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about outcasts and activity - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery General (https://discoverygc.com/forums/forumdisplay.php?fid=3) +--- Forum: Discovery RP 24/7 General Discussions (https://discoverygc.com/forums/forumdisplay.php?fid=23) +--- Thread: about outcasts and activity (/showthread.php?tid=87847) |
about outcasts and activity - AeternusDoleo - 09-21-2012 The only way to buff factions like Planetform and Cryer, is to give them something exclusive to do. For the mining factions, that is mining. But the trading factions do not have such a luxury. They just have 5K transports to lug goods around in. And that gets dull after a while. I'm not sure what the "exclusive" something would be. Frankly, Planetform, Synthfoods, Interspace and Cryer all share this problem, just as the house haulers. I'm at a loss what to do about it - to dissuade mining factions from being used as haulers is easy, deny them the use of 5K transies. But to draw a mining-like (in terms of being interesting to do) activity to Cryer and co... I'm not sure how we'd be able to do that - especially since writing new FLHooks is out of the question for the time being. about outcasts and activity - Silver - 09-21-2012 Pitty about the whole FLHook thing. Had a small thought, that is very capable of working, since it would work based on ID, as the whole techIDnerf.
Alas, Disco factions suffer from the same old same old. Lack of evolution. There's only so much you can pull, so much you can do, so much you can imagine in here. Guess no one likes to loose, right? So, without that dinamic, factions just wither and die out. about outcasts and activity - Prysin - 09-21-2012 ' Wrote:The only way to buff factions like Planetform and Cryer, is to give them something exclusive to do. For the mining factions, that is mining. But the trading factions do not have such a luxury. They just have 5K transports to lug goods around in. And that gets dull after a while. why not try adding special items only sold on certain "laboratory" stations that is kinda like "Cryer Guard"... Add say, a special compound used in medicine at planet X, then make a Cryer "Guard" IFF so that only "Cryer Guard" or whatever you wanna call it can dock on that station. Only way to get such "Guard" IFF is to buy the Cryer ID, as this would rephax you full green with "Cryer Guard" while leaving everyone else red to said IFF. Also make these routes exceptionally profitable about outcasts and activity - Blodo - 09-21-2012 ' Wrote:OC need more active and motivated leadership if they want more active members.This. They need a proper faction that will be interesting to play as. "Outcast Navy" may have worked back when there were 2 other OC factions to pick up the slack in the other areas of OC RP, but now? There needs to be an umbrella OC faction to cover every avenue of everything an Outcast can do, and it needs to have open minded leadership to boot. I would go so far as to suggest to disband the 101st and start over with a new faction... or at the very least rebrand the 101st heavily, both in terms of image and procedure. about outcasts and activity - Madvillain - 09-21-2012 ' Wrote:This. They need a proper faction that will be interesting to play as. "Outcast Navy" may have worked back when there were 2 other OC factions to pick up the slack in the other areas of OC RP, but now? There needs to be an umbrella OC faction to cover every avenue of everything an Outcast can do, and it needs to have open minded leadership to boot. I would go so far as to suggest to disband the 101st and start over with a new faction... or at the very least rebrand the 101st heavily, both in terms of image and procedure. My thoughts exactly. about outcasts and activity - Prysin - 09-21-2012 ' Wrote:My thoughts exactly. better yet, remove the stupid "one faction pr ID rule" that way you can still keep the traditional 101st, with a supplementary smuggler faction such as a redone SOB/BLS about outcasts and activity - Dusty Lens - 09-21-2012 I think if we buff trade routes it will solve everything. Because there isn't any financial incentive or player presence in the Taus, Gallia, Bretonia, Omicrons, Sigmas or Kusari. Oh yeah Gallia. Talk about nailing the problem right on the head. Because nothing has ever done more to bring the true depth and potential of a player community to life like a flotilla of opportunistic traders. The standards of the Outcasts will once again stand proud against the backdrop of their new national anthem of: "STOP Y U SHOT?". Brings a tear to my eye. about outcasts and activity - Silver - 09-21-2012 ' Wrote:Brings a tear to my eye.
I love you Dusty.
:ylove: about outcasts and activity - Pavel - 09-21-2012 ' Wrote:The only way to buff factions like Planetform and Cryer, is to give them something exclusive to do. For the mining factions, that is mining. But the trading factions do not have such a luxury. They just have 5K transports to lug goods around in. And that gets dull after a while. We had discussion about it on official leaders chat AD, Echo 7-7 states even now it's possible to make certain commodities buyable only with high enough reputation, miner ship/ID/IFF combo's counterpart. For example VIPs buyable only with OSC ID, IFF and in Liner/Yacht. VIPs only for Orbital, Paste only for Synth, TGases only for Planetform... And make that certain route good, very good! Buffed to more than 12k/second in 5ker. EDIT: Of course they need something good for return trip, would be good something connected to that faction as well, VIPs-Tea for Orbital, TGases-Fertilizers, SynthPaste-FloraGro, Synthweed-Human Organs, etc etc. about outcasts and activity - Silver - 09-21-2012 Something akin to the mining mod? X price for unit if they are fufilling all parameters (ship + ID + IFF), X+1000 if they only have ID + IFF?
That could be abused. As usual. |