' Wrote:Someone mentioned RP and PvP and being embarrassed doing some RP... first and greatest mistake: you're thinking of it as RP, don't think of it as RP, BE the RP, BE the character you play, when I'm on as Bernard Fokke, you will talk to the Cardamine breathing Outcast for most part, even in private chat, exceptions are rare, mostly with the people I know for some time or someone states that he/she wants to chat ooc. Same goes for the rest of my characters. True, it needs some time to do so, when I came here, as a lot of others I didn't know what IC/OOC meant. As for the PvP thing, I get RP PvP all the time if I want it. Hell, a few nights ago I wanted to RP in Cambridge but it was very late and my reflexes were too slow for any decent PvP (Cambridge was swarming with SF, BSG, various Corsair tagget chars... not a friendly surroundings for an Outcast) so I went around it... now, copycatting won't be nice (and there's a slight tendency towards it lately, hint: 'MOX Bombing Manhattan and raiding helpless NPC bases in Magellan':P)
Now that's the spirit!
To be a good roleplayer you need to think about your character, who he is, how he'd react in any given situation and so on. Being embarrassed while roleplaying is something that will go away if you do it often enough. While I'm playing freelancer, I'm never really OOC, even when I ask about certain aspects of the MOD. Yes, it is OOC to ask about the MOD, but that's a situation when it's obvious that you are speaking OOC. Sometimes I'll have conversations that at first glance might not seem very RP (mostly in private chat), but if you really consider what's being said, it actually is roleplaying.
Maybe this is because I usually try playing characters that are close to my own behavior or opinions and what not, but it works for me.
There's a lot of ways to get you into the feel of a character or roleplaying in general, any which way you do it is fine by me, as long as you have fun doing it. I'd suggest just ignoring any non-rp conversations and just continuing to be IC at all times, this works well for me.
o I put forward the notion that the need for rules is a fatal flaw.
Youall came back and said ahhhhhhhhh!
The first rule about other MODs crashing the server doesnt stop people from doing so: so we have to depend on Joe Boomz. I think a more robust method would be to put in checks into the client side which when you join the server are verified.
So you can rip up that rule.
All the rules about Cap ships can be ripped up by scraping the cap ships.
Ok what other rules are there? Oh yah the ID rules. Well here I have put forward a couple ideas, based on my experience with the total conversion Starwas mod. Others have mentioned that it could be rep based and I aggress but I would again borrow for the Starwas mod. The way it worked there you joined a faction by contacting the leader of that faction and they PM the admin and changed your rep. Then you could land at your factions bases and buy one their ships. So you can rip up the ID rules.
What other rules are there? No player killing in NY.system, or under a certain level I dont know about you but I have never made a home in NY to get my first pay check. Ideally players will have enough to do not be feeding on the childrenand maybe letting the children bicker amongst themselves is a good thing. We all start out stupid and nakedthe NPC are enough to worry about at the startBullys would still have to be dealt with but there are more interesting ways of curbing their behavior than rules.
Ok what other rules are left. Language of any offensive nature isoffensive and breaks the community fundamental glue of having fun so that would still be forbidden. Looks like you got me there we would have to have a rule. I doubt a server side filter could catch it all so we would have that rule. Personally I dont think of it as a rule, it's just common sense. But from some of the replies I see we cannot count on anything so it would have to be a rule.
What rules are left? Im sure someone will fill in the blank here for me.
Role play the clear vision and purpose. So what would we do in our roles. Well some factions are natural enemies. So there would be constant friction between them. I suggested storage containers loaded with unique cargo which could serve as targets and the cargo as points. The idea being that factions would raid each others containers for these unique items and sell them at say an admin base for some form of reward. Factions could trade these items between themselves for leverage against other factions. Everything would have to be worked out in advance so it is crystal clear what the value and risks of such activities are. A form of balance should be in place so the powerful factions are more valuable targets then the whippy ones.
All factions would still need to make money so classes with in each factions would specialize in different roles. Transports, escorts, spiesuse your imagination. This would give you the foundation of role play.
Players choosing to freelance could work independently or for factions, but would be cut off from all faction controlled bases, hardware, and ships. Thats not to say freelancers couldnt get faction parts for their ships. But it does say they couldnt buy them. If you break with your faction you would have to turn in your ship. Faction leaders would have to manage their faction to some degree but this is not to move the admin babysitting tasks to them.
Admins would manage a secret group made out of hand picked players which would not know each other and would stir things up as need be decided by the admins. For instance bully management. Or direct actions against Factions becoming too powerful. They would have superior ships and load outs only available to them and only used under direct supervision of the admins. This would be the carrot and the stick that would be used to keep the balance of the factions. One day a week the server could be rebooted to restore all destroyed storage containers and let the raids begin.
Faction leaders could declare war/truce/peace on another faction, and form temporary alliances with other factions to prosecute such activities. Faction leaders would make such declarations on the Forum thus driving the forum side of role play.
Ok there are some meat and potatoes for those of you who thought I was blowing smoke.
These are just ruff ideas to bounce off your melons.
Jack Handey Wrote:I can picture in my mind a world without war, a world without hate. And I can picture us attacking that world, because they'd never expect it.
Your penchant appears to be for total conversions, while here I think you will find, we just like a good well
balanced mod.
The rules have always been open to interpretation, and its part of the balance to discuss them, sometimes
quite vehemently. But we get there in the end ...
Just a thought ... Have you tried Freelancer Combat Evolved, sounds right up your street. I suspect this mod
isn't ...
Hoodlum
Some say he is a proud member of: "The most paranoid group of people in the Community."
First: there is the added load of having these ships in the game. Load meaning on the server and our computers (more jumpy ships).
Second: there is the problem of docking large ships. The mod has to have extra docking points on just about every station, which affects everyones docking behavior and weakens the suspension of disbelief (instant dock and dock dancing).
Third: this is a simulation game so how believable is it that you alone would operate such a large vessel. When you take down a big bounty hunter ship the sky is full of mummy wrapped bounty hunters.
Fourth: there is the rule of no cow tipping. Since the game engine wasnt designed for us to fly ships this large they tilt around erratically, and again weaken the suspension of disbelief.
Fifth: the rule about what you are allowed to do with these ships is in place to balance out the strong and the weak. There are many forum messages discussing this and I for one am not crystal clear on what the rules are.
Sixth: Ships that bounce off every rock arent much fun to fly so why have them.
If youre on the bridge of your mombo-a-jumbo with a really big hat on and no one is there to fetch your teawhat is the point.
So you can have your big boats, but this is what we all have to give up for them
144 pages of "Word Game" thread...Am I the only one who took the red pill?
Jack Handey Wrote:I can picture in my mind a world without war, a world without hate. And I can picture us attacking that world, because they'd never expect it.
I dunno what you are doing, Preon, but you seem to be p**sing off more people than I usually do, which is bad...
I dunno about you, but in regards to number 3, Cap ships are supposed to carry crews with them, personel that can be "hired"(bought as commodity) on bases/planets. So Koolmo's Venator should have around 70 Pilots in there.
The reason MANY people play this mod is because of the excellent Capship engine Igiss engineered. It most likely was not easy anyway. I understand what you are saying, which is if we got rid of capships, there would be MANY rules that would in turn be eliminated. True, but just try to IMAGINE what would happen to the disco community when players find out that in 4.83, Capships are GONE. Poof, go the players.
There was a problem with FL that DA created. It was actually the subject of some debate in Anvil, don't have the article about it anymore...(If you dig in battleclinic archives, I think I still have a copy of it in the FL section...unless cue deleted it.) But they were debating between putting capships in, but found it too glitchy, since everything else was already "made for fighters".
Anyways...Regarding FIVE...Back to the other threads. People are human, and some immature (quoting onca here)1337 hax0r I will pwn you player dying for PvP is going to attempt to break this rule.
Numero seis, well, that is the reason that many people are discouraged from flying capships.
The final decision rests on the admins. I know that you have your ideas, and this is a discussion, but I'm beginning to think that you are flaming this Mod in general, especially with all that advertisement of the SW Total conversion...Not that you should not advertise it, but you seem to be spreading seeds of dissent here mate...
Quote:[7:42:05 PM][6:51:36 PM] Igor (Smokey): btw terry
[6:51:48 PM] Terrance Cooper: Ye?
[6:52:00 PM] Igor (Smokey): nothin
[6:52:03 PM] Igor (Smokey): just sayin btw
[6:52:05 PM] Terrance Cooper: <_<
Quote:Johnny_Haas: you shot anti criuse speed rockets!!!
Johnny_Haas: but why????
Johnny_Haas: ??
Johnny_Haas: why you shoot criuse speed rockets?
There seem to be more focus on me than usefull feed back on Rules and role play.
So to be honest I generally play the role of Freelancer. What attracted me to Discovery was its cover on Lancer Reactor. Which follows below.
Discovery is a modification that expands Freelancer universe without spoiling it with unneeded or illogical changes. This mod retains atmosphere and balance of the original game, both multiplayer and singleplayer, and adds new interesting features, allowing players to develop and explore far beyond the limits of unmodded Freelancer. Those features include 97 new pilotable ships, 59 new systems, lots of new weapons, commodities and equipment, battleship encounters, improved artificial intelligence of NPCs and many others - everything seamlessly integrated into Freelancer universe.
With improved balance, stability, and server performance, Discovery 4.82 is a significant step forward in comparison with 4.81 (was not released on TLR). Numerous new setup options allow players and server administrators to customize gameplay according to their preferences. We've even incorporated Open SP into the mod so that you don't need to download any additional patches to enable it! See complete feature list and changelog on download page or in the readme file.
Discovery features a storyline about a war between Bretonia and Kusari that started shortly after the Nomad war - see news on different bases for more details. Story will evolve and continue with next Discovery versions.
Now you know what brought me here. Please note it doesn't say anything about role play. But it is about role play... No problem. A good mod is a fun mod and I like to get along. I had some help and Wolf directed me here to read and comply with the rules. Which I did immediately without question. Reading deeper I saw the usual problems caused by mixing people and rules together. So I thought we could explore how to remedy the situation by the most extreme, but certain method possible. I thought by creating a mod without rules we could all get on with our games, and or role play..
But now I see the error in this logic. We all seem to carry the bicker gene. So we are doomed with or without rules.
As for my bend toward total conversions, I am only stating examples of what I have seen in relation to role play mechanisms. Good solid role play makes for an interesting environment, even from a freelancers POV. But really what we are talking about is community.
If you where to put together the practical examples I have put forward. You would have the stock game with an admin assigned rep system; redistribution of resources; and faction storage containers with unique items. Doesnt sound like a complete conversionbut at the same time doesnt seem to have any pizzazz. This is where you step up and add something useful Hey you pass me the pizzazz!