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Indie Nomad ID implementation - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Rules & Requests (https://discoverygc.com/forums/forumdisplay.php?fid=6) +--- Forum: Rules (https://discoverygc.com/forums/forumdisplay.php?fid=25) +--- Thread: Indie Nomad ID implementation (/showthread.php?tid=90687) |
RE: Indie Nomad ID implementation - Knjaz - 12-03-2012 (12-03-2012, 09:51 AM)Hidamari Wrote: Whats Gallia? Well, last time I heard that K'Hara is friendly with it, and Gallia is being overtaken by Nomads. (That was an answer to my question on how the hell certain Nomad Marduk from }- ended up defending Leeds together with BAF) Quote:Only K'hara faction members should be allowed to communicate in Local and especially system chat. Oh, misunderstood about "system chat", then. I'd fully agree with that, rather than seeing Nomad need to be going "Weapons hot, target acquired, engagebug" each time he has to pew. Or, even worse, actually trying to talk with me... RE: Indie Nomad ID implementation - FallenKnight - 12-03-2012 Everything that Alley, Aeternus and Agmen stated in this thread is true. -The nomad weapons as they are right now cant inspire neither fear nor pressure on the other players in the way it was supposed to be. They must not be OP but unique and different than the human ones. -The nomad ships are balanced exactly just like any other human ship. Most of them are really nerfed. (The labraid is not as agile as before and cant burst with damage, Sascya is huge, maneuverable (but was nerfed again) easy target in braws and even with 7 guns - 4 of them are level 9 and very nerfed. The Adad is carrying a singularity cannon that is creating black holes...dealing same damage like SNAC? It is also a light bomber with small power core and unavailability to maintain pressure. Nammu (gb) is a joke with guns dealing same DPS as human ones and...3 guns forward. Huge and easy target. (The old nomad guns were balanced for the Nammu not the Scorpion) Irra is the only nom cap considering as fine. Marduk is fine as well but due to its size - it can be shot from maximum distance with no chance to return a proper fire) -The above wall represent the current status of the nomad ships. The question is what will happen to the nomad ship line if we consider and indies? Are they going to be nerfed even more cuz we all know they wont be buffed for sure. So...whats the difference of being "indie freelancer with civilian guns aka common pilot" and "nomad player"? None. @Alley, A lot of people wanted indie nomads. Considering you are taking this seriously, you have my support as well. Lets see what will happen, maybe a test period of 1 month? Definitely we all need to see the results of the indie nomads soon. PS: In the past I started a proposal to update the nomads. It is not finished but here a link for my ideas: "Back in to Vanilla" - Khara proposal. Huggie knew about it but the project is on pause. RE: Indie Nomad ID implementation - Hone - 12-03-2012 and criminals shouldnt have cap ships, and rogues shouldnt be able to afford as good ships as the LN, and it should take more than 2 bombers to down a BS. Disco is based around balanced tech, not giving supposedly more powerful factions, more powerful tech. RE: Indie Nomad ID implementation - Gentlefood - 12-03-2012 (12-03-2012, 04:41 AM)Alley Wrote: As for Wilde, they barely exist on the server which is why I wouldn't take them into account for anything. Make an indie wilde ID maybe? You know for a while recently, and still currently, the Wilde have more activity than K'hara. So very pot calling the kettle black, no? And I don't think any faction would be happy with someone else making suggestions/decisions for their faction that is neither a part of the faction nor apparently holding any sort of regard for them. As for the topic itself, I'm not against it. But I dread to see some of the 'nom speak' that might come out of these indies. And I do agree that this 'free terrorist ID' might be abused to hunt down players and groups ooRPly. RE: Indie Nomad ID implementation - Hidamari - 12-03-2012 (12-03-2012, 10:11 AM)Hone Wrote: The only nomads we hear talking in SP are infected ones exactly my point, they are wilde ships, not nomads... indie nomads should not be able to speak, because since it isnt a sanctionable offence to say stupid things with your nomad because (12-03-2012, 10:11 AM)Hone Wrote: they dont really have any copryright on "how nomads talk"people will say anything they like. how do you justify nomads talking over system chat like they are humans on the phone, just adding *** before and after every sentence. Its gonna be retarded. because it will allow people to be retarded. RE: Indie Nomad ID implementation - Remnant - 12-03-2012 A big problem with letting nomads become indies is the talk and actual background of them, the lore really should be known if you fly around a nomad, AND have the ability to speak like they do, a large fear of letting indies into the nomads is that if they lack either of those I fear it may effect the nomad name. As posted above, nomads are supposed to bring pressure or even slight fear due to their uniqueness as fallen knight has said, but indies as they do with every other faction may only be an embarrisment to the current Nomads who actually know how to play them well. RE: Indie Nomad ID implementation - Jihadjoe - 12-03-2012 (12-03-2012, 04:33 AM)AeternusDoleo Wrote: Their snubs on the other hand are the most maneuverable and hard to hit on the server, with above average power cores and above average fighter gear. If you think those 75th LF swarms are bad, try that concept with a couple of Nomad VHFs... That'll flatten anything up to and including cruisers. Have you actually flown the assassin? It's horrible. Like... It's fat, slow, has big things sticking out that catch nukes, it rolls strangely and has no contrails. In short, it kinda sucks. The only redeeming factor is the fact it has a large plant and quite good guns. RE: Indie Nomad ID implementation - Alley - 12-03-2012 (12-03-2012, 09:30 AM)Knjaz Wrote: For the sake of avoiding misunderstandings. Indie Nomads will be subject to K'Hara roleplay. Therefore they can ally with Gallic Royal Navy on the Bretonia battlefield. Not shooting Outcasts and Wilde is also part of what is defined as allies by the K'Hara reputation. I suspect we should ask for a rephack change on GRN ID, K'Hara ID and Indie nom ID to put them at -0.55 (neutral but cannot dock). Yet that's a different thing. Related to fuel, "apparently" devs added liquid cardamine to the list of fuel commodities but no confirm yet. We need to test. (12-03-2012, 01:30 PM)Gentlefood Wrote: You know for a while recently, and still currently, the Wilde have more activity than K'hara. So very pot calling the kettle black, no? I was not talking about activity, although yes that's correct, the K'Hara doesn't have many members that actually do something. I was talking about the fact the Wilde Official Faction barely has done any RP that has been noted or been major in the past years. RE: Indie Nomad ID implementation - Jeremy Hunter - 12-03-2012 SCRA wanted Indies. We got them. "What Indies?" My point >_> Restrictions can bring the idea to the ground. Personally, who cares if they engage all they see? Who cares where they go? The Nomads are supposed to be an antagonist and feared for PURGING YOU IN A RIGHTEOUS FIRE. Not sitting in Iota, twiddling their thumbs, cybering with people sitting on Newark. Restrict caps. Give them free reign/free engage except the obvious (and Gallia due to RP maybe <_<) and guess what? Activity for The Order, The Coalition, Hell, everyone gets activity if more Nomads show up. That's my few cents. Not catering to everyone, but last I checked, Nomads wanted to DESTROY ALL HUMANS. Not sit and share hentai collections. RE: Indie Nomad ID implementation - AeternusDoleo - 12-03-2012 (12-03-2012, 04:41 AM)Alley Wrote: That's nothing you can't already do with a group of players on freelancer IDs with Eagle, Sabre and Rocs. CGS are a proof of it. Civilian fighter gear is more powerful than nomad fighter gear so there's no big deal here either. My personal thoughts on this: Drop the Scorpion entirely, make Wilde use house navy gear or civvy gear, combined with Nomad hybrid weaponry (which should be fractionally better then standard Sirian gear, but not nearly the overpowered murdersauce it was in 4.85). Then open the ID to all players, giving them free reign in the borderworlds (where they can stir up conflicts between the houses). The current Scorpion could be retextured to Nomad tex - which would not only look better (I think), but give Nommie faction a gunboat suitable for the Nommiecrons. The Wilde then revert back to their role of covert firestarters - and the faction can be used to initiate small-scale conflicts between normally allied houses. (Small, limited time conflicts between, say, Bret/Rhein, Kus/Rhein, Kus/Ga and Lib/Kus could make for some nice non-standard pews if folk feel for this). [Edit] About that assasin having no contrails: That's easily fixed. Any other Nommies suffering from no streaks? [Edit2] Common misconception: Nomads don't want to -destroy- humanity, they want to enslave it and use human bodies as hosts for themselves. But humanity has grown far more numerous and powerful then them in their current state. |