Well, I already said that Cultists should have a lore backing their weight the player base gives them. Currently it strongly feels violating the most essential RP aspects of this server.
Again, it felt way better when Nomad Players came into the home systems by themselves. Not just NPCs, but the actual players. And I don't actually understand why weren't those gates in Iota still brought back.
(10-13-2023, 12:51 AM)Haste Wrote: This is a feature as most Discovery players would not receive a response from women.
(05-31-2018, 09:13 PM)Chronicron Wrote: Again, it felt way better when Nomad Players came into the home systems by themselves. Not just NPCs, but the actual players. And I don't actually understand why weren't those gates in Iota still brought back.
It seems like at this point, we'd find some indication as to where exactly these cultists are building all of their big fancy toys- maybe get a cross-faction raid on one of their shipyards going or something
[ sci·am·ach ]
/sīˈamək/
A simple, angry man casually working his way through life on a personal quest to acquire copious amounts of street cred.
How visible is this Cultist presence after a few days in a system? Are they more noticeable than the standard npc interceptors that make the background of a lenghty trip?
(06-18-2018, 09:00 PM)Sciamach Wrote: It seems like at this point, we'd find some indication as to where exactly these cultists are building all of their big fancy toys- maybe get a cross-faction raid on one of their shipyards going or something
Possibly an excuse to design a quick-and-dirty neat system that's only reachable via Jump Drive?
Maybe a set of new Cultist Carriers could have a piece of a set of coordinates, like how that Vault needed 3 separate code-strings in order to be opened? Y'know, Skorak's vault - the one that the Core, Gallia, and Ez' Vertiga opened together.
It would cause the finding factions to have to work together to obtain the full coordinates. Then perhaps once jumping to said coordinates, it reveals an undiscovered system with a Cultist Mega-Shipyard.
Maybe it's defenseless or "defenseless" by appearance, and houses some brand new cap/fighter codes, or a bunch of Jump Hole Generator parts with additional tech to make that particular batch of Generators hyper-accurate (Players could choose both start and end point systems), or more stable (Still random end-point, but may last twice/thrice as long as standard). I'd recommend an additional single unit of a special inRP commodity to be consumed alongside the Generator parts in order to differentiate them (Or, they could simply be a different kind of Jump Hole Generator parts).
I've found a "Large space station", it was hostile so i've destroyed it, what now ?
~The eyes that only see prey. An instinct to act on~
~The bloodlust and it’s just, Not enough... Not enough.~
~But that’s the chain of command, And now we know we must not hide~
(07-03-2018, 05:21 PM)StDH Wrote: I've found a "Large space station", it was hostile so i've destroyed it, what now ?
That was spawned in from somebody's mission they took. The 'destroy station' mission - that's not a Cultist event object...
Thanks, but i dont see a need to use triple dots and making it look like if i had to knew it ;D
~The eyes that only see prey. An instinct to act on~
~The bloodlust and it’s just, Not enough... Not enough.~
~But that’s the chain of command, And now we know we must not hide~