That kind of "supervillains" should be the Nomads. Ok, they shouldn't appear with huge fleets but they should be the Unlawful evil of the game, like they are also now. I'd suggest also a thing where Nomad players could have the skill to command some NPCs fleets and "create" their own events using themselves like "Event Boss" at the end. Who should use "Supervillain roles" should act like a "Dungeon master" in a "Dungeons & Dragons" game.
(05-31-2018, 08:32 PM)Sombra Hookier Wrote: We already had that discussion years ago when Cultists spawned. Nomad playerbase was extremely unhappy about mass-marduk NPC spam in New York and other systems where you're not supposed to see Nomads with such armadas. That was probably before both you and Piombo were part of each factions.
I've been part of Aoi for two or three years. I'm fairly sure Pio has also been part of K'Hara for quite a while too. I remember when Nomad NPCs were spawned on occasion in House space, and they basically served the exact same purpose (I liked taking ships to spawn locations to scoop up remains) with the difference being the faction behind it was (imo) more believable that Cultists. However, I did always believe that Wild NPCs would serve the purpose better.
I haven't seen any of these 'discussions', and perhaps as you said they were for the Nomad player base, but AFAIK Wild players were not involved. You're speaking for Vagrants, and I respect that, but please don't try to speak for the other alien factions.
(05-31-2018, 08:32 PM)Sombra Hookier Wrote: The difference between Nomads/Wild and Cultist is like Human/Klingons and Iconians in Star Trek Online. The Iconians are meant to be the absolute evil so everyone fights them, but nobody gets to play them. In Discovery we have a similar situation with Humans as Humans and Nomads as Klingons, because the nomad playerbase sees all kinds of justifications in their actions - after all, the humans started this war way before Nomads attacked FP7. The Cultists however are merely showing up everywhere, fighting people everywhere without remorse or communication. They are literally meant to be the cheese supervillain you complain about. Because that is what the PvE aspect about it is to be about.
I strongly disagree with that comparison simply because you can't really compare an MMO like STO to Discovery Freelancer. Furthermore at the end of the day if you really nitpick you can justify any action done by any faction (we are a roleplay community after all).
The problem with the Cultists is that after they show up everywhere, but afterwards most people forget about them. Cultists attacks are like an "oh it's Tuesday" kind of thing, where they're dealt with before people go back to their usual business. They have no real weight on the Universe at all. On the other hand, the Nomads/Wild are an ever-present threat that has impacts and influences in all layers of Sirian society - entire systems are locked down in fear of them, weapons are based on them, they even have mentions in things like House laws.
I agree with what Piombo says about how that "absolute evil" should be the actual antagonists of the mod: the Core Nomads/Wild.
(05-31-2018, 08:43 PM)Skorak Wrote: That's really nothing you could hand to average players on disco.
Why not? Core played the role of the antagonists during the first FP11 drama, and it drew in massive activity. We didn't even have NPCs!
(05-31-2018, 08:47 PM)Lythrilux Wrote: I'm fairly sure Pio has also been part of K'Hara for quite a while too.
I'm still a K'Hara|
However yes. Good part of the Community log only if there's who give the "THERE ARE CULTISTS" alarm in Discord/Skype, only for that occasion. Not because the game offers that costant beautiful gameplay and costant "automated" events. For this I Always suggested a NPC reset with an increasing of difficulty in the game even from PvE encounters.
(05-31-2018, 08:51 PM)Piombo65 Wrote: For this I Always suggested a NPC reset with an increasing of difficulty in the game even from PvE encounters.
We used to have that (if I think I know what you're on about?) and it was terrible. Piracy in NY was impossible because NPCs at lanes would melt you. I think missions are what you want.
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And a magical faction conjured out of thin air spamming carriers/fleets on steroids everywhere makes sense inRP? I'm not even criticizing cultists, they're a good addition and have proven to be good so far. These events are made for gameplay reasons, it doesn't have to make 100% inRP sense. It doesn't matter for (most) players if they shoot Ish'tars or Bustards. I personally don't care what is the faction being represented as the antagonist for that exact reason, the only difference is that with Nomad NPCs we could have more players supporting them which means less NPC spawning and more PvP. Whether that's a good thing or not is up to you.
(05-31-2018, 08:51 PM)Piombo65 Wrote: For this I Always suggested a NPC reset with an increasing of difficulty in the game even from PvE encounters.
We used to have that (if I think I know what you're on about?) and it was terrible. Piracy in NY was impossible because NPCs at lanes would melt you. I think missions are what you want.
Of course! Because you tried to pirate alone and they rightly melted you. But if you organized pirate fleets it became very interesting and funny and plus you destroyed transport NPCs that carried precious things instead of oxygen.
I remember there were Nomad PvE events back in a day. It would be good to have a some kind of balance between Cultist and Nomad PvE events happening on the server.
(10-13-2023, 12:51 AM)Haste Wrote: This is a feature as most Discovery players would not receive a response from women.