(02-28-2013, 10:57 AM)Moochapotamus Wrote: Also some of the centers hubs got killed. Omicrons got killed because they are too big and there is simply nothing to do there, with nomad numbers being as they always will be by being invite only.
We're considering to make the Nommies an open ID. Problem is, with their role in the game as "kill all humans", an ID that lets you go anywhere and attack anything at will is going to cause some people to abuse it. 's still in discussion on how to resolve it - probably something along the lines of "Nomad capital ships may not leave the Omicrons" or something similar.
Quote:CR got killed in the Taus because... well, because Dab, Zelot, and Dusty.
Eh, SoulReaper and Panzer with their "screw Gallia, we'll fight the juggernaut" mentality kinda had a big hand in that as well. The refusal of the CR to sue for peace with Gallia came from the CR itself, not from Gallia. The Gauls basically did what they planned to according to Igiss storyline: Remove or pacify the Sirian factions that exist in the Taus, before moving on Bretonia.
Quote:Faction leaders stopped doing the stuff they should because many were only doing it to give tech permissions to their buddies, and now that got killed. They are still clinging to the power thats left without doing their faction duries nontheless, which is keeping new people from taling the positions and being active in them.
Yea, this was noticed. Hence the whole tech thingy was changed - factions can set it per ID now, but NOT per faction tag. While not perfect, this should prevent the kind of behaviour you describe. As for preventing people from taking positions - you can always form your own faction under the same ID, then challenge for dominance.
And as for my making the game better... I've spent WELL over 400 hours on the mod, and counting, fixing bugs, making new toys for people ready for the game and all that. That my efforts aren't always appreciated it something I've learned to accept. Frankly, any dev in it for the long haul will eventually dev just because he/she enjoys to create stuff rather then cater to the playerbase's changing desires. You'd go mad just by keeping up. Example:
- 4.85: Dublin. People complain there's so many newbs in the system, pirates attacking with oneliners, miners cloaking out. Called for potential solutions, people suggested to make more, similar profit mining runs. Cannon asked me to reduce the Dublin run profit as well to motivate people to seek other mining adventures.
- 4.86: Molly players complain there's noone left in Dublin. BMM complains they have no cashcow run anymore (which was a flatout lie, the highest profit-for-time run in the game is Beryllium from Cambridge to Dortmund). Pirates complain the miners are gone. Also bullcrap, they just moved to Omega 7 and Tau 23 for the most part.
- 4.87: Reduce the amount of mining fields again to concentrate resources/activity and end up with the same problems as in 4.85? Is the payoff of concentrated activity bigger then the drawback of "inexperienced" players in that mix?
Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.
Mostly retired Discovery member. May still visit from time to time.