' Wrote:Technology advancement is not the key diffrence from being an animal.
Diffrent organic structure isin't a thing which makes you diffrent from animal either.
Mindshare. Well similiar to ants just the way it's being done diffres, but serves from same said porpuse.
Any Culture traces? Like art? for example? ...?
I agree that Dom'Kovash (sorry for spelling) really were advanced. But nomads.. ermmmm.
(oh god, I'm really gonna need to translate the proove D:)
Sorry... but intelligent life form, which are mentally equal to human, if not even higher, are weird to be marked as 'animals' .
They share the same culture of Daam 'k'vosh, for they are part of their culture...
Carnage itself flying within void... Proud cardihead ever since 2008...
You all gonna eat cardi!
Firstly, I will state up front that I am a Keeper, and ergo would be affected, for better or worse. Nonetheless, I hope to provide optimal constructive suggestions as fits my nature, plus I avoid flamery like the plague.
With that in mind, ***"We" begin***
1) Regarding allies, particularly Corsair allies, well...I don't know about you, but I, being a Corsair, have noticed it a great deal...but I have also noticed there are -reasons- for these alliances. As it stands, the lack of immediately present allies that are up front for both OC and Corsairs helps to emphasize the Sirius-wide power struggle that is supposed to be occuring between them. Although the 'Sair allies seem further away than the OC allies, the "distant" effect is still there, and we both feel it. In my opinion, it works excellently and enhances the atmosphere of the whole conflict.
2) Disregarding the idea of "someone adding them early on and then RPing out an explanation later", shielding is a matter that has been discussed among us noms [and I with others] for a while. On the one hand, yes, nomad shielding is a somewhat contraversial subject with many Roleplay repurcussions and it may to many seem a rather peculiar thing for a purely organic alien entity to have.
Yes, in Vanilla, they did not have shielding, or at least, not shielding as we knew it, and certainly not within the domain of game mechanics. However, we must remember that this is not Vanilla FL, this is Discovery FL, years later.
You may recall that in Vanilla FL, there were also numerous rapid instances of nomad technology being adapted for use on human craft [see: Nomad Lasers, Cloaking Devices, etc.] within relatively short periods of time. Should it be any surprise that in a much longer period of time, the Nomads, which had access to Dom'Kavash technology much earlier, and for far longer periods of time themselves, should gain an understanding of our shielding technology, and have implemented such principles to improve their own prowess? Considering how much of Sirius they had infiltrated, it should be no surprise that they have shielding by now, at least of some form or another. Indeed, with Dom'Kavash tech at their fingertips [or tentacle-tips as it were] at least in part, they should likely have far greater defensive technology than they do at this current stage of their existance. In spite of that, they still have veils which are primarily a field through which a number of small organisms "swim" rapidly and cluster when directed to in order to absorb incoming force and energy from projectiles of hostile intent.
As for armor, well...you have already stated that nomads are organic, and therefore it would be a far cry to give them a crazy armor enhancement [beyond simple reinforcement by density, improvement of their organic dissipative/deflective properties, etc. which are represented well enough in the currently used Uni armor upgrades] when there is even less RP [let alone a realistic] justification for it than there is for nomad shielding.
Nomad Missiles. This is a fun one for me, because I've actually RP-ed out attempted research of these projectiles, and indeed, they aren't necessarily entirely organic. Even if they are, one only has to look at something like the Porcupine [spines] or Turantula [bristle-hairs] to know that its quite possible and doable. Additionally, those are more defensive in nature, whereas Nomads, being much more capable of furthering their own technology as well as integrating others' for their own purposes, can easily be using them for offensive purposes as well. Even as organic weapons they can easily be instilled with a high amount of energy that upon contact with the target [or another projectile] releases that energy in a particular manner optimized to deal the most damage possible to either shielding or hull.
As to the origins of said missiles, once more, this fits entirely if you consider that nomads had plenty of time to ponder with their collective intelligence how they could utilize human-discovered principles to their own technology or at least to help them further understand Dom'Kavash tech, and it should be no surprise they can already implement it at least in part to aid them.
Regarding the Nomads...they are "inferior, but rapidly progressing" lifeforms. Consider a race like the Tyranids from WH40K or their Blizzard descendants, the Zerg from StarCraft, which are both wholely organic, and you'll easily come to see that quite frankly even a "simple" lifeform can be quite lethal if it has coordination and the ability to learn [See: Collective intelligence].
Even then, Nomads technically -do- have inferior "technological" prowess in organic terms, but as they have a wealth of human perspectives and understood principles to draw upon and improve [albeit at a faster rate than we can] its relatively easy to see how they can rapidly move from where they are in Vanilla to where they are now, even in spite of the Vanilla incident [consider that the nomads had to rapidly learn and improve their technology just to survive, how much more to actually continue in their goals?].
Of course, this is just one side of it...there's no telling what else may be possible...that's what's so fun about Nomad RP: Its incredibly flexible and provides plenty of room for creativity.
Those are my constructive thoughts,
T.M.E.
"He who has one thousand friends will find he has not a friend to spare, and he who has one enemy will find him everywhere."
***"WE"...begin*** :Of the Tlaloc's meeting the Gleamshrike:
Quote:Welcome to the Corsair Customer Service Helpdesk; if you have a complaint, please <strike>press 1</strike> hang up and try again.
Basicly this thread is going nowhere now, I can already see it becoming one massive flamefest with the conflicting opinions. Basicly, your thread is made up of your views, which you are entitled to express. So, from both sides a little less hostility and a little more civilised discussion?
The race which created the nomads were supremely advanced, so it would make sense for them to equip their creations with advanced technology.
Nomad RP is defined by the imaginations of Treewyrm and all the other nomad players - therefore if the nomads having shields fits into their RP then that is their desision to make. While your view should be valued by everyone; until you become a nomad player yourself, you don't really have any ground for your arguement other than opinion.
While this turns into what it was always destined to be, I'm going to dream about hypothetically neat guns that are doable in the current system. (though hell to balance)
Guns which slowly track, but include a very constricted original firing arc, to give the appearance of, for instance, a lightning bolt not following the shortest path between two points, and instead, for instance, a trail around magnetic poles.
Missile pods which fire multiple missiles, with the added possible nastyness of push effects (flack for fighters? oh no!)
speedy mines (hey, it'll easily track the launcher) that accelerate reasonably slowly, for actual dragging of extended chains.
Shields with different tolerances to weaponry...instead of a 20% up and a 20% down, try a 90% up and a 90% down "Laser weaponry need not apply!"
Shields which restore very quickly, but only take a few hits...say, half on, half off, while under a vhf's full barrage.
Explosions with algebraeic (ok, this one I don't know if they work) relationships to their blast damage, so they do the most damage around the edges, or in a specific (not central) blast of the explosion.
' Wrote:While this turns into what it was always destined to be, I'm going to dream about hypothetically neat guns that are doable in the current system. (though hell to balance)
Guns which slowly track, but include a very constricted original firing arc, to give the appearance of, for instance, a lightning bolt not following the shortest path between two points, and instead, for instance, a trail around magnetic poles.
Missile pods which fire multiple missiles, with the added possible nastyness of push effects (flack for fighters? oh no!)
speedy mines (hey, it'll easily track the launcher) that accelerate reasonably slowly, for actual dragging of extended chains.
Shields with different tolerances to weaponry...instead of a 20% up and a 20% down, try a 90% up and a 90% down "Laser weaponry need not apply!"
Shields which restore very quickly, but only take a few hits...say, half on, half off, while under a vhf's full barrage.
Explosions with algebraeic (ok, this one I don't know if they work) relationships to their blast damage, so they do the most damage around the edges, or in a specific (not central) blast of the explosion.
Interesting ideas to imagine, but for better or worse that they are and likely shall remain only as such.
Lightning gun? Alas. There is not much you can do with this closed source game, and unfortunately scripting custom behavior for weapons isn't there. Some things could be imitated, at least visually, but more complex are out of question, sadly. Sure it would be more fun if there was more variety in weapons in general, but that is a subject for different thread I believe, more about combat mechanics, balance and game limitations than Nomads really.
Quote:So, from both sides a little less hostility and a little more civilised discussion?
I could apologize for speaking out in aggressive manner, but that's me and if a person wants to debate and argue but hasn't even took a little time to actually check up on the subject he is so eager to put into doubt... well, I'm afraid it was clear from the beginning the discussion wouldn't go anywhere. I don't mind some fun entertainment if the opponent is at least a little familiar with the subject, until then it's... futile either way.
' Wrote:T
By saying real nomad stuff I ment something which is not made by dev team and later a rp was created just to justify the balance. I
ok, i will repeat myself.
suncrusher, thing that destroyed whole earth with one shoot.... you can look on it in the long version of intro.. so it was not maked by dev team... (and it is not maked in disco)
and when something like that is maked, i am sure you have no opposite force against it... will it satisfy you?
nomad weapons: again, do you remember on the first intro when you start play singleplayeR?
3 or 4 nomad ligt fighters, each shoot 2 times, and whole freeport explode....
again, not maked by dev team...
will satisfy you angry globalplayer hunting your bs with light fighter that can kill you in two shots? or will you burn the whole forum how unbalanced it is and so?...
because what you are saying is, taht give nomad the abilities that they have in vanila...
other thing, mind control: so nomads can start control members of your crew and let your ship explode everytime they wish,, or no?... will you like that?
and primitive lifeform... where is typed that noamds are primitive? nomads where created to protect and guard sirius. why you think they are primitive? because they are in rp not humans?
remember movie allien? that creature was also primitive, but it was naturally born killer... and very effective killer.
so when nomads where maked to protect and guard, why you think they are primitve in protecting and guarding? .... maybe they are primitive in making video shows or what,,,(joking:) ) but dont call primitive something only because you are not liking it....
and to the end, this is just a game, and games are maked for fun. you think we will have fun when we can destroy all human ships in game in 2 seconds? or do we have fun when 1 human ship can destroy us in 2 seconds? answer is no, and balance is key to that. thats why nomads have shields, and dont have weapons to destroy bs in two shots...
Quote:.. where is typed that noamds are primitive? nomads where created to protect and guard sirius.
Well if they aren't animals, they are bunch of infants then. And actually I re-checked the culture part and mind share of nomad lore agian. The architecture has more pracital value (same as ants nest). Ability to change froms are more likely ability to adabt.
Well. But perhaps they are just infants.
And about suncrusher (which I somehow failed to see why nomads had any interest to do, if sun is far from sirius sector and they are standinig on defensive). And that tech question was answered by Master Elite already. I didn't cared about that big ship shooting sun down D:
Moreover. "Irreligiuos". A huge drawback in moral social advancment of individual. But well perhaps tehy do nto exist as individuals. has same traces but not enought?
Therefore they are biased on completly diffent basis and can't be compared to .. hmm Humans? Thats why there is so much free space for player to interprate. Just as Master elite said.
Well, sorry if this turned in to a flame thread. Didn't meaned it D:
you cared only about one side of thing, not the other side...
and everything has two sides..
on one side are shields and nanobots, and things created by dev team that you cared,
on other side is suncrusher, guns 100x stronger as human guns, and ships much much better as human shipts, that you didnt cared...
and sorry, i am failing down, in why you think they are animals,infants or so. you really thing that all cultures must be somehow similar to human culture?
for example borgs from startrek,, no art,no songs, nothing... where they animals or infants?