' Wrote:"Zoners: Yes we would like you to ship 2 containers for us"
"USI: We are able to pick them up next week"
Ya know those companies do not their own transportations but those of companies. They just bring stuff to places, 90% no their own stuff even if some bases are from them.
The developers of freelancer made a mistake here and Discovery went further on that mistake.
It's a space flying game. What should Cryer do in game if they get USI do the transport?
' Wrote:It's a space flying game. What should Cryer do in game if they get USI do the transport?
Build commodities. and sell them just like normal corporations.
And of course there are more transport companies out there.
And protecting their plant of with their own pilots seems reasonable?
And Ageira builds the lanes and also sets them in place.
Which could also mean they have the equipment to move the parts.
don t get me wrong - we should not get rid of stuff in the mod...
we should get rid of old fashioned views.
some faction traits MUST remain ( or replaced by similarly grevious ones ) - to PRESERVE a faction identity. - others however dissolve.
it is in NO way adequate to remove caps from factions that have them established. it is also highly detrimental for the communities health to only allow a handful of people to fly specific shipclasses. ( look at exclusive gear - it already created an "us" vs."them" attitude - no matter the faction diplomacies )
factions have obtained the ability to build ships of all classes - and we must not judge them on what they "were" in vanilla. - the dev team tried / and still tries to explain these ships in a logical sense - and the majority of players roleplays it just fine.
so from a devs pov - it doesn t matter much that many factions do have gained abilities FAR beyond vanilla ( and i m not talking about ships ) - what matters is that we stick to root traits of factions - and pay very close attention to the lore of factions. - what a faction is about, what they are supposed to be like. - individuals can always be different from canon a little - but the faction as a whole should stay true to their roots.
' Wrote:don t get me wrong - we should not get rid of stuff in the mod...
what a faction is about, what they are supposed to be like. - individuals can always be different from canon a little - but the faction as a whole should stay true to their roots.
Which means everyone flying ships that do not fit the faction shouldn't fly them.
Although that ain't gonna happen since the ships are here. And all pov have been changed again and if you ask me they ain't gonna get changed back as long as these ships are here.
Maybe I'm too radical.
But if you ask me, capitals even when I fly them don't fit some factions and made them very unbalanced compared to the rest of the game.
' Wrote:in vanilla ....
... there is no ........................... 7 year old catgirl battleship commanders
=)
:Dgood point...
and yeah... the disco timeline does not fit together with vanilla and so on...
and if any of the "no-cap" faction haz caps not this much and so on...
i mean... vanilla... 800A.S..... now it is 18 years later and some factions has builded 24624501641256 capships and 546475216 new stations in 18 years?.... no way