Well , why dedicate lots of time on pixels if you lack a certain affection for them?
In other words , all of us disco players have a affection for pixels.
Dang it Madvillain, you're making me doubt my choice to "hand back" Vespucci to coincide with <redacted>. I am, however, working under the assumption that our bases won't be changed in design, but may possibly be moved to new locations by mutual agreement. I feel for SCRA who are in the same boat as us. Ultimately, I have placed my faith in Friday, after having an extensive discussion about the future of my faction.
I do, however, agree that is an issue for roleplay to occur in Guard systems for years and then only recently be informed that said roleplay is invisible in the grand scheme of things. The Devs evidently saw this change as a necessity of driving the Mod in the direction they want to build it, and should have been prepared for the consequences of that announcement. Whether they were, or not - that's up to them to say. We'll find out for sure in the next mod version.
To no one in particular; I find myself in agreement with this particular sentence.
TFinnegan Wrote:That the players "make" the lore by living it, especially official factions.
Aside; adding trade routes to Guard systems isn't necessarily a bad thing, provided it facilitates trade for the owner of said Guard system and only the allies they choose to let in, and not anyone else. Otherwise, it is no longer a true "Guard" system.
By proposed reducing the guard NPCs to normal ones this wont be the case first and second with so little scattered people in so many systems it wont be beneficial to the mod anyway because the lack of interaction.
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)
' Wrote:Well , why dedicate lots of time on pixels if you lack a certain affection for them?
In other words , all of us disco players have a affection for pixels.
If you cannot appreciate the thrill/fun throughout the journey to the destination, you should reconsider if taking that journey is worth it at all.
' Wrote:By proposed reducing the guard NPCs to normal ones this wont be the case first and second with so little scattered people in so many systems it wont be beneficial to the mod anyway because the lack of interaction.
The average player density per system is not correlated to the specific location of the most profitable trade routes. Only the total number of systems in the mod, and the number of systems which form the paths of the most profitable trade routes, count towards average player density.
Part of the reason that lore and role play concerning Guard Systems isn't being counted as mod canon is because of the utter ridiculousness of some of the Guard Systems. There was very little over sight by the old dev team when many of the current Guard Systems were added to the mod - so we ended up with factions having Guard Systems that made them super powerful, were better than their lore home system, or removed all their weaknesses.
It is super easy to role play the construction and such of these systems out. Super easy. However, the development of those types of thing should be done in conjunction with the Dev Team; as they are the ones that decide a faction's progression - not official factions. Yes, OFs get to suggest things, that isn't the same.
You want one great example? Zoners. The old dev team tossed them stuff left and right without a care in the world for the lore or making any effort to explain how a group of nomadic humans became what they are now.
I'm of the opinion that, regardless of what the official faction wants, Guard Systems be taken over by the Dev Team for the very reason you have said. You plan to use them in you role play irregardless of what the Dev Team says. Meaning - factions who interact with you are power gamed because you're using a system that doesn't exist in lore. A system that removes some of your weaknesses that the Dev Team never agreed that your faction should have removed.
And don't think I'm being hypocritical. Ask Friday what I've asked him and AD to do to Zoners to better balance them and make their lore and in game stuff more realistic in the grand scheme of things.
' Wrote:Part of the reason that lore and role play concerning Guard Systems isn't being counted as mod canon is because of the utter ridiculousness of some of the Guard Systems. There was very little over sight by the old dev team when many of the current Guard Systems were added to the mod - so we ended up with factions having Guard Systems that made them super powerful, were better than their lore home system, or removed all their weaknesses.
It is super easy to role play the construction and such of these systems out. Super easy. However, the development of those types of thing should be done in conjunction with the Dev Team; as they are the ones that decide a faction's progression - not official factions. Yes, OFs get to suggest things, that isn't the same.
You want one great example? Zoners. The old dev team tossed them stuff left and right without a care in the world for the lore or making any effort to explain how a group of nomadic humans became what they are now.
I'm of the opinion that, regardless of what the official faction wants, Guard Systems be taken over by the Dev Team for the very reason you have said. You plan to use them in you role play irregardless of what the Dev Team says. Meaning - factions who interact with you are power gamed because you're using a system that doesn't exist in lore. A system that removes some of your weaknesses that the Dev Team never agreed that your faction should have removed.
And don't think I'm being hypocritical. Ask Friday what I've asked him and AD to do to Zoners to better balance them and make their lore and in game stuff more realistic in the grand scheme of things.
But there are a fair amount of reasonable guard systems as well. Omicron 100, for example. Virginia. Omicron Iota/99
Could go on. For these factions, handing any system over to the dev team would be a difficult thing to consider. If it isn't broke, why ask someone else to fix it?
As Rodent said, there really are a fair amount of Guard systems that aren't ridiculous.
I've always loved Baffin, it feels Zoner-ish, and when it was new, there were Zoners hanging around Penn and NY offering to take people on tours there, if they bought amulets....
Great stuff!
Puerto Rico is a gateway between Fortaleza in Humboldt and Texas for the Rogues to use after pirating miners in Kansas/Humboldt. (not publicly acknowledged, of course!)
Like Baffin, it's not HUGE, and has a small amount of NPC patrols - without caps!
Lewis has awesome RP - The Gallics chased the Gaians out and they had to flee to Faroe - again, neither of those systems is huge or stupidly designed.
I dunno, I think there's alot of 'cutting off the leg to fix a broken toe' going on with this idea.
My suggestion: Shrink the HUGE guard systems, remove cap patrols in non-military/police guard and reduce them down to snubs (we can even decrease their levels from 19 to 11-ish), and increase the trade value in visiting non-military/police guard systems.
If we bring the game into the systems, we don't have to remove the systems from the game.
That seems hellishly easier on the mods as well as the players, kind of a win-win.
' Wrote:<strike>If we bring the game into the systems, we don't have to remove the systems from the game.</strike>
http://flserver.de/topservers.php?timeframe=year 99,97 average players for average 197(?) systems
I have nothing more to add regarding adding more and more systems and more and more trading routes.
2 Systems per player is a bit too much. It is really mystery for me how the Devs and the most of the community cannot see that discovery is underpopulated with so many systems and it is now without the 30-40 more guard shops made in proper connected systems.
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)