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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 - Alley - 12-03-2012 (12-03-2012, 09:38 PM)Jack_Henderson Wrote: How about you read? Hire escorts, scouts. Even so, the probability you meet a nomad there all the time is minimal the wider the ZOI is. It also appears you consider every single guy that will make an indie nomad will be a lolwut /l1ing everything. There might be some, but they'll clearly never be all. Past that point, if I recall you have at least one base in these "oh so dangerous" systems. Get your stuff sorted. Man up and learn teamplay. It won't be any more dangerous than a swarm of indie corsairs that decided they'd kill all IMG in O3 and O7. SPACE IS DANGEROUS ALONE. RE: Indie Nomad ID implementation - Vrabcek - 12-03-2012 (12-03-2012, 02:36 AM)Alley Wrote:Quote:Pilot carrying this ID is a Nomad, who : Well first of all, lets look at the name... Independent nomads... Independence would cause more chaos in the nomad lore than it already is. It would open the way of the nomad rebelion idea, seeing more nomad factions shooting each other what should not be happening. But if it has to be done that the nomad ID should be open then lets limit the ID, instead of giving out the full terrorist ID to the public. (12-03-2012, 02:36 AM)Alley Wrote: Suggestions are welcome. Quote:Pilot carrying this ID is a Nomad, who :As many others already said here, lets better limit it to the omicrons. But there could be added an exception that says they can fly with K'hara and Wilds to other places. Yes the omicrons are kind of broken because they are huge now, but the devs are already working on it to fix it. But nevertheless it would boost the activity there, making it again a "warzone" as it was before. Quote:Pilot carrying this ID is a Nomad, who : I believe the gunboat shouldnt be inclueded here at all. I think there are already way too much gunboats on the server nowadays, not to mention that the nomad gunboat is not that bad. Furthermore to prevent bad things happening this line could be added: Cannot attack nomads and wilds But my opinion on this? It will be abused in many ways. People making their personal revenge of hunting traders and everything they see by logging their nomands, the nomad roleplay would suffer greatly, pure nomad equipment would be transfered to human ships and much more. I'm not sure whether the nomad roleplay is having a place for independence. but its just my opinion... RE: Indie Nomad ID implementation - Felix_Wannamaker_III - 12-03-2012 Im not concerned about IMG. Were large, well organized, and pretty careful. Im worried about trade factions that cannot escort themselves, and even more so indie pilots, who can afford to pay off a pirate but could be steadily ruined by simple destruction. And even with escorts and scouts, hit and run tactics are devastating to even well prepared convoys. Furthermore, I dont see an RP case where the nommies have the numbers to be staging economic warfare strikes on convoys. All of their actions prior to the recovery of the supergate key were subterfuge, and after they were throwing everything they had at Trent to get it back. Its explicitly stated the Nomads operate from the shadows because the humans are too strong, and should they stand even reasonably united they would destroy the nomads by sheer numbers. that was before they got beaten. Now mounting such raids would be an uncharacteristically foolish idea. RE: Indie Nomad ID implementation - Pavel - 12-03-2012 (12-03-2012, 10:01 PM)Alley Wrote:(12-03-2012, 09:38 PM)Jack_Henderson Wrote: How about you read? First of all, Sairs have to issue demand to the IMG, they can't just kill them. Second, explanation "we already have so many lolwuts and pvpwhores, so giving them free terrorist ID won't hurt more" is the worst explanation I heard in that topic. It WILL hurt even more. Jerks and ooRP haters will make Nomad Indie bomber groups and hunt down people they dislike, with high quality RP /l1 "nom speak engagement notice". Third, "space is dangerous" approach caused we lost half of the server, but if Admins don't see anything wrong with that, let them finish off Discovery, fine for me. RE: Indie Nomad ID implementation - Jack_Henderson - 12-03-2012 (12-03-2012, 10:01 PM)Alley Wrote: Hire escorts, scouts. [...] Get your stuff sorted. Man up and learn teamplay. It won't be any more dangerous than a swarm of indie corsairs that decided they'd kill all IMG in O3 and O7. (yawn) This argument again. Let me tell you something: Traders are coping every day with conditions that get more and more difficult.
Summary: The life of the weakest ships and yet the most important activity creators has been made harder and harder by the last changes. Simple fact. There is no need to add LOL-Aliens to the mix and add more playground for those who make it harder again. Don't expect your "Man up" or "Space is dangerous" and "get organised" simple slogans hit anything except a deaf ear and a bored yawn. It makes you also sound like a broken record, honestly. I am not afraid as IMG so much. We mainly fly in numbers. But I know from experience what it means if you are a smaller group that cannot field 3 players all the time or a solo player. People say that these exist. These players will suffer and that's exactly not what Disco needs. RE: Indie Nomad ID implementation - kikatsu - 12-03-2012 I suggest doing a trial run of it and tweaking the ID limitations as needed after seeing how it affects the game. RE: Indie Nomad ID implementation - Alley - 12-03-2012 (12-03-2012, 10:54 PM)kikatsu Wrote: I suggest doing a trial run of it and tweaking the ID limitations as needed after seeing how it affects the game. That's kinda what we've been repeating over the last pages, that the ID could be changed at any time via FLHook but nobody cares to read. poll added so we have a better idea of what to expect. edit: I can't remove the public settings on the poll <_< RE: Indie Nomad ID implementation - Jack_Henderson - 12-03-2012 Trial means it gets included. See cap-piracy that was only a trial (and where devs are still trying to fix the mess it left the battletransport class with). So... against a trial. There is simply no need for more "no rp pew" in Disco. RE: Indie Nomad ID implementation - Hone - 12-03-2012 (12-03-2012, 11:26 PM)Jack_Henderson Wrote: Trial means it gets included. See cap-piracy that was only a trial (and where devs are still trying to fix the mess it left the battletransport class with). No "Non Cap-piracy" was the trial. RE: Indie Nomad ID implementation - Alley - 12-03-2012 Our current edit version 3, as of 03/12/2012 is the following: Quote:Pilot carrying this ID is a Nomad, who : Systems connecting house space are now barred. Added cannot engage nomads and wilde for people that are unable to use common sense. It looks pretty good for a first beta test. The only thing that's left for discussion is the inclusion or not of the Nomad Gunboat. edit: modified the wilde bit. |