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Random idea for a new group: Scavengers - Printable Version

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Random idea for a new group: Scavengers - aerelm - 01-06-2013

Here's an idea I've had for a long time, but never really had enough time and energy to actually give it a go and see how it works out. So, instead of letting it die as just an idea, I'm gonna toss it here maybe someone else finds it interesting enough to be worth a shot.

One thing that has always bothered me about how gameplay has altered the original lore in Disco, is how Junkers are being played. Now, I'm not saying people aren't RPing Junkers right, I'm merely saying in my opinion, there should be more to Junker RP than today's Junkers, who are either respectful businessmen, sneaky smugglers, humble scrappers or good for nothing lowlifes who're more pirate than Junker.

Another thing missing from Disco nowadays, again in my opinion, is all the RP people used to do to get their hands on a ship or a piece of gear they wanted, because contrary to some people who've jumped to conclusions after reading my other posts on this subject, I don't mind the nerf system, and what I find problematic is removal of tech chart and taking away factions' control on their tech, which, even though a flawed system, was still better than this total chaos we have, where anyone can go grab anything they want without even thinking on the RP behind it - But that's a rant for another thread, which hopefully I'll never bother to post.

Now, the two points I mentioned above have nothing to do with the main subject of this thread and I just mentioned them so people would know where this idea came from, and keep in mind that I'm not talking about a "wreck hunter" group, even though that as well, can be a part of this group's RP.

Finally, to the main point:

You see, what I find lacking from the Junker RP as it is now, is the part where they're supposed to know how to take a cargohold full of junk and ducttape it back into shape so they can sell it for some cash, or even how the greedier ones would resort to even stealing a piece of tech if they know it's gonna sell good on the market. Here comes the question of what would this faction actually do ingame, and the answer is simple - Promoting roleplay and activity between groups and individuals, mainly centered around smuggling/stealing/salvaging equipment and gear for interested parties who can afford it.

Nowadays, even official factions who own popular techs can't be bothered RPing their permissions out, cause what's the point when the guy can simply go grab what they want without even asking the faction, and dunno if anyone else has noticed, but before the removal of tech chart there was always some ongoing RP on forums and ingame regarding tech permissions, and loads of them at times. Can't see stuff like that anymore, because most people are either lazy or not patient enough, and just want their shiny toys asap so they can go play the way they want. Can't blame em.

With that in mind, imagine a faction - and not necessarily official - who were here for the sole purpose of helping individuals RP out the tech they want, either in form of a mere idea, or an actual RP played out either on forums or ingame, and in the ideal case, both. I tried this on small scale with a few pieces of tech people wanted to get, and results were rather satisfying, cause some people just cant seem to be bothered, solely because they believe no one would be interested, and thus, would see no point in even trying.

So, long story short - Imagine a group of Junkers whose profit mainly came from snatching the gear people want to buy, one way or another, and on an ooRp scale would actually promote RPing for tech again, trying to come up with more original ideas and more extended gameplay for getting a piece of tech which would include as many players and factions as possible, and as a result, promoting both RP and activity. Because, after all... If we have "lulz group" of pirates/military/mercs/miners/whatever, why not a "lulz group" for (As people would've called it in 4.85) wannabe-techwhores?


RE: Random idea for a faction: Scavenger - Crackpunch - 01-07-2013

What might work is have different player base 'types' or having a unique module that your base could only have one of. Each type of base/base module could manufacture certain parts of a weapon using your average materials. Then you'd have to take maybe 4 different components (one from each base) and combine them at yet another type of base to produce the weapon.

This would force cooperation between factions or make one faction put a lot of time and resources into constructing these bases. This hurts the poorer factions, as they can't maintain the weapons production facilities, but would force them to RP with the bigger kids.

To extend this idea further, you could make players drop certain, crucial components for these weapons upon their death. Meaning you either have to watch battlegrounds or OORPly kill each other for them. Perhaps you could make it you only drop a crucial component once per character?