(03-14-2019, 01:49 PM)Lythrilux Wrote: If a group goes "Hey! I want to do roleplay to create new content for all players to use" and undertakes a project to achieve that, I cannot see why that can't be supported. In fact, I'm still confused about why encouraging elitism and locking such assets to official factions only is better than making them open use.
Just a reminder that there are two sides to that coin. More often than not, ideas contrast with other players’ visions of a faction or feature. So as a dev or GM, how do you choose who gets their way? Right now that right is afforded only to OFs.
While agree we should reign in elitism, i would also be careful not to confuse it with contributory process. I would actually argue that the system works, but it could certainly be made more accessible than it currently is.
(03-14-2019, 03:11 PM)Ash Wrote: Just a reminder that there are two sides to that coin. More often than not, ideas contrast with other players’ visions of a faction or feature. So as a dev or GM, how do you choose who gets their way? Right now that right is afforded only to OFs.
While agree we should reign in elitism, i would also be careful not to confuse it with contributory process. I would actually argue that the system works, but it could certainly be made more accessible than it currently is.
Not to sound cheeky, but I feel the rest of my post pre-emptively addresses that.
(03-14-2019, 01:49 PM)Lythrilux Wrote: ...Imposing absolute nonsense artificial limits on things because of bogus definitions of who should and shouldn't have certain toys is stupid and detrimental. Especially when there are clear and unfair anomalies which actively undermine that policy...
Didn't seem too crazy. I saw an unshielded core 1 at full HP go down in what might have been under a minute...?
Its interesting that bases were too strong, yet we had NEMP's for pvp axed...huh?
So why not allow them to be used on bases? And in PVP? Its probably the strength of an NEMP that was the problem. And it should have had special rules, like if you die to an NEMP, especially if its used against sieging forces, you only have a 10-15 min death timer no matter where you are or what you fly.
And this also leaves open the idea of a Mini-NEMP, where factions that can't deploy cruisers or above, they may still have the terrorism option. But that just means an NEMP should only have so much effect on a base, but it could be used so an attacking side could go in with a guaranteed 25% off its initial hull stength no matter what the core level.
This would obviously make them pretty valuable again, instead of cutting them out except for NEMP events that barely happen (which makes them worthless for the most part).
Make them actually usable, make a mini-NEMP easier for smaller factions to get that is a card they can play at least. NEMP's are the rebalancer, just needs to be tweaked to do heavy damage, but also only do enough to add a head start on a base siege. We could limit it to one use per siege, or leave it open so that if you want to literally spend the BILLIONS you could take out a base or mostly, just by the superweapons alone. Most times, I'd expect to see well established factions using them to speed things up, and defenders using them to slow down attackers, and those destroyed ships can come back sooner since they got insta'd. Attackers and defenders are in the same boat.
Just be careful, if you whack someone's base and nuke it to death, there's always the threat of retaliation! Muahahah, or something like that.
NEMPs deal explosive damage which is entirely ineffective against POBs. The only reason they were restricted against them was to stop them from destroying all the attackers in one go.