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When does a core 1 base die ? After 192456 years ? - Printable Version

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RE: When does a core 1 base die ? After 192456 years ? - Zen_Mechanics - 06-10-2013

(06-10-2013, 01:47 PM)Anaximander Wrote:
(06-10-2013, 12:06 PM)Thyrzul Wrote: When the base was set hostile, even then that so called "actively killing" was occasional. Who had enough brain, messaged TAZ or OC HQ about "wtf", if latter, OC HQ forwarded message, TAZ asked ship name, put them on list, problem solved.

Problem is, you only realize after you get podded. I suppose you'd want me to ignore that fact, but in my view such events actually do happen to my character, i.e. he did get whacked with no warning and no reason by TAZ, I choose not to ignore that, because to me that is what RP is about. In real life who would just go "oh well, next time I'd better ask if I can pass their doorstep" if your neighbours you thought as friends suddenly grabbed you and beat you up with no warning?

(06-10-2013, 12:06 PM)Thyrzul Wrote: Just because some failed to read the warning TAZ transmitted beforehand, and got shot at once (!), that hardly counts as "actively killing".

Killing is killing, whether or not it's once or twice, it's totally irrelevant. But I agree one could have kept peeled to the comms and base threads, but frankly I don't think that should be a requirement to play this game. In-game events > forum; but I acknowledge that that is a personal preference.

(06-10-2013, 12:06 PM)Thyrzul Wrote: And I didn't see OC-TAZ negotiations ending up in a war or OC complaining too much about how their economy got hit hard by this station.

That is correct, but I do think that on a roleplay server like this with relatively few slots and a commitment to play out a framework (i.e. Gallia is stronger than Bretonia & friends, although in-game activities suggest otherwise - that's the very same reason why Zoners can't wage war on the Omicrons, even though they might have the ships and players to do so), official factions hold a special obligation to be mindful of lore, diplomacy and regional power balance, even if there is no opposing faction that interferes.



It begs the question of whether or not this has actually happened as an event, because the official factions seem to not really recognize it.

(06-10-2013, 12:06 PM)Thyrzul Wrote: I know about the ooRP reason behind the base, thing is it has an inRP reason too. The ship may not be their property, but the station is. Seems people tend to forget this.

I always acknowledged that it has an in-rp reason too; I never forgot that. I'm just pointing out that there are two sides, and to my understanding factions are supposed to be more "excellent". To me, the "excellent" thing to do would be to let this slide, for the sake of other players as well as for the sake of immersion/realism (I mean very few would visit that place if not for the Aquilon) until the bug get fixed up, then go crazy with bases and guns and permissions.

(06-10-2013, 12:06 PM)Thyrzul Wrote: Well, not people, rather stations doing so. You just can't demand West Point to RP before shooting at your Xeno, can you?

There's a big difference in that Outcasts and TAZ are supposed to be neutral lore-wise, whereas West Point and Xenos aren't. That was a terrible example.

(06-10-2013, 12:06 PM)Thyrzul Wrote: Oh, wait, many people claim on these forums that pewing is a form of RP too, what do you think about it?
(06-10-2013, 12:06 PM)Thyrzul Wrote: If Malta would have suffered from Malaclypse Freeport so much, there has been already some tensions building up between Outcasts and TAZ. Currently I am not aware of such happening, if it really did, please redirect me to the ongoing roleplay related to this.

That is exactly the root of the issue I am having - I see pew as RP, so when TAZ killed me with no warning, I see it as TAZ going "Hey Outcasts, we had a good ride but now we had enough of you, and we're stopping your flow of cardamine and frying your ships in the process", however because the factions which represent the NPC factions go "Hmm ok", I am not sure whether or not to play out this event. TAZ DID shoot me, and countless of other Outcasts. They DID stop the flow of Cardamine for all but a few that got registered; and in-rp a lot of the Cardamine export is handled by junkers, but a lot of it is also handled by Freelancer traders who otherwise trade legit and wouldn't want to get registered anywhere. Blocking Cardamine trade should and would be felt in Outcast economy, but I suppose that is something that should be totally disregarded when factions are busy doing other things or can't be bothered throwing their weight into it?

tl;dr: Is an event only really an event when Official Factions get behind it? Should any and all roleplay and experiences of independent players be totally disregarded?

Anyway, did you try that T29 jh base? It's quite impressive, actually - as a comparison, I can easily enter O74 and deal with the ZA and NPC platforms without getting my shield lowered, but that base in baffin managed to get me down to 3 bars of health before I even got control of my ship. There's a vast, vast difference in deadliness. It's a completely different beast than the insignificant Guard NPC platforms and stationary BS's around JH's.

The only reason why you can get to 74 is because the stations themselves are linked to the guard iff, so you if you have a neutral stance the base will be neutral, if you are hostile it will shoot. It's a guard system, there is no reason for anyone to enter it, and if entering it you must have the papers to justify so, but more because some people just use it as a shortcut, but that comes with a little price, shield and a bit hull incase zoner hunting begins again. ( that's my way of looking at things ). The Insta-kill base in 29 JH serves its purpose, but major factions such as Outcasts can easily cripple TAZ and force them.


RE: When does a core 1 base die ? After 192456 years ? - Anaximander - 06-10-2013

Ok so that base never really blocked cardamine trade? We should just ignore those that got killed as "oorp entities" because they didn't ask for permission first? It never really happened in-rp? Is that correct?

You want me to not look at TAZ, but rather at indy outcasts whom I don't know and have never seen "abusing" anything. It was TAZ that shot me for no reason whatsoever, why should I be concerned with anything else?

I don't see why I should be forced to join official factions or play skype games; that's not how I want to spend my time on here. I don't think it is in the spirit of the server that you have to join an official faction or accept to get treated as a "non-entity". I did complain in-rp, but frankly I couldn't be arsed pushing it further because that wasn't the responsibility of my character, i don't represent the NPC faction but at least up until now it was my general impression that I was supposed to be a part of it.

And what actions don't I take blame for? That character never did anything to upset TAZ in the slightest, save for defending himself and his crew from a Colonial that engaged in Coronado and followed into Baffin, and that matter got resolved.


RE: When does a core 1 base die ? After 192456 years ? - Syrus - 06-10-2013

Bases are a problem. Or rather ... balancing them.
Especially the "building up and taking down"-parts.

It takes a very long time and several MILLION (~3 if I'm not mistaken) units of cargo space to build a base, the ressources needed can be quite hard to get, depending on where you build the base. Especially if it's far from a Ship Hull Panel salepoint - those SHP make up a big amount of the needed stuff. Another 10.8k units of repairs and 1.9k units of Food, 1.9k units of Water and 1.9k units of Oxygen (= 5.7k units) as well as a small amount of fuel every now and then, depending on base sieges (at max 16.2k MOX OR 21.6k H-Fuel etc...).

Now. That is a massive amount of work. A lot of time put into them.
So...should they be easy to kill? No. Should they be impossible to kill? No. Unless you want to make them "SRP" or something and give people a word in whether a base will be allowed or not ... doubt that's possible though, it requires common sense and people not trying to screw each other whenever possible.

Anyway, back to topic. "Player build base removal balance" requires the bases to be very hard to kill, but as it is at the moment, most bases are even on Core 1 almost indestructible, if they are supplied decently.
Yes sure, that is the point of decently supplying the base. They should be hard to kill if they are taken care of by their owners.
The thing is, if an attacker - and I mean a faction, with big ships or such - really puts a lot of time into shooting the base as well, shouldn't they be given at least a chance to actually HARM the base? We all know there's no way you will stop each and every supplier from supplying the base, unless you quit your job and start living on drugs that keep you awake. And even then you probably won't be able to do it.
Ah well, I'm going off again. My point is, at the moment you either DAMAGE a base when you got a really big fleet, which probably crashes the server, or you don't do ANYTHING to it, except for very slowly draining fuel for the shields ... and maybe draining a bit more repair commodities, but that's highly unlikely with bigger bases. And after a while the people shooting the base realize how futile their shooting the base is and leave demoralized, probably ending up going to the forums and ... well, you know what.
The thing is, once you actually have enough battleships (and really, nothing else helps) to outDPS the repairs, you will end up killing the base rather quickly. Each BS you got over the magic "repair-barrier" the base dies MUCH faster.
Of course, as I said before, the bases may not die too fast or easily! The work put into them should still mean something! ...A lot actually!

I don't like the overall system of what I described. The "all or nothing" behaviour when it comes to base sieges. Bases should suffer somehow from sieges, the more the bigger the siege is. Even if the shield/repair-barrier isn't broken directly by outDPSing.
My suggestion is: reduce the repairs needed per day. Take some pressure of the people trying to make their bases survive. I'd say half the repairs needed per day without a siege. BUT!
Whenever there IS an actual siege, the base should lose repair (and/or shield-fuel) commodities according to how much damage it would take. Though a simple fighter should not be able to do any damage, a small percentage of the damage dealt ... let's just say .0005% (as an example; 1/500'000th) of the incoming damage is drained from one (random) repair commodity; that means a heavy battleship, 300'000 energy regeneration per second, with at least 3 Cerberus turrets, .4091 damage per energy, doing 122'730 DPS, will drain .24546 units of repairs every second it hits the base with all energy it regenerates fired through the Cerberus turrets, resulting in a drain of 1 unit every ~4 seconds. That means 10 of these BS take 2 h and 13 min to drain 20'000 units of repair stuff...let me repeat that: TEN heavy battleships, with a full Cerberus turret setup, will take two hours and thirteen minutes to fully drain 20'000 units of repair commodities. That might be a bit too short even. Maybe it needs to be .0004% or .00025%...Though at some point it takes too long to actually harm the base. A fleet of 10 heavy BS shooting one base for 2 hours is already rather unlikely, unless the Corsairs get active again.
Anyway, in my opinion this would be a good thing to have, making bases a bit easier to supply, but also make them easier to harm, but not necessarly kill though. Attackers would finally be able to actually do something against a base, even if they can't break a shield. Though I suggest only allowing an attacker to come back after 4 to 8 hours or even more, so it doesn't get ridiculous.
But then again ... I believe this to be either too hard or even impossible to implement, sadly...Something still needs to be done, something that on one hand doesn't screws base owners, and on the other doesn't leave the base attackers pretty much helpless and forced to resort to disgusting methodes to take out "annoying" bases. Bases might also need to be more regulated, we are past the testphase, aren't we?


RE: When does a core 1 base die ? After 192456 years ? - GTB - 06-10-2013

(06-10-2013, 03:15 PM)Anaximander Wrote: I don't see why I should be forced to join official factions or play skype games; that's not how I want to spend my time on here.

I've always played "indie" as a faction member, I disliked the way some official faction members would treat and look down on indies in the same faction. Even to the point in battles at times, official faction members would sit there and fail to help you out on purpose, because you was an indie member. What's the big deal?


RE: When does a core 1 base die ? After 192456 years ? - Thyrzul - 06-10-2013

(06-10-2013, 03:15 PM)Anaximander Wrote: Ok so that base never really blocked cardamine trade? We should just ignore those that got killed as "oorp entities" because they didn't ask for permission first? It never really happened in-rp? Is that correct?

Now, what are we talking about? Because it's sure not the same.
Did a few die to the base? Yes. Was there warning prior to it? Yes. Were there communications between the parties after the incidents? Yes. Did the whole escalate into a full scale hostility between TAZ and Casts? No. Is that Baffin gateway so important that it's significance is bigger than any other cardi smuggling route? Doubtful.

(06-10-2013, 03:15 PM)Anaximander Wrote: You want me to not look at TAZ, but rather at indy outcasts whom I don't know and have never seen "abusing" anything. It was TAZ that shot me for no reason whatsoever, why should I be concerned with anything else?

I want you to find out more about the whole scheme before ending up in accusations and claims solely based on your personal experience.

(06-10-2013, 03:15 PM)Anaximander Wrote: I don't see why I should be forced to join official factions or play skype games; that's not how I want to spend my time on here. I don't think it is in the spirit of the server that you have to join an official faction or accept to get treated as a "non-entity". I did complain in-rp, but frankly I couldn't be arsed pushing it further because that wasn't the responsibility of my character, i don't represent the NPC faction but at least up until now it was my general impression that I was supposed to be a part of it.

Indeed, you are a part of it, but if you are the only part of it been hurt, why do you expect the whole OC community to start a crusade against TAZ just because you have been shot? If there were no serious actions taken against that station, it means the overall impact on the whole community was not enough significant to provoke such a response.

You are not forced to join official factions. But as in everything in game as well as in real life, you have to put more efforts into what you are doing if you want to achieve more.

(06-10-2013, 03:15 PM)Anaximander Wrote: And what actions don't I take blame for? That character never did anything to upset TAZ in the slightest, save for defending himself and his crew from a Colonial that engaged in Coronado and followed into Baffin, and that matter got resolved.

Neither did my character anger them in any way, but that barely changes the fact that there has been a warning. Your character, as well as mine, entered Baffin at his own risk, and suffered the consequences of his actions, as well as mine did.



RE: When does a core 1 base die ? After 192456 years ? - Anaximander - 06-10-2013

(06-10-2013, 03:50 PM)Thyrzul Wrote: Now, what are we talking about? Because it's sure not the same.
Did a few die to the base? Yes. Was there warning prior to it? Yes. Were there communications between the parties after the incidents? Yes. Did the whole escalate into a full scale hostility between TAZ and Casts? No. Is that Baffin gateway so important that it's significance is bigger than any other cardi smuggling route? Doubtful.

We're talking about the same thing, but we're not on the same page. What you describe above is what took place between the factions representing the NPC factions, I fully recognize that that was the course of events between the two factions.

My question is, because Outcast leadership shrugged it off should my character and all other Outcasts that got hurt; all those that lost profit due to either a longer trade route or actually lost ships and cargo, just ignore it as a non-event? Cardamine-trade didn't get blocked, even though that was what we as players and our characters experienced?

(06-10-2013, 01:32 PM)Thyrzul Wrote: I want you to find out more about the whole scheme before ending up in accusations and claims solely based on your personal experience.

I describe things as I experienced them through the prism of my Outcast character. He got shot by TAZ for no reason whatsoever, all the rest doesn't really matter to him. You are asking me to make an oorp disposition regarding other players and let that form my roleplay reaction. I don't really care for that, to tell you the truth.

(06-10-2013, 01:32 PM)Thyrzul Wrote: Indeed, you are a part of it, but if you are the only part of it been hurt, why do you expect the whole OC community to start a crusade against TAZ just because you have been shot? If there were no serious actions taken against that station, it means the overall impact on the whole community was not enough significant to provoke such a response.

So that means that the "community", and I daresay factions, determine the validity of any event, even if the outcome conflicts with both in-game actions (by proxy through the base killing all non-registered Outcasts) and lore (the day TAZ starts attacking the Maltese Empire is the day TAZ gets destroyed)? I think that is unreasonable, too many things can just slide by that way if factions aren't paying attention or aren't bothered.

(06-10-2013, 01:32 PM)Thyrzul Wrote: Neither did my character anger them in any way, but that barely changes the fact that there has been a warning. Your character, as well as mine, entered Baffin at his own risk, and suffered the consequences of his actions, as well as mine did.

Sure my character entered at his own risk, but he was surprised about TAZ opening fire on him to say the least. He never expected that TAZ would have the audacity and be so ruthless (and suicidal). Even more surprising to him was the lack of reaction from Outcasts leadership.

To me it seems there's a mutual attitude between the two factions to just let it slide, even though lore suggests that Outcasts are über-dependent on cardamine trade, are aggressive (at war with half of Sirius) and generally claim the Tau's as theirs, and TAZ are über-dependent on their neutrality with local powers and generally have a decent relationship with Outcasts whom have been transporting Cardamine through Baffin in peace for the longest time. It just doesn't sit right that Outcasts should just accept TAZ KoS'ing any unregistered Outcast vessel on that very vital trade route, neither does it sit right that TAZ should want to do so and de facto declare war.

The base was actually shooting all unregistered Outcast and thus actually hampering the flow of Cardamine in-game, no forum posts can change that, but it seems to me that because the NPC factions agreed that they didn't want to play out things this way it was ignored. But that still leaves a base with actions that severely contradicts the roleplay and the outcome of it accordingly. That's not exemplary base-RP to me.


RE: When does a core 1 base die ? After 192456 years ? - Thyrzul - 06-10-2013

(06-10-2013, 04:20 PM)Anaximander Wrote: We're talking about the same thing, but we're not on the same page. What you describe above is what took place between the factions representing the NPC factions, I fully recognize that that was the course of events.

My question is, because Outcast leadership shrugged it off should my character and all other Outcasts that got hurt; all those that lost profit due to either a longer trade route or actually lost ships and cargo, just ignore it as a non-event? Cardamine-trade didn't get blocked, even though that was what we as players and our characters experienced?

Characters got hurt can do anything in accordance to the events, complain to TAZ, complain to Outcasts, eventually to both, continue smuggling, be mad on TAZ, whatever you guys wish to do, of course keeping the possible consequences in mind. I was however not aware we were discussing character decisions, were we?

(06-10-2013, 04:20 PM)Anaximander Wrote: I describe things as I experienced them through the prism of my Outcast character. He got shot by TAZ for no reason whatsoever, all the rest doesn't really matter to him. You are asking me to make an oorp disposition regarding other players and let that form my roleplay reaction. I don't really care for that, to tell you the truth.

You argue based on in-character experiences, but you argue on ooRP platforms, ooRPly. Why are you here then? Why don't you argue about the actions of the TAZ inRP then? I was asking you to make an ooRP disposition because this is an ooRP platform and not because I want your roleplay reaction getting formed by that. And I can hope you won't make the mistake many tend to do this day: Don't mix inRP with ooRP, please.

(06-10-2013, 04:20 PM)Anaximander Wrote: So that means that the "community", and I daresay factions, determine the validity of any event, even if the outcome conflicts with both in-game actions (by proxy through the base killing all non-registered Outcasts) and lore (the day TAZ starts attacking the Maltese Empire is the day TAZ gets destroyed)? I think that is unreasonable, too many things can just slide by that way if factions aren't paying attention or aren't bothered.

That means the group itself decides it's fate, not the individual. The TAZ by no means attacked the Maltese, rather unregistered and ignorant individuals triggered a defense mechanism of a station and caused an incident which could have been avoided.

It is funny you, as an "outsider" (because you admitted you are not part of the official outcast faction, just an indie) want to say how bothered official factions should be regarding your mistakes and how they should punish others for them. Want them to pay more attention? Write a complaint to them, write in their feedback thread, join them. Do something for it.

(06-10-2013, 04:20 PM)Anaximander Wrote: Sure, but what I am surprised about is the mutual agreement between the two factions to just let it slide, even though lore suggests that Outcasts are über-dependent on cardamine trade, are aggressive (at war with half of Sirius) and generally claim the Tau's as theirs, and TAZ are über-dependent on their neutrality with local powers and generally have a decent relationship with Outcasts whom have been transporting Cardamine through Baffin in peace for the longest time. It just doesn't sit right that Outcasts should just accept TAZ KoS'ing any unregistered Outcast vessel on that very vital trade route, neither does it sit right that TAZ should want to do so and de facto declare war.

Outcasts have a pretty much arsenal of enemies in the Taus: GRN, Council, IMG, CR, they barely need a new one on that front. Other thing, if Outcasts would have declared war on the TAZ just because of Malaclypse Freeport, that would mean they would pose a risk to a defense installation currently protecting three factions, not one. Both Council and CR would have joined their forces with TAZ in the defense of the station, and we are a bit closer to the station to defend it than the attackers. Would that really worth it just to retaliate for the mistakes of a few ignorant Maltese and a little missing income?

Besides, did TAZ KoS any Outcast vessel? No. Mal Fp Kos'd the only ones failed to heed the warning of the TAZ. Did it discriminate and only shoot outcasts? No, it pretty much shot at any other unregistered vessels, including mine, despite me being neutral with them as well. So it would be nice if you wouldn't use a tone implying that TAZ pretty much picked on Outcasts, bullying every little indie cardi smuggler, when they did not.

EDIT: I've seen you edited your message, so let me do the same here.

(06-10-2013, 04:20 PM)Anaximander Wrote: The base was actually shooting all unregistered Outcast and thus actually hampering the flow of Cardamine in-game, no forum posts can change that, but it seems to me that because the NPC factions agreed that they didn't want to play out things this way it was ignored. But that still leaves a base with actions that severely contradicts the roleplay and the outcome of it accordingly. That's not exemplary base-RP to me.

1.) Two parties are required for an incident to happen. The indie outcasts are at least as much to blame here as the TAZ, portraying them as innocent saints is just plainly wrong.
2.) If the official faction did not act, that can be the result of not much indies reported that they has been shot at by the base. Just because you argue again and again that the flow of Cardamine has been seriously damaged/disrupted/hampered/whatever, that doesn't mean it is the truth. If the rest of the outcast community did not think so, it may most probably not been such an issue to worth starting a war and a siege against three factions.
3.) If you feel the Outcast official faction did not follow your vision of lore/RP, you are free to complain about it to the faction leadership, or the Admins, on channels designed to it, such as the faction's Feedback channel or PM. You may get an answer from them too regarding their decision, but this is definitely not the place for that.



RE: When does a core 1 base die ? After 192456 years ? - Anaximander - 06-10-2013

(06-10-2013, 04:49 PM)Thyrzul Wrote: Characters got hurt can do anything in accordance to the events, complain to TAZ, complain to Outcasts, eventually to both, continue smuggling, be mad on TAZ, whatever you guys wish to do, of course keeping the possible consequences in mind.

When the official outcast stance is being passive, there's not much one can do, even though that laissez-faire approach totally conflicts with what the relationship between Outcasts and TAZ is supposedly about. Let me ask you this, had ZA been the Official faction and those opposing them indies, would ZA roleplay then be "correct" according to lore/background?

(06-10-2013, 04:49 PM)Thyrzul Wrote: You argue based on in-character experiences, but you argue on ooRP platforms, ooRPly. Why are you here then? Why don't you argue about the actions of the TAZ inRP then? I was asking you to make an ooRP disposition because this is an ooRP platform and not because I want your roleplay reaction getting formed by that. And I can hope you won't make the mistake many tend to do this day: Don't mix inRP with ooRP, please.

We are discussing roleplay, aren't we? You fleshed out the roleplay view of TAZ, I laid out my view of roleplay and the experiences my character had in-rp. The idea is that we try to understand one another, and I do think I understand the TAZ roleplay reasoning, that Baffin is their property and Bonito is sacred and off-limits to those who don't respect TAZ ways. I'm just asking you to see the other side of the coin.

(06-10-2013, 04:49 PM)Thyrzul Wrote: That means the group itself decides it's fate, not the individual. The TAZ by no means attacked the Maltese, rather unregistered and ignorant individuals triggered a defense mechanism of a station and caused an incident which could have been avoided.

You assume and dictate that stupidity is the only reason not to register in-rp, whereas there are countless other reasons such as necessity for anonymity, sense of freedom, pride, arrogance, disdain and so on. Don't make assumptions on behalf of other players, it's not your prerogative. The Outcasts see themselves as Outcasts for good reason, and they fight those who oppose them viciously. On paper, at least.

(06-10-2013, 04:49 PM)Thyrzul Wrote: It is funny you, as an "outsider" (because you admitted you are not part of the official outcast faction, just an indie) want to say how bothered official factions should be regarding your mistakes and how they should punish others for them.

When you say "my mistake", do you mean me as a player? Or my character? I believe I didn't make a mistake as a player, I shouldn't be obliged to monitor comms threads and base posts to avoid getting killed by things that lore and ID-wise are neutral entities that by no means should shoot at me - their ships would have been sanctioned had the shooting been carried out that way. My character didn't either - he's a lord of the Tau's, why should he bow to a petty group of religious freaks that can be crushed instantly by the Maltese Empire? Why would proud Outcasts except such treatment, and why would they be ok with leadership that ask them to bow before TAZ?

(06-10-2013, 04:49 PM)Thyrzul Wrote: Want them to pay more attention? Write a complaint to them, write in their feedback thread, join them. Do something for it.

I did, we all know feedback threads are a joke when it comes to stuff of real significance and it's always been like that. I'll never post in one again because there's no point really. You are also claiming I didn't do anything for, but that's quite frankly untrue. I am a part of 2 Outcast factions already, I wouldn't want to join a third.

(06-10-2013, 04:49 PM)Thyrzul Wrote: Did it discriminate and only shoot outcasts? No, it pretty much shot at any other unregistered vessels, including mine, despite me being neutral with them as well. So it would be nice if you wouldn't use a tone implying that TAZ pretty much picked on Outcasts, bullying every little indie cardi smuggler, when they did not.

Ok my bad, so you are saying the base indiscriminately bullied every unregistered trader then, regardless of affiliation. I didn't know, I only witnessed and experienced Outcast ships killed.


RE: When does a core 1 base die ? After 192456 years ? - Thyrzul - 06-10-2013

(06-10-2013, 05:20 PM)Anaximander Wrote: When the official outcast stance is being passive, there's not much one can do, even though that laissez-faire approach totally conflicts with what the relationship between Outcasts and TAZ is supposedly about.

Why, what is the relationship of the Outcasts and TAZ?


(06-10-2013, 05:20 PM)Anaximander Wrote: We are discussing roleplay, aren't we? You fleshed out the roleplay view of TAZ, I laid out my view of roleplay and the experiences my character had in-rp. The idea is that we try to understand one another, and I do think I understand the TAZ roleplay reasoning, that Baffin is their property and Bonito is sacred and off-limits to those who don't respect TAZ ways. I'm just asking you to see the other side of the coin.

I told you I've seen both sides of the coin, having a character currently leading one of the forces it defends, having a character the station once shoot at. What I was asking you is to do the same, as I did not feel you doing so. Now you claim you understand the reasoning behind the bases, so frankly, what are we arguing about?

(06-10-2013, 05:20 PM)Anaximander Wrote: You assume and dictate that stupidity is the only reason not to register in-rp, whereas there are countless other reasons such as pride, arrogance, disdain and so on. Don't make assumptions on behalf of other players, it's not your prerogative. The Outcasts see themselves as Outcasts for good reason, and they fight those who oppose them viciously. On paper, at least.

True, there may be other reasons not to register on such a list. But then there comes the consequences: Does it worth to risk my cargo, my life? Does it risk to provoke a war who knows if my nation will ever have a gain from? Your regular Maltese may not consider the latter, but the first one definitely should. As far as I know birth rates are very poor among the Outcast population, meaning that every life is important, too important to disregard such risks.

(06-10-2013, 05:20 PM)Anaximander Wrote: When you say "my mistake", do you mean me as a player? Or my character? I believe I didn't make a mistake as a player, I shouldn't be obliged to monitor comms threads and base posts to avoid getting killed by things that lore and ID-wise are neutral entities that by no means should shoot at me - their ships would have been sanctioned had the shooting been carried out that way. My character didn't either - he's a lord of the Tau's, why should he bow to a petty group of religious freaks that can be crushed instantly by the Maltese Empire? Why would proud Outcasts except such treatment, and why would they be ok with leadership that ask them to bow before TAZ?

I've been talking about the mistakes of your character, sorry, I did not make myself clear on that.

Proud outcast, lord of the Taus, does have his enemies in those systems, so he better thinks it twice who he considers to be crushable by his nation. Proud outcast may not have to bow before said religious folks, but I trust his judgement not to question the existence of a station enjoying the backing of three factions and with that a combined force capable to rival the Maltese Navy on that front, I dare to say.

(06-10-2013, 05:20 PM)Anaximander Wrote: I did, we all know feedback threads are a joke when it comes to stuff of real significance and it's always been like that. I'll never post in one again because there's no point really. You are also claiming I didn't do anything for, but that's quite frankly untrue. I am a part of 2 Outcast factions already, I wouldn't want to join a third.

I did not claim anything, I merely told you what you should do in my opinion in such cases. Your complaints about lack of results from the Outcast side implied to me a lack of effort in reaching your goal as well.

(06-10-2013, 05:20 PM)Anaximander Wrote: Ok my bad, so you are saying the base indiscriminately bullied every unregistered trader then, regardless of affiliation. I didn't know, I only witnessed and experienced Outcast ships killed.

That is why I wanted you to see the overall scheme and judge the relevant parties by that, not just a fraction of evidence.



RE: When does a core 1 base die ? After 192456 years ? - Anaximander - 06-10-2013

(06-10-2013, 05:40 PM)Thyrzul Wrote: Why, what is the relationship of the Outcasts and TAZ?

TAZ set up shop in Baffin, Zoners got a base in T37, TAZ knows Outcasts are mad and ferocious and have a strong military, TAZ and Outcasts agree that Cardamine can flow through Baffin, TAZ do so out of necessity more than anything else. Everything is fine and dandy as long as that fragile balance isn't tipped.

(06-10-2013, 05:40 PM)Thyrzul Wrote: Now you claim you understand the reasoning behind the bases, so frankly, what are we arguing about?

Because that very reasoning conflicts with what lore says about the diplomacy and power balance between Outcasts and TAZ. Think of real life, how vital oil flow is to producing nations; how wars are waged when straights and trade corridors are blocked (Suez Crisis anyone?). The moment that base shot down the very first Cardamine transport, the proper reaction from Outcast leadership would be very severe threats and possible sanctions. A nation relying solely on one export commodity can't sit idle by while something like this happens. And I think TAZ should have kept that in mind before they set the base to full hostile mode, whether or not Outcast leadership responds. I feel we have that obligation towards one another when this game isn't entirely sandboxed like Eve, but relies on a lore framework we seek to adhere to.

(06-10-2013, 05:40 PM)Thyrzul Wrote: But then there comes the consequences: Does it worth to risk my cargo, my life? Does it risk to provoke a war who knows if my nation will ever have a gain from?

That goes both ways, shouldn't TAZ worry: "Is it worth the risk for our sacred systems, our lives? "Do we risk to provoke a war we will surely lose and never gain anything from?"

Mind you CR and Council are already at full war with Outcasts, it's not like Outcasts should fear the wrath of those two factions more than what they already do. And Outcasts do stand to gain a whole lot from securing clear passage from Alpha to NY.

(06-10-2013, 05:40 PM)Thyrzul Wrote: As far as I know birth rates are very poor among the Outcast population, meaning that every life is important, too important to disregard such risks.

Exactly, yet another reason to shut that base down the moment it claimed it's first Maltese soul. Outcasts are few in numbers and thus value each individual life a lot, however they are vicious and at war with half of Sirius already: In other words they are not afraid to throw themselves into the fray when needed - and judged by the long list of enemies it's needed quite a lot. TAZ would be a ridiculously insignificant enemy compared to what Outcasts are already pitted against