Rules have been reduced in number, but some are still counter-intuitive. For example the bounty hunting. So you made a bounty hunter, and now you gotta read through several threads on the forum just to find out if you're allowed to engage pirates.
People come here because its still got some population.
People stay the first weeks because of the possibilities promised, with ship classes, bases, possibilities to make groups.
Then people realize its a sham, because there's people and unwritten rules that will screw you up by any means possible, because they wanna stay on top (be it by turf, pvp potential, forum influence, official faction influence, dev influence).
Then you wonder why you would wanna stay.
User was banned for: Karlotta alt
Time left: (Permanent)
Freelancer is a space arcade, that's why the PvP is the way it is, ED is a space simulator, the combat is how its suppose to be. You won't be making the maneuvers you make in FL in real life. You would be passed out half of the time if you would make a EK turn like FL ships does.
The RP is fine and dandy. I can honestly say that I haven't read any sort of rules or character guidelines or rules to roleplaying or whatever else. I showed up with two years in SS13 roleplaying and five more in tabletop RPGs, skimmed the server rules for the bits specific to Disco (notably, IDs and engagements), spitballed a character concept or two, and dropped right in. Now I'm running a faction, RPing with a half-dozen people and lining up a few more (BAF, Hogosha, pls respond ;~; ). The most important bits are to be active on the forums and to join some kind of group.
You really, really, *really* don't need anything more than baseline knowledge of the setting and a healthy dose of improv to roleplay. More importantly, you need people to roleplay off of, to develop your character concept in relation to. Everything else is gravy.
Howard Williams - CEO, Williams-Mordhauser Distributing - "Just try and stop us"
Caroline Convair - General Secretary, Williams-Mordhauser Distributing - "Please excuse the CEO"
A lot of people say you need to be part of a faction to roleplay successfully, They are right, but it does not mean Freelancers are up [redacted] creek.
If you try to make connections like I have, it won't be hard to do well here and make your mark.
(07-31-2016, 03:36 AM)Psyentific Wrote: The RP is fine and dandy. I can honestly say that I haven't read any sort of rules or character guidelines or rules to roleplaying or whatever else. I showed up with two years in SS13 roleplaying and five more in tabletop RPGs, skimmed the server rules for the bits specific to Disco (notably, IDs and engagements), spitballed a character concept or two, and dropped right in. Now I'm running a faction, RPing with a half-dozen people and lining up a few more. The most important bits are to be active on the forums and to join some kind of group.
You really, really, *really* don't need anything more than baseline knowledge of the setting and a healthy dose of improv to roleplay. More importantly, you need people to roleplay off of, to develop your character concept in relation to. Everything else is gravy.
There's more to it though.
Say you get an eagle, which is a corsair ship.
Because it's a corsair ship, you're only allowed to be in some specific sectors, the sectors that are owened or half-owned by corsairs.
For example.
I would want to have my trader, and go to somewhere to buy items. Then fly across the galaxy to sell it. Possibly having to pay somebody to protect me from the pirates that will want to fine me.
But I can't do that, because first I need to decide which faction I am to be in, and that will drastically limit me on what I'm allowed to trade, and where I'm allowed to trade.
First of all, I'll not find anyone that could escort me, for RP reasons, since they probably wouldn't be allowed to leave their systems.
Then the pirates aren't even allowed to go pirate me, since I wouldn't be in their allowed systems.
What you need to roleplay successfully (read: do more than shout forum posts into the void) is people. Factions provide that by default, otherwise make like Ms. Second Life here and start making friends, business contacts, allies, shooty-buddies, whatever you wanna call them. Holy god is it ever boring to play Freelancer alone, don't do that.
Howard Williams - CEO, Williams-Mordhauser Distributing - "Just try and stop us"
Caroline Convair - General Secretary, Williams-Mordhauser Distributing - "Please excuse the CEO"
(07-31-2016, 03:36 AM)Psyentific Wrote: The RP is fine and dandy. I can honestly say that I haven't read any sort of rules or character guidelines or rules to roleplaying or whatever else. I showed up with two years in SS13 roleplaying and five more in tabletop RPGs, skimmed the server rules for the bits specific to Disco (notably, IDs and engagements), spitballed a character concept or two, and dropped right in. Now I'm running a faction, RPing with a half-dozen people and lining up a few more. The most important bits are to be active on the forums and to join some kind of group.
You really, really, *really* don't need anything more than baseline knowledge of the setting and a healthy dose of improv to roleplay. More importantly, you need people to roleplay off of, to develop your character concept in relation to. Everything else is gravy.
There's more to it though.
Say you get an eagle, which is a corsair ship.
Because it's a corsair ship, you're only allowed to be in some specific sectors, the sectors that are owened or half-owned by corsairs.
For example.
I would want to have my trader, and go to somewhere to buy items. Then fly across the galaxy to sell it. Possibly having to pay somebody to protect me from the pirates that will want to fine me.
But I can't do that, because first I need to decide which faction I am to be in, and that will drastically limit me on what I'm allowed to trade, and where I'm allowed to trade.
First of all, I'll not find anyone that could escort me, for RP reasons, since they probably wouldn't be allowed to leave their systems.
Then the pirates aren't even allowed to go pirate me, since I wouldn't be in their allowed systems.
Well technically the Eagle's a free-to-all Civilian ship, but w/e.
And yeah, it is one of my bones of contention with Disco that ID trumps Roleplay unless it's an official faction, but that's a *lot* of hoops to jump through just to say that my faction's Corporate Security division will threaten people with piracy to get them to buy escort contracts. Honestly, I think that's why we don't see a lot of cool, creative or innovative characters and factions, because no matter how you fluff it you're hard-limited to what you can legally do on the server, which means that everything derives from the base NPC archetypes. You can't, for example, have a faction of undercover TOTALLY-NOT-COPS mucking around in the Omegas and Omicrons unless you wear Bounty Hunter IDs and IFFs, and then you're limited to what the Bounty Hunter ID lets you do and people will call you Bounty Hunters. That's lame, but not much you or I can do about it.
While the specifics of your example aren't totally accurate, the general sentiment is completely valid. The only thing that really addresses that are the Generic IDs, Freelancer, Zoner, etc. which is part of the reason that literally everyone has a trader or smuggler alt of some sort. If I make an LPI character, I *need* to funnel money into it, and there's really only reason to log a KNF character when I see people flying around Kusari. Quite a few factions just aren't economically viable, and most of them don't include all avenues of gameplay. While it makes sense from a pure-lore perspective, having to maintain not only seperate characters, but also seperate factions, reputations and social contacts for different playstyles (ex. smuggler, pirate) is a bit of a hassle.