(01-12-2014, 11:09 AM)Lonely_Ghost Wrote: Alpha-Eta-Theta-Gamma combination was good, I say.
Eta had generouse cap missions, cap patrols- so you could log your MNS-Dreadnought, and farm some Osirises (during 85 it was godlike cool, I miss it more than anything ). So, there were some ppl, and Eta wasn't such...horrible place.
first - yea they are a bit too vast, but it was already said they will be shrunk down a bit
second - i do wonder; what should be the characteristics of the omicrons in terms of RP
vanilla generalizes them as "dangerous and vast" and that is where it ends. now we cannot have them really dangerous ( as in NPCs ) cause players have complained about NPC strength ( that's why they were turned into laughable peashooters ) but other than that, the "devs" have not really acted against the very concept of the region.
in vanilla the order focusses inwards - as to the core worlds and resides in the omicrons because it is an effective hideout
the nomads - well, they are practicly gone in vanilla, and in vanilla they are technologically weak anyway - but no idea what they are about in disco ( or what plans they have about the omicrons )
the zoners just "are". nither in vanilla, nor in disco - they really have any function but being a filler. they do not mine, they do not produce. they really mostly trade for self sufficiency - and they cannot explore space, cause space is not endless in disco - and any other faction can do it.
leaving the BHG core, which was a very one-dimensional faction in disco purely made to fight the order.
last there are the hispanics who also rather focus inwards to the coreworlds.
the omicrons do not have mining, they do not have (worthwile) planets that are terraformed ( which would take centuries anyway by professional corporations like planetform ) - they do not even have anomalies like the one in the badlands.
they have some ooRP stuff like the admin station
but the question is - what exactly do you people expect of the omicrons in terms of playing field. - what should they offer - and who should profit from what they offer.
one big equalizer in the omicrons is that they really offer not much more than "being remote" ( which is a commodity of certain value - just not a very exciting value to RP with - as it is like playing hide and seek and hiding so good that there is almost no chance you can be found )
but if you just want easier pvp - yes, the answer is to shrunk the region down to ppl can "get together more quickly"
(01-12-2014, 12:43 PM)Jinx Wrote: but if you just want easier pvp - yes, the answer is to shrunk the region down to ppl can "get together more quickly"
From my POV as a Nomad indie, yes... the flight times to get shot out is just too long.
While shrinking (in system numbers and system size) is a good idea, I would also plead for another more central Nomad station to cut down on the ridiculously long flight distances. Up to 10 minutes cruise to get a pvp fight that you will likely lose because of bad equipment? No wonder the indie nomads vanished again.
(01-12-2014, 11:58 AM)Omicron Wrote: The fix is in the making.
Care to explain the concept or the map colours? It's not intuitive.
(01-12-2014, 12:43 PM)Jinx Wrote: the nomads - well, they are practicly gone in vanilla, and in vanilla they are technologically weak anyway - but no idea what they are about in disco ( or what plans they have about the omicrons )
Wrong, wrong, wrong.
"They're gone, but they are not beaten."
"The Order will watch this gate. We will be ready for them next time."
It does not reffer them to be ultimately defeated/exterminated. They have capability to return and The Order supressed immediate threat during the Nomad War. The long-term effects are for the devs (and Yuri in particular) to explore.
Nomads while not in capability to counter humans directly, had pretty much competitive technology to start with. What took humans centuries to take a grasp on, Nomads take as granted. Sure, a lot of it comes from Daam K'Vosh through Nomads are their constructs to begin with.
(01-12-2014, 12:43 PM)Jinx Wrote: the omicrons do not have mining, they do not have (worthwile) planets that are terraformed ( which would take centuries anyway by professional corporations like planetform ) - they do not even have anomalies like the one in the badlands.
Omicrons do not need mining. They however could benefit from trade routes for Order/Core symphatizers, said factions themselves and such. Also, there is need for pvp-friendly layout of the systems to promote activity and give it a momentum as like 4.85 Minor, just this time better designed.
(01-12-2014, 12:43 PM)Jinx Wrote: they have some ooRP stuff like the admin station
Delete
(01-12-2014, 12:43 PM)Jinx Wrote: but the question is - what exactly do you people expect of the omicrons in terms of playing field. - what should they offer - and who should profit from what they offer.
All changes to Omicrons should benefit the locals primarly. OORP and INRP Betterment of Nomads, Order, Core cannot be jeopardized in order to appease outsider factions from unrelated territory. Look: buffer systems to make some random trade lane shipping "more profitable" on expense of everyone else.
Wait, you're saying that we have buffer systems just to prevent people from making money at a fast rate?
>.>
Then it's not working. Because if the server is full, you'll have 1 PoB for every 2 players, 70% of the capitals have CAU 8, and cloaks became the norm.
Yeeeep. Not working at all.
And to the original point in this discussion, yeah, travelling through the 'Crons is a pain. A long pain. No wonder people can't be arsed to play in that big sandbox.
(01-12-2014, 12:43 PM)Jinx Wrote: vanilla generalizes them as "dangerous and vast" and that is where it ends. now we cannot have them really dangerous ( as in NPCs ) cause players have complained about NPC strength ( that's why they were turned into laughable peashooters ) but other than that, the "devs" have not really acted against the very concept of the region.
It's quite doable to do dangerous, vast and yet have it conveniently accessible for factions there to encounter each other. The general mistake about dangerous NPCs was that they were applied in a broad stroke (typically covering entire system), thus really interfering with player-to-player encounters. The key is to have areas that are more intense and areas that are less so, gradual difficulty, varying respawn delays, line patrols as opposed to really large spawn spheres which constantly produce annoying npcs. Areas with something 'odd' about them by using visual characteristics and thus indirectly indicating you'll be looking for real trouble by going in there. There'll be places like that for those who'd like a higher challenge.
(01-12-2014, 01:12 PM)Kaze Dagon Wrote: Wait, you're saying that we have buffer systems just to prevent people from making money at a fast rate?
Yes, unfortunately buffer systems most often were put for the sake of trade routes, no more no less.
Folks, can I ask that you move discussion into proper thread over there? Two threads in different sections of the forum but on same thing with whole separate discussions going on there seem quite redundant.
My memory said to me - Disco having good activity some time ago. I think, if flyway Alpha-Eta-Theta-Gamma be restored, then houses remind his hispanian brothers.
There is no hunting like the hunting of man, and those who have hunted armed man long enough and liked it, never care for anything else thereafter. (Ernest Hemingway)