted to ID - Highland Laddie - 06-06-2013 I would like to see something more like a bonus for carrying certain commodities per ID, rather than a restriction. EX. GMG ID gets bonus (i.e.cheaper buying/selling buff) for H-Fuel, or BMM/Bowex for Gold, Kruger for Diamonds, Aegira for Lane Parts, etc. I dunno if this would be at all do-able, but it would make it beneficial and bring more factions into play in the Sirian market. RE: Commodities restricted to ID - Croft - 06-06-2013 I don't know if it'd cut down on RP, given your example the gaians would need to contact someone who could buy nukes, probably a smuggler and arrange it. This system would force interaction between factions/people which in turn promotes activity. RE: Commodities restricted to ID - Scumbag - 06-07-2013 The smugglers bases having no restrictions is an interesting point, but let's see how smuggling is handled in 4.87 though. RE: Commodities restricted to ID - Tyler - 06-07-2013 (06-06-2013, 08:40 PM)Hone Wrote: Could be good, but it does rather cut down on the RP. Check next quote. (06-06-2013, 11:43 PM)Croft Wrote: I don't know if it'd cut down on RP, given your example the gaians would need to contact someone who could buy nukes, probably a smuggler and arrange it. This system would force interaction between factions/people which in turn promotes activity. ^ This. Sure, people could make alts and deliver it to their base, but even that would also improve RP, albeit not necessarily with other humans per se, but RP in terms of having the proper ID (and IFF in most cases) doing a haulage of the "property" factions goods. |