Cap the max number of simultaneous possible LN groups. - 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: Cap the max number of simultaneous possible LN groups. (/showthread.php?tid=158774) |
Cap the max number of simultaneous possible LN groups. - Enkidu - 03-05-2018 I'm deadly serious. There's currently too many darn Liberty Navy groups whilst large elements of the rest of the server go under-served. Navy factions are also a terrible option for new players in the server as the potential for major mistakes or bad encounters is very, very high, yet it seems there's a vast block of the server that seems to gravitate towards creating numerous, uninspired iterations of Liberty navy fleets. I'm not even sure what people are doing with their LN ships as there certainly isn't enough unlawfuls, smugglers, or gauls to fight them appropriately. I'm not saying that we should force people to RP one way or another, but there should be some discouragement principle to avoid stacking of factions above, say, three active simultaneous groups. That's probably the max number of simultaneous factions for one ID that can exist, providing diversity without sucking all the air out of the room. RE: Cap the max number of simultaneous possible LN groups. - SnakThree - 03-05-2018 Only if we merge Unioners into Hessians. RE: Cap the max number of simultaneous possible LN groups. - Enkidu - 03-05-2018 (03-05-2018, 02:29 PM)SnakThree Wrote: Only if we merge Unioners into Hessians. Not a flood threat, also not on topic, check location before posting from the sidebar. One example of good multiple redundancy is the Wache and White Rose, the two active Blood Dragon groups, Koa and the other one, etc, because they're noticeably different and present separate sides of the iff. I'd welcome another Unioner group. Apart from 5th (does order stuff) and LN primary (has ESRD), the various LN fleet numbers seem completely identical. RE: Cap the max number of simultaneous possible LN groups. - sindroms - 03-05-2018 Usually the reason a new group pops up is because they: 1. are striving to provide a new twist on the established approach made by other groups. 2. are thinking they can do better than said existing groups. 3. do not like the people in said existing groups and make their own clubhouse. There is no real issue with either of these approaches. It should also be noted that 99% of these groups never go for officialdom. I personally see no issue. RE: Cap the max number of simultaneous possible LN groups. - Karlotta - 03-05-2018 Making a new group is better than staying indie. Attempts to drive people away from "too busy" places will also tend to drive them away from the server. Better positively incentivize people to do something else than restrict something they like doing. RE: Cap the max number of simultaneous possible LN groups. - Sombs - 03-05-2018 I'd rather stay indie instead of allowing myself to be forced to please someone else's annoyance. RE: Cap the max number of simultaneous possible LN groups. - Enkidu - 03-05-2018 (03-05-2018, 02:34 PM)Karlotta Wrote: Making a new group is better than staying indie. Attempts to drive people away from "too busy" places will also tend to drive them away from the server. Better positively incentivize people to do something else than restrict something they like doing. Point, but... what are they doing? There arn't enough traders to scan, unlawfuls to shoot, or gauls to combat, to provide each and every Lib Navy ship some kind of play outlet. That must be incredibly boring as a gameplay experience. RE: Cap the max number of simultaneous possible LN groups. - SnakThree - 03-05-2018 (03-05-2018, 02:31 PM)Tænì Wrote:(03-05-2018, 02:29 PM)SnakThree Wrote: Only if we merge Unioners into Hessians. Oh, I am sorry, I thought that this is waste disposal subforum based on complete rubbish idea. To elaborate, staff should not forbid players to play a certain group they enjoy playing because it would only discourage playing overall. In the same sense, staff cannot prevent the very same mistake happening if those players are forced to play another faction. RE: Cap the max number of simultaneous possible LN groups. - Enkidu - 03-05-2018 (03-05-2018, 02:36 PM)SnakThree Wrote:(03-05-2018, 02:31 PM)Tænì Wrote:(03-05-2018, 02:29 PM)SnakThree Wrote: Only if we merge Unioners into Hessians. True, but instead of trying to get in a "sick playground zinger, brah" you could justify why it's a crap idea instead of generally being a tetchy snek. Most of the other posters here gave erudite reasoning. Perhaps guidance could work. A little nudge to say: "This faction doesn't have much activity, and would also let you have similar gameplay experiences, look here", for instance? Such as police factions - they have large overlap with Navy gameplay, except they're better attuned for levelling fines, tracking targets - they only lack battleships. RE: Cap the max number of simultaneous possible LN groups. - sindroms - 03-05-2018 (03-05-2018, 02:36 PM)Tænì Wrote: Point, but... what are they doing? It is the player's choice. Not yours. |