(01-04-2014, 09:30 AM)McNeo Wrote: What can a faction based around combat offer recruits that an unofficial faction or being a true independent player can't?
You can offer to teach them PVP, to improve their K/D ratio. To fight more skilled opponents in a more organized manner, teach them to operate specialized gear in groups and useful group tactics. Teach them not to die all the time, if that is what they feel like they are doing - a lot of players complain about that. If your PVP faction has access to caps, you could recruit good capital ship commanders and offer prospective members the chance to fly in a skilled fleet under proper command - you can't operate (most) caps effectively alone so there's an advantage. Heck, I would join this faction...
You could close Conneticut to make the training aspect even more of an asset for factions.
(01-04-2014, 09:30 AM)McNeo Wrote: What can a faction based around combat offer recruits that an unofficial faction or being a true independent player can't?
You can offer to teach them PVP, to improve their K/D ratio. To fight more skilled opponents in a more organized manner, teach them to operate specialized gear in groups and useful group tactics. Teach them not to die all the time, if that is what they feel like they are doing - a lot of players complain about that. If your PVP faction has access to caps, you could recruit good capital ship commanders and offer prospective members the chance to fly in a skilled fleet under proper command - you can't operate (most) caps effectively alone so there's an advantage. Heck, I would join this faction...
You could close Conneticut to make the training aspect even more of an asset for factions.
And an unofficial faction can't do that?
Really, safe for old times sake and being used to it there is atm not even a real reason for official factions to exist...only thing i can think up is the good old FR5, but to be honest- handing these out is a drag, too and each indivitual player could make a legit demand for one, too....just saying...
1) Database wipe
2) Any ship / equipment costs an awful lot more
3) Anything above gunboat gets restricted (Official factions OR SRPs) That means removing selling points for those ships and only handing them via adminship.
4) Official factions get access to 5kers. Indies can fly anything up to 3600 cargo.
5) Admins have a say about official factions leadership and membership, in order to limit bias. (You know... The 'I won't allow Mister X to join because i hate him so whatever he does to join the faction is deemed to fail' thing.)
6) Official factions actually have a say about what happens in lore concerning their factions.
Voila. More trading. More pirating. More lawful activity.
And caps become what they should be. A relative rarity.
I am a firm believer of the idea that official factions should have some ingame advantage.
It can't be too massive because that could split the community.
My suggestion: Make it a cosmetic, "psychological" advantage. Like... "5 % more hull on your ship", "5 % more core output", "5 % more damage"... nothing huge, but still some difference that is definitely there and that you can point at.
Such changes would not be enough to break the balance and would still motivate people to go for official factions.
(01-04-2014, 02:19 PM)Yaoquizque Wrote: 1) Database wipe
2) Any ship / equipment costs an awful lot more
3) Anything above gunboat gets restricted (Official factions OR SRPs) That means removing selling points for those ships and only handing them via adminship.
4) Official factions get access to 5kers. Indies can fly anything up to 3600 cargo.
5) Admins have a say about official factions leadership and membership, in order to limit bias. (You know... The 'I won't allow Mister X to join because i hate him so whatever he does to join the faction is deemed to fail' thing.)
6) Official factions actually have a say about what happens in lore concerning their factions.
Voila. More trading. More pirating. More lawful activity.
And caps become what they should be. A relative rarity.
7) Online ~10, welcome to Hamburg City
also, some unofficials do as much work as officials, you want to restrict them too?
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(01-04-2014, 01:08 PM)Haste Wrote: Okay. While I personally wouldn't mind seeing caps restricted, it's not going to happen.
Fact is, people, that a lot of new players set their sights on a capital ship right when they start out. They trade their way up (which provides pirates with targets, which provides lawfuls with incentive to log), hoping to "one day" be able to purchase a cap8 Liberty Dread. That's just how it is.
Most of these players have only a minor grasp of roleplay. There's so many of these people that [LN] (for example) wouldn't be able to let them all in, ever, even if they wanted to.
Big ships. High stats. A more newbie-friendly skill curve. All those capship traits attract the newbies that we desperately need to keep this community going. Making them hard to get would likely kill the mod or severely reduce the number of newcomers that stick around.
For the sake of my own enjoyment, both in terms of roleplay immersion and PvP, I'd love to see fewer caps. For the sake of official factions, I'd love to see them have caps as a unique toy. However, it could be a real "final nail" for once.
Restricting caps would be a huge change for Discovery... a revolution. And there's no way to change something without sacrificing something else. And I'd be in favor of such a huge change, even if my only three ships I now have on the server are two indie caps and a transport.
Now, these are the changes I'd make around here:
1. Access to top of the line ships to official fighting factions only.*
2. Access to 5000 cargo transports (super-transports) to official commercial (mining, trading) factions only.
3. Access to cloaking devices to intelligence, black ops and alien official factions.
4. TLAGSNET (or what's it called?) to official police factions only (and hackers?).
5. Turn Player Owned Bases into Faction Owned Bases and allow them only to official factions.
6. Access to jump drives to all official factions only.
7. Access to docking modules to all players!
8. Access to capital armor upgrades to official factions only.
9. Let official factions dictate the course of the lore by organizing events with direct results on the said lore.
10. Profit
* This would need an explanation: The official faction would decide which ship they want to restrict. Let's take the Liberty Navy as an example. They would want to restrict their dreadnought and their carrier. These two ships would be accessible only to the official faction.
Now, as an indie player, what could I have after these changes:
Any ship I want except 5000 cargo transports and top caps, docking modules. It doesn't take away all the RP opportunities. It doesn't restrict the indies too much and it gives the official factions something that could bring them more players.
"I'd love to be able to cloak or jump. Let's see what official faction recruits me."
Anyway, this is what I'd do. Unfortunately such changes were proposed in the past and nothing happened because no one was brave enough to take the chances. The admins and devs fear that limiting stuff to indies would kill the server. The server is already dying but it dies a slow death. These changes could spice the place up and who knows, maybe it even brings people back to Disco.
If I'd be in a position to make these changes, I'd take my chances.
Yao, your changes are a bit too drastic I'd say... you don't need a server wipe. Just compensation for the players that would lose their ships and/or equipment.