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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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Restricting codenames

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Restricting codenames
Offline Jinx
06-09-2008, 07:02 AM, (This post was last modified: 06-09-2008, 07:05 AM by Jinx.)
#21
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its in the eye of the beholder to whats ooRP or good RP concerning codenames / nomad weapons. - when you say that a player is the john doe among the NPCs - and represents nothing special, then - having codenames is indeed at least funny.



if however you think of a player to represent at least a VIP, often enough an ace of aces ( in the end, we agree that fighting another player, allmost no matter how low his skill is MUCH more challenging than fighting a so called NPC ace ) - then the use of special weapons outside of the factions guns is not only very much inRP but naturally... even NPCs do it ( the famous pilots of those wrecks )



codenames and nomad guns ( not nomad lasers ) are balanced. that means that they are slightly better in terms of dps than lvl9 - like lvl9 guns are to lvl8 guns. - in balance means that they don t give a player the edge over others, but focus on different things based on a natural increase of effectiveness towards the lower level counterpart.

restricting to 2 guns is artificial and imo - there is no need - only if they were unbalanced.



saying they are lame or ooRP is like saying that liberty rogues ( just an example ) cannot use higher than lvl6 guns in new york, cause - well, they wouldn t do it. - using lvl9 faction guns in new york greatly differentiates player rogues from npcs in NY

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Offline RmJ
06-09-2008, 07:06 AM, (This post was last modified: 06-09-2008, 07:08 AM by RmJ.)
#22
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True (tencity) and with newer players not being able to get guns that could counter up to the codes it leaves a gap of power between the old and the new.

Basically codes has little purpose for RP...there just "secret" weapons that everyone has...2 codes limit would be fine i only have 2 for eveyone of my fighters and i tell my group to only have 2.

Don't jumped down my throat for mis-spelling this...

And seeing that Taiidan Bombers are really common i wonder if theres really any set rules about bombers you can fly around Liberty Space?

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Offline Robert.Fitzgerald
06-09-2008, 07:19 AM,
#23
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New players can get codenames and nomads easily. In fact, I would say (from my experiences) that it is new players who use nomad weapons the most. The progression of a new player is usually from Starflier to a large trading ship, which leads to combat ships (quite a simple and obvious pathway). Then you find people who buy gunboats and the like, farming nomad weapons for their fighters. Other new players branch off into a more... RP'd background?

Taiidan bombers are GMG ships, so you shouldn't be seeing them flown around Liberty with unlawful pilots (that's what I've seen).

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Offline Tenacity
06-09-2008, 07:21 AM,
#24
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Jinx, i dont mind players wanting to assume roles within their RP that places them above the standard fighter. Nobody here seems to want to be a 'normal' person in the freelancer universe - or very few at least. Personally I find it more fun to RP the average guy trying to get along in a universe full of danger... my junker captain is a leftover from the GMG war, and his crew is full of people from all over the galaxy who were thrown together by circumstance. Even my order character doesnt do anything too out of the ordinary - she follows protocol, carries out her orders, and acts like any standard cruiser commander would.

But most of the players I see here want to be special. They want to be cyborgs or telepaths, they want to be super-ace pilots, they want to use the best of the best equipment and weaponry, they want to be infested by nomads, etc.

I dont mind the power of the weapons so much as the pretense they're used on. In a large majority of the situations here, people do not use codename and nomad weapons with an RP reason backing it... they use these weapons because they're the most powerful thing they can get their hands on.

If everyone went by RP, nobody but the order and -maybe- liberty would be using supernova cannons on their bombers. People use them despite the breach in RP because without them, you cant take out a capship. Without codenames, most players cant take out anything bigger than a fighter (not talking about everyone here, but most pilots are not as skilled as some of you, i know i'm not).

I'd be in full agreement if all the codenames in the game were removed, and each faction had one unique class 10 gun available to them from planetary dealers. It'd also get rid of the arms dealers which, in my opinion, are a plague on the server at the moment.

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Offline RmJ
06-09-2008, 07:27 AM, (This post was last modified: 06-09-2008, 07:32 AM by RmJ.)
#25
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Robert Fitzgerald thanks cuz i know a few unlawful flying them...hmm

anyway codes are easy for new players that join factions other than that its the natural process of flea, trader, fighter, gunny and so forth. To raise the money nessary to buy them.

I still don't even know where people get other than dealers. Gun runners?


Edit: i have the feeling of being watched....


From tenacity
[If everyone went by RP, nobody but the order and -maybe- liberty would be using supernova cannons on their bombers. People use them despite the breach in RP because without them, you cant take out a capship. Without codenames, most players cant take out anything bigger than a fighter (not talking about everyone here, but most pilots are not as skilled as some of you, i know i'm not).]

Really? I first seen a supernova in Leeds...i was visited by an angry fella...just before i died... i scanned and seen he had a supernova cannon...

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Offline Robert.Fitzgerald
06-09-2008, 07:32 AM,
#26
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The Xenos are (for some reason) allowed to fly them. Next version, they will have their own bomber to play with (the RocII) so you shouldn't be seeing any xenos Taiidans in 4.85.
Anyone else, well there should be no exceptions. The Taiidan series are specifically GMG, so the GMG should be the main users of them. Not mercenaries with coladas, not Corsairs, just GMG.

I sometimes collect codenames if I am passing a wreck. Other times, they are usually taken by a log in-log out character.


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Offline Dennis Jameson
06-09-2008, 07:37 AM,
#27
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Tenacity, the whole point of roleplaying is the break free from the "normality" of real life. To be someone, or something, extraordinary. But then again everyone has their opinion on what is proper RP and what is not.

My tip for unique roleplay is to find a backround that no one is using, to do something that no one else is doing. Sure, it may be hard to find but it's not impossible.

Back on track. Codenames should be restricted to a point. They're unique weapons found on unique fighters, their power requirement is off the scale which means that the fighters who used them had a special power core. I belive the server could be enriched if people started roleplaying their resons for having codenames instead of just say "LOL i bought it from a weapon dealer!".

That's my two cents tossed on the pile.

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Offline song
06-09-2008, 07:37 AM,
#28
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There is a slight need issue here as well--codenames give a lowly fighter pilot a chance to do enough damage against a larger better gunned adversary he wouldn't have otherwise.

Jinx's point is right. An Ace-of Aces would use codes as often as not.


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Offline Ascendancy
06-09-2008, 07:45 AM,
#29
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I've had Codenames on my ships since as far as I can remember, save for the beginning when I was abusing all 8.33 laser guns. I used to go with a pair of Codenames/Nomad Energy Blasters for a long while too, then switched it for four Codename weapons plus my pair of Class 9 faction weapons.

I'm sure it's already been decided somewhere that it's not gonna happen that we add faction specific Class 10 weapons save for the one we already have, the Colada del Cid, and the Civilian Purple Goddess Chain Gun. There have been many discussions about adding Class 10 weapons for specific houses/factions and I do lean in favour of it, but it doesn't seem to generate any positive motion. If we really wanted to make Codenames more unique, they'd have to be not so powerful, up there, but not as powerful as what would be proposed Class 10 faction weapons.

Otherwise, most players are going to (like myself) use Codename weapons simply because they're a sign of being a player and not just the next NPC flying around. I've at least kept my Class 9 slots filled with weapons from my character's faction or his/her allies.

Once you make me some Reaper or Death's Hand Mk VI's, I'll gladly switch my Codename weapons out in favour of those. But until then because of the need for firepower and the need to hold off nearly everything that comes flying around Omicron Minor, I'm keeping my Codename weapons as a sign that I'm a player and got a rare chance to come across said weapons and use them.


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Offline uspatriotsf
06-09-2008, 07:45 AM,
#30
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Let me post here from an admin's point of view. Any rule banning codies/nomads would be next to impossible for us to enforce. The only real official rules we have in regards to weapon usage are the obvious ones (i.e. using your enemies weapons).

I've said it before and I will say it again, there is such a thing as too restrictive. One person's RP is not another person's RP. Unless someone is being just ridiculously and blatantly OORP its best to just leave it be. To call someone's usage of codenames, which are available to anyone and everyone, OORP is a bit extreme. I personally limit all of my ships to 2 codenames, but that is my own decision. I would personally hate to see a rule dictating such.

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