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Nomad (indie) ID and Permitted Ships Post-patch - Printable Version

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RE: Nomad (indie) ID and Permitted Ships Post-patch - Sombs - 10-30-2017

It's not hard to put effort into something. If you want Marduks that spam emotes and smartphone-speech in local, like Nephilim- and Ranseur players do, you're going in the right direction with this approach.


RE: Nomad (indie) ID and Permitted Ships Post-patch - Datamind - 10-30-2017

(10-30-2017, 10:51 PM)St.Denis Wrote:
(10-30-2017, 10:42 PM)DataMined Wrote: I'm in favor of locking all BS behind official IDs.

I have 5 BSs and not one is in an Official Faction.

Instead of looking at the Ship and making a decision about the person behind it, because of the Ship, try to be open-minded and see how the person plays.

And locking them behind OFs will just cut what Player Base, we have at the moment, quite dramatically.

Oh I am open minded when I encounter a BS in game, I also try not to care who the player is and just focus on the character.

My post was simply based on my opinion. I am quite aware that we couldn't implement such a change at this point in time or possibly ever.

Seeing as this is about Nomads though and the current ID was only brought in so people could get a taste of flying a Nom and practicing nom speach before applying to the offical factions, I feel the ID should be GB and below.


RE: Nomad (indie) ID and Permitted Ships Post-patch - NonSequitor - 10-30-2017

(10-30-2017, 10:21 PM)Sombra Hookier Wrote:
(10-30-2017, 10:15 PM)NonSequitor Wrote: I got my questions answered, but I like to add some more of my on thoughts on this matter.

Opening up the new Marduk to indies won't pull the Nomad player factions into a game-killing singularity. They'd keep on doing their thing with the significant benefits that their IDs bestow on them: Sirius-wide ZoI (indies are limited to the Omicrons, Tau 37, all Omegas except 3, 7, and 11), and freedom to engage everyone in every vessel type (indies prohibited from engaging transports in cruisers), and access to the Ish'tar (if it is put into the game).

Nomads are a fascinating faction to play, but that aspect should not make them so sacrosanct that we are unwilling to have the occasional clueless gamer pilot a Marduk. In such a situation you can a.) politely inform the player that this is a RP server, and b.) tell that player about how he can find more about Nomad lore from player factions and the forums, or c.) look down on the offending player, tell him how much he sucks and how his presence ruins your game immersion.

Or you do it the other way around and give people access to the ship once they put effort into it, meaning SRP or K'Hara or Vagrants. Really, it's not worth corrupting the game with lolwut nomads. If you're in Liberty or the Nomicrons often, you'll know what I refer to.

Edit: If you want an example: The entire community treats ANY Nephilim like lolwuts, since the ship is the personification of people being unable to play it in a reasonable way.

So, if I understand you correctly, the Nomads are on such a sacred, consciousness-expanding plane of existence, that you have to join a player faction or "prove" yourself via SRPs and stellar RP in order to pilot a medium-class BS.

So, here's some conundrums: Do I join a player faction out of the desire for camaraderie, or mainly out of a desire to gain access to privileges? Do I write an SRP for the sake of RP, in and of itself? Or is an SRP a means to an end - a more-or-less veiled attempt to obtain shiny things?

Concerning Nephilims, I've seen them well-RPed and poorly RPed. The same I could say just about every ship I've run into. If someone is so bereft of critical thinking and wants to classify all Nephilim pilots as "lolwuts" (one of the most vapid terms I have ever heard in my life), that is his or her problem. Haven't seen any Nephilims for quite a while, btw.

In any case, I'll just file most of this thread under "First World Problems".


RE: Nomad (indie) ID and Permitted Ships Post-patch - E X O D I T E - 10-30-2017

What even is RP anymore?

I had a pretty lulzy flight (not fight, flight alongside) with a Ranseur in Shikoku and it was clear to me that most, if not all, of his alleged lolwuttery could be accounted to the language barrier. Whilst this is an English-only server, we have to take stuff like that into account.


RE: Nomad (indie) ID and Permitted Ships Post-patch - Nerva Regis - 10-30-2017

Uhm. maybe translating some of the basic rules in other languages would help. I'm not saying to translate all of them, just a short list of the most important ones. (sun)


RE: Nomad (indie) ID and Permitted Ships Post-patch - Sombs - 10-30-2017

(10-30-2017, 11:06 PM)NonSequitor Wrote:
(10-30-2017, 10:21 PM)Sombra Hookier Wrote:
(10-30-2017, 10:15 PM)NonSequitor Wrote: I got my questions answered, but I like to add some more of my on thoughts on this matter.

Opening up the new Marduk to indies won't pull the Nomad player factions into a game-killing singularity. They'd keep on doing their thing with the significant benefits that their IDs bestow on them: Sirius-wide ZoI (indies are limited to the Omicrons, Tau 37, all Omegas except 3, 7, and 11), and freedom to engage everyone in every vessel type (indies prohibited from engaging transports in cruisers), and access to the Ish'tar (if it is put into the game).

Nomads are a fascinating faction to play, but that aspect should not make them so sacrosanct that we are unwilling to have the occasional clueless gamer pilot a Marduk. In such a situation you can a.) politely inform the player that this is a RP server, and b.) tell that player about how he can find more about Nomad lore from player factions and the forums, or c.) look down on the offending player, tell him how much he sucks and how his presence ruins your game immersion.

Or you do it the other way around and give people access to the ship once they put effort into it, meaning SRP or K'Hara or Vagrants. Really, it's not worth corrupting the game with lolwut nomads. If you're in Liberty or the Nomicrons often, you'll know what I refer to.

Edit: If you want an example: The entire community treats ANY Nephilim like lolwuts, since the ship is the personification of people being unable to play it in a reasonable way.

So, if I understand you correctly, the Nomads are on such a sacred, consciousness-expanding plane of existence, that you have to join a player faction or "prove" yourself via SRPs and stellar RP in order to pilot a medium-class BS.

So, here's some conundrums: Do I join a player faction out of the desire for camaraderie, or mainly out of a desire to gain access to privileges? Do I write an SRP for the sake of RP, in and of itself? Or is an SRP a means to an end - a more-or-less veiled attempt to obtain shiny things?

Concerning Nephilims, I've seen them well-RPed and poorly RPed. The same I could say just about every ship I've run into. If someone is so bereft of critical thinking and wants to classify all Nephilim pilots as "lolwuts" (one of the most vapid terms I have ever heard in my life), that is his or her problem. Haven't seen any Nephilims for quite a while, btw.

In any case, I'll just file most of this thread under "First World Problems".

I might change my opinion the moment we have more non-lolwut Ranseurs and Nephs around than lolwutty ones. From experience, however, that is not the case. Here, have a bunch of examples:

https://youtu.be/mgK671TZmhM?t=4m38s
https://youtu.be/RPfJxI83H8Q?t=7m23s
https://youtu.be/3suUil62hdY?t=3m26s
https://youtu.be/2gedfwwHWkk?t=42m41s
https://youtu.be/tyzLIEMClF8?t=52s
https://youtu.be/gIvEVL1V-As?t=7m20s

I can probably dig out more, but I have over 500 videos on my YT channel.


RE: Nomad (indie) ID and Permitted Ships Post-patch - Elune - 10-30-2017

Seeing as this goes towards "lets lock ranseur" I can say this is pritty disturbing ,moment i end up without my 550 milion + 900 armor ship that has never abused anyone ,and is my first capital in game I am quitting this game for good (not like you care)..Suggestion itself sounds so distrubing ,i am begining to lose my cool...I hope this NEVER happens ,since there is no point in restricting players you can remove anyway if proven troublesome .....Let people play what they want in limits of server rules ...Stop trying to restrict more then it already is...Think of how much I farmed for my ranseur before you decide to remove him .


RE: Nomad (indie) ID and Permitted Ships Post-patch - Sombs - 10-30-2017

No, this is not going to Let's Lock Ranseur or Nephilim. This is my argument as to why I don't want indie Marduks.


RE: Nomad (indie) ID and Permitted Ships Post-patch - E X O D I T E - 10-30-2017

So your argument would consist of...

"It would make a part of Discovery accessible to every player, but I really like that particular part of it, and we'd get lolwuts in big scary caps who would never log them because their Ranseurs get more action in Liberty anyway."

The K'hara/Vagrant/SCRA stranglehold on big fancy-looking ships is both perfectly understandable and completely infuriating. I understand why they do it, but it negatively affects my lolwut ass, so I hate it.


RE: Nomad (indie) ID and Permitted Ships Post-patch - Elune - 10-30-2017

Sombra ,i think bigger punishment would be to a person ,to lose Marduk then never gain one.....I have tried it in offline mod,and I hope this changes are making Irra more powerful ,because moving marduk is PAIN ,moving ranseur is also pain...But I know how extra-careful I am with my ranseur ,cause it took some time getting money for It ,wouldnt like to lose my armor ,or ship because behavior..