Coalition NPC faction - 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: Coalition NPC faction (/showthread.php?tid=11189) |
Coalition NPC faction - Ascendancy - 08-13-2008 NPCs or not, they deserve their own tag. They've been around ever since I showed up back in 4.82 and it's about time they get their own faction. Coalition NPC faction - Jinx - 08-13-2008 i am with verg there - somewhat. - i support their own TAG and reputation. - but their own NPCs which happen to respawn unrealisticly are a bit off ( just from the feeling of it ) i think the coalition is a faction that would have a small, but tightly knit battlefleet - but nothing like what the corsairs show in omicron delta for example ( with sometimes 3 osiris, 12 titans at once ) thats just cosmetics though.... - so i d say, guarding and stationary battleships -- yes -- .... respawning NPCs no ( or only one squadron in a very small radius around the battleship ) other than that ..... how active is the faction anyway - i mean, REALLY active. how much does the faction currently contribute to the server enviroment? what future plans have been made that have an impact on the vanilla factions or the other active factions. - are they involved in the RP only on the forum atm? or are they activly RPing ingame on a regular base... i d really make it depend on the <ingame> RP and activity if a faction gets their own bunch of NPCs, reputations and tags. its not a birthright and not a privilege or anything.... for *me* its really just based on how much they contribute to the RP on the server regarding to their possible influence of the faction. edit: for that time - i have voted "no", cause i have not seen any noticable activity - which can of course ( and most probably ) be down to my own playtime.... Coalition NPC faction - mjolnir - 08-13-2008 I voted no... personally I'm not a coalition fan at all... especially not with Gallic factions comming in, most of them having virtually the same agenda (war on the main houses). Also something tells me that when a PC faction gets own id (I know that Coalition has one already) and stuff.. it usually dies adding more problems Helghast, AW... NovaPG (to a degree).... Coalition NPC faction - Jinx - 08-13-2008 i don t think that getting this stuff means that a faction dies - but it can mean that a faction takes a lot of things taken for granted - means, they get lazier than factions that do not have all that. - but thats just guesswork and one cannot apply it to factions that are granted NPCs and tag in general. but i d love to see a LOT more activity before i m positive about it Coalition NPC faction - Treewyrm - 08-13-2008 As much as I'd say "yes" there is a very important technical issue people have forgot about: any new faction made into the game starts neutral to any character made prior to the addition regardless of the default settings and alignment to other factions set in it. For example as some of you might seen there is "Nomad Guard" faction, however all characters prior to 4.84 release have it on neutral. There are no objects affiliated with it though, but still fact is that you need either a tool that would allow to do mass reputation fix across all characters on the server or face player wipe. Otherwise you'll get non-coalition players docking on Coalition bases, being ignored by NPCs and so on. Coalition NPC faction - bluntpencil2001 - 08-13-2008 ' Wrote:As much as I'd say "yes" there is a very important technical issue people have forgot about: any new faction made into the game starts neutral to any character made prior to the addition regardless of the default settings and alignment to other factions set in it. We've noted this, yeah, but assumed there was some way of altering the reps, with the new House being introduced. Coalition NPC faction - Treewyrm - 08-13-2008 ' Wrote:We've noted this, yeah, but assumed there was some way of altering the reps, with the new House being introduced.New House doesn't require mass-rep-fix due to players openly being allowed to be aligning to its sub-factions. Problem with rep-fixing is important only to "closed" type of factions. Coalition NPC faction - bluntpencil2001 - 08-13-2008 ' Wrote:New House doesn't require mass-rep-fix due to players openly being allowed to be aligning to its sub-factions. Problem with rep-fixing is important only to "closed" type of factions. A good point well-made. Coalition NPC faction - Carlos_Benitez - 08-13-2008 There is a major downside to your own rep and ID amigo; your diplomacy will be set in stone, and no longer dynamic. It'll only be able to be changed with Igiss' approval every mod release, as opposed to whenever the whim takes you, like it used to. IE. If this was in place before you fell out with TBH, you couldn't have gone to war with the corsairs. I support it, but be careful what you wish for. Coalition NPC faction - Koolmo - 08-13-2008 Well, I just f*cking deleted the entire thing I'd written, so here goes again. It's going to be a lot briefer, because now I'm pissed, anyways... I really didn't want to get into this, but there's been a few things come up that I'd prefer not to let sit. First of all, NPC's vs. none. If there were to be no NPC's, there would be nothing to defend our system, and it would be pointless to develop it. Currently, the Zoner guard is about as much use as a soggy loaf of bread for defending our guard system. In response to "a stationary battleship" - HUH? The SCRA has two, and two only, battleships, both osiris. One deserted from the Corsairs, and the other was a bit of a shady deal with the Order (Black Squadron) in exchange for some extra nomad-smashing, once upon a time. There are no plans at this time to even consider building more, nor is there even a BB in the Coalition shipline. There IS a BC, but it's use will be limited to shared accounts and McIntosh's flagship. If you have doubts about the population base, consider the following: Assuming a Coalition Semi-sleeper ship only has 1/3 the population of an Alliance sleeper ship, two sleeper ships landing on two fertile planets, plus the sabetours on Gran Canaria, plus the thousands of deserters flocking in from all around, the Sirius Coalition should have at least half, probably closer to two thirds the population of a modern house. Now, consider what people in the Coalition get to do with their lives. They can farm, work in a factory, or join the SCRA. No merchants, no freelancers, no "I'm a hippie and I'm going to smoke pot and stare at the tinfoil", this IS a totalitarian socialist society! There are no police, no corporations, no freewheeling civilans. Laws, you ask? Break em, the commisariat blows down your door. Not many criminals left alive after awhile. Shipping? To where? The two planets that're right beside each other? Everything that moves in space is controlled by the military, and the military is fighters to the max. I wouldn't mind a VERY occasional cruiser wandering past, as there's no GB in the Coalition lineup, or maybe a freighter with a couple of escorts, but that's it for non-fighter traffic. M'kay... Server activity. This will be delayed until the end of the post. Next, Unalterable Diplomacy: We don't need alterable diplomacy. There are several factions that we should probably remain neutral to (BU, possibly Order and Unioners), but aside from that, we'll be hostile. The Coalition never declared peace, and as far as we're concerned, there won't be peace until they all surrender or die. The SCRA would never have been friendly to the Corsairs in the first place, except that we needed something to fly, and guns to put on them. Think of the Coalition as nomads with pink faces and a repetiore of terrible jokes. Right, repfixing: Now, I understand your point, but are you telling me that when the next version is released that the "Gallic Gendarmerie Guard" or whatever are going to be dead neutral in my HUD? I know individual-char repfixing is possible, I've had it done. There must be some way of making a startout faction start dead red without wiping or individual fixes. if there really, really isn't... we've all got a problem. I can't imagine an entire house sitting there at dead neutral, unless you start shooting or doing missions. Next: The SCRA are NOT the Helghast or the AW. And finally, activity. Not going to lie here folks, we only have 11 active members at the moment. Chack the status page for who and why, but there it is. Of course, all of those members have a fighter or two, several of them have other ships, and anyone not undergoing training has the keys to the heavy ships we have remaining. Again adressing the heavy ships: My accounts have been deleted, despite my requests to save them through banning or what have you. In that, just for SCRA, I lost a gunboat, two cruisers, two VHF's, two bombers, a light fighter, a prison ship, and a battleship with Mk VIII and license. Somehow in the shuffle the shared cruisers got blown away as well, both of them, fully kitted. So, the current faction focus is on re-organization with recent player losses, training the new guys up the standard, and trading enough to re-equip me, buy common destroyers and gunboats again, affording bombers for the new guys, and keeping some semblance of an overhead onboard. From my former ten SCRA ships, I have rebuilt two, and my IND trader. I wont be going up to what I had before, but going from thirty ships total to three is a bit of a shocker... Forum and ingame roleplay: Look all over the foums, you can find it everywhere. For example, check out Kalashnikov's, my own "The Recruit", not to mention Xing's "Red Terror!". There's loads of it about, and although we've not been in space too often in the last few weeks, we've been going through a little bit of a revamp, and as previously stated, trying to get enough cash to return to the previous standard of living, or close to. Now, I didn't want to talk about this, but the current faction roleplay is listed below, and these are the ones that will have an in-game component, and the ones I personally know about. What the rest of the guys are up to is up to them. Totenkopt is a little messed up right now, and it happened to him on McIntosh's latest expedition. Just to clarify, the super-nomads ate all his mechanical parts, and he has a lot. The medicos were forced to use experimental nomad-based regenerative therapy, and now he can, apparently, use nomad technology with no interfaces. Unfortunately, it's gotten to the point where the nomad bits are doing a little more than just working for their master, and the nomad ship he's wound up flying isn't really helping. On the diplomatic front, Comrade Eugen Weise, having also recently returned from McIntosh's expedition, is looking to get his old light fighter back any way he can (he's after his old scimitar by the way, which is currently sitting in a BU hanger in Frankfurt.) He's determined to get it back by any means, starting with negociation, and possibly ending with an all-out attack on the little rock-base. Ares o'Jovem is adjusting to his newfound rank, and re-organizing the fighter corps as he sees fit, into the respective red and gold wings. He'll be conducting vigorous training of the new and old pilots alike, until they're working as one seamless team. Then, he'll take off somewhere and attack the enemies of the Coalition wherever they may be found. Grand Admiral McIntosh is still insane, and looking forward to getting a new flagship, as something big and blue ate his. He's been watching Eugen, and thinks his scheming towards getting his fighter back is an excellent chance for a recruiting drive in Rheinland and the Sigmas, not common territory for the Coalition. He's also contemplating taking a good beating at the RM, as rheinland appears to be even heavier under the fascist jackboot than normal. Major of Marines Marcel Bigeard is testing out his new boarding vessel by, well, boarding things. He'll probably be spotted around the sector landing on ships and stations alike, and searching for recruits. If you've read the first installment of "The Recruit", you'd know the man and his way of things. Other than that, Training, and intelligence work being done by the Commissariat and the GRU on possible basing locations near Rheinland, and what kind of numbers and tactics can be expected out of the RM. Any more questions, points positive or negative, or anything else, sling it in. As I said, I didn't want to have to get involved in this one, but apparently the faction leader is needed sometimes. |