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Remove pirate ID - Printable Version

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+--- Thread: Remove pirate ID (/showthread.php?tid=108426)

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RE: Remove pirate ID - Lythrilux - 12-07-2013

I'm mixed about this:
Whilst I do want players playing from all the countless pirate factions we have already...
...It just seems stupid that we have freelancers, but not freelancer pirates.


RE: Remove pirate ID - nOmnomnOm - 12-07-2013

(12-07-2013, 08:54 AM)Scumbag Wrote: You can still be an independent pirate with any ID, you can have roleplay different from the faction. This would just give you an identity. I just don't understand, generic pirates, where do they come from, who are they? You can't tell me that a pirate in Liberty has any other origin then a rogue. If he pirates he is a rogue by definition.

And about indies all i can say is that if your role play is good, no one can touch you. Even if they despise you.

You REALLY have to go look up and read on the Rogue Lore mate.
Independent Pirates work for themselves. They are not really part of a group unless they make their group of friends.

the rogues on the other hand are a criminal organization

Its like a gangster vs a hit-man


Edit:
@lyth

no u

It seem perfectly logical to have freelancers. Especially if you wana make a group that doesn't exist and work well with freelancer and the lore.

Look at the restrictions of the Freelancer ID. Explain to me how its OP or retarded. Its not.

Merc ID was taken away and Freelancer ID remains. its quite simple also that the game called "freelancer" has a freelancer ID


RE: Remove pirate ID - Lythrilux - 12-07-2013

Indy pirates just need a much smaller pool of technology for them to choose from.
Faction tech should be at 10%. If they want faction tech they should just join the faction.


RE: Remove pirate ID - aakopa - 12-07-2013

I agree remove them, and miner id too.


RE: Remove pirate ID - nOmnomnOm - 12-07-2013

And what about if they make deals with the faction then? it doesn't make a hint of sense. Your basically nerfing them even more than they are already.

What I do with my freelancer and faction is that we RP getting our tech If we get any thats not civilian. It only makes sense and it makes perfect sense if you look at what im doing as an example.

Most civilan guns suck anyway. You even get factions using them other than their own guns. limiting freelancers to -just- falshys lets say its just openly ridiculous.


RE: Remove pirate ID - Lythrilux - 12-07-2013

(12-07-2013, 09:38 AM)nOmnomnOm Wrote: And what about if they make deals with the faction then? it doesn't make a hint of sense. Your basically nerfing them even more than they are already.

What I do with my freelancer and faction is that we RP getting our tech If we get any thats not civilian. It only makes sense and it makes perfect sense if you look at what im doing as an example.
This is kinda why it'd good to have the old tech system back I guess.

(12-07-2013, 09:38 AM)nOmnomnOm Wrote: Most civilan guns suck anyway. You even get factions using them other than their own guns. limiting freelancers to -just- falshys lets say its just openly ridiculous.
That statement contradicts itself slighty.
Civ guns are actually pretty good.


RE: Remove pirate ID - Murcielago - 12-07-2013

I don't know why everyone complain about pirates???

They are the actual spice of this game...
Trader-Pirate it's the only natural event in this game...
It is not pre aranged..like some events..

To get things even more spicy I would delite half JH and made Sirius half of current size....

Soo last month I was playing only my TRADER characters with medium size transports (2k-3k).
It is almoast impossible for single pirate to destroy those ships..
...so again why are you complaining???


RE: Remove pirate ID - Lythrilux - 12-07-2013

(12-07-2013, 09:42 AM)Murcielago Wrote: I don't know why everyone complain about pirates???

They are the actual spice of this game...
Trader-Pirate it's the only natural event in this game...
It is not pre aranged..like some events..
We're not asking to remove pirates from the game.

(12-07-2013, 09:42 AM)Murcielago Wrote: Soo last month I was playing only my TRADER characters with medium size transports (2k-3k).
It is almoast impossible for single pirate to destroy those ships..
So those pirates should join a proper pirate faction and work in groups?


RE: Remove pirate ID - Scumbag - 12-07-2013

LOL rogues are organized now? Did you even read about them? Do you understand that the factions don't represent in lore all of the players with that ID? Exception to that may be the military factions.

And still i see no anwser to my question: Who are these generic pirates, where do they come from?


RE: Remove pirate ID - Murcielago - 12-07-2013

(12-07-2013, 09:44 AM)Lythrilux Wrote:
(12-07-2013, 09:42 AM)Murcielago Wrote: I don't know why everyone complain about pirates???

They are the actual spice of this game...
Trader-Pirate it's the only natural event in this game...
It is not pre aranged..like some events..
We're not asking to remove pirates from the game.

I was replaying to all pirate-trader threats that we had reacently

(12-07-2013, 09:42 AM)Murcielago Wrote: Soo last month I was playing only my TRADER characters with medium size transports (2k-3k).
It is almoast impossible for single pirate to destroy those ships..
So those pirates should join a proper pirate faction and work in groups?

Soo noo becouse than we will get double Q Q .
The traders will QQ how the pirats are OP...and the pirates will only have limited area of influence

And don't tell me now that traders should use escorts....Traders don't wish to use escorts...I was offering escorts for free and what did I get???
Sorry am lone wolf....or just: no thanks I don't need one...ect