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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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so... nomads going to have a base?

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so... nomads going to have a base?
Offline HuggieSunrise
04-11-2012, 06:02 PM,
#21
Member
Posts: 1,559
Threads: 125
Joined: Jul 2008

technically a double post. sorry mods.

However. yes we think as you do.. however.. in my experience I know how weird and sometimes difficult it is to have several versions and the same plugin programming running. Im not a flhook savvy guy but Nomcloaks would have to be... balanced in a way that.. I dont think the teams had the time to conceptualize.

...balanced in a way that would have support from the admin team and devs. But i value threads like this a great deal cause.. Well if i blow the horn myself all the time it..well kinda works. We do need community support so.. thats why i mention my pm is wide open.

Dont ask for a marduk otherwise ill help you as much as i can.

There really is no other way (without support). Too... "push" stuff like this to happen.

ID LOVE to have cooldown cloaks that took 20 min period (or whatever) to re activate even if they where just for our capital craft. Or any version of the cloaks naturally available to us..

Affixing the freelancer -cannon- where every shape and form of nomad was cloakable (even that sun blaster).

The only things I could think.. That would shift the balance from cloaks (in general) from being balanced by gas mileage of a hummer to something "different" would be..

Cloaks dont work if..
  • Cruise Disruptor hit. (resets powergrid)
  • Mines (depth charge?/disruptor?)
  • Jumping from system (something that should require the same energy balancing act a cloak does)
  • Severe damage (70% or so/ less for fighters)
Possible? Not sure. perhaps the humans cloaks should work as is and.. our system could be alot like the above? have to ask. otherwise we dont know.

As for the current base system. lets not forget this has been in the works for a long time... Its going to be tweaked abit... and im pretty sure thier not... 100% done with everything. As is.. your correct We cant make much advantage of it at all. So we dont plan to. .. its not a slight.. we dont..-feel- it as a slight. this has given the 99% of the community a neat new toy. and thats GREAT!

Im sure if were persistent we can add some cool toys for us too. (would be nice to bolster recruitment as well) ...whitch is..open by the way....



Thank you for your questions. no really. we love you guys even though we have to.. kill you all and..keep your future generations in zoos.
Offline Stefan
04-11-2012, 06:03 PM, (This post was last modified: 04-11-2012, 06:03 PM by Stefan.)
#22
Member
Posts: 626
Threads: 51
Joined: Sep 2009

' Wrote:The problem with giving the bases cloaks to begin with is the Nomad players will no doubt take then and oorp switch them to non-nom ships for their own exploiting.

A entirely new cloak would be required that is only mountable on nomad ships for this to work.
If that happens, then I will be 100% approve, but using current cloaks is not a good idea.
With due respect, I wish to believe myself nomad players are well above this kind of behavior.
Offline alphadog
04-11-2012, 06:11 PM,
#23
Member
Posts: 680
Threads: 35
Joined: Apr 2010

I'll just note that I spotted a special nomad cloak in the ini files. I haven't checked in detail, but there are some entries for it.
Offline ophidian
04-11-2012, 06:23 PM,
#24
Member
Posts: 1,421
Threads: 68
Joined: Jan 2009

Poor old noms, always being left alone and aside in a game universe where they were the main antagonist. Give nom ships the cloak for free and restore their true identity back, rather than focusing on some really off-axis looking french house.

[Image: rand-back.png]
 
Offline Zapp
04-11-2012, 06:26 PM,
#25
Member
Posts: 4,978
Threads: 267
Joined: Sep 2007

' Wrote:I 100% support free cloaks to any nomad official player.


' Wrote:I concur. Free cloaks for official nommies would make perfect sense.


' Wrote:
[Image: crying_indian.jpg]

***support (joy) ***


' Wrote:The problem with giving the bases cloaks to begin with is the Nomad players will no doubt take then and oorp switch them to non-nom ships for their own exploiting.

A entirely new cloak would be required that is only mountable on nomad ships for this to work.
If that happens, then I will be 100% approve, but using current cloaks is not a good idea.

All /signed by yours truly.


' Wrote:With due respect, I wish to believe myself nomad players are well above this kind of behavior.

I'd like to believe it too, but still, it's something not even I would bet on. Let's not say 'free,' but instead of having to build the base, just have Altair sell it, and they can only be used on Nomad ships... or Wild ships as well. It would take some thought.

And if it's only for Nomad ships, someone please for the love of God go into the program files and mark the Tundra as a Nomad ship (and that's mainly because I don't like seeing a Terrorist ID on it just for the guns to work, it should have a K'Hara ID :dry: ).

[Image: u8rHEaq.png]
Offline Rodent
04-11-2012, 06:32 PM,
#26
Member
Posts: 2,174
Threads: 183
Joined: May 2009

I fully support special cloaks for nomads. To introduce some uniqueness to how a nomad plays.

Since we all know how popular gallia is as an antagonist...give the good old SP antagonists some teeth.
Offline teschy
04-11-2012, 06:40 PM,
#27
Member
Posts: 2,471
Threads: 24
Joined: Jan 2007

' Wrote:With due respect, I wish to believe myself nomad players are well above this kind of behavior.

That's wishful thinking, I'm afraid. No-one is perfect.
Tinitus
04-11-2012, 06:41 PM,
#28
Unregistered
 

Please forgive my ignorance, but what stops nomads/wilde from building bases in their systems, and using transport-to-transport exchanges with human collaborators to supply them?

Don't get my wrong... I think nomads should get cloaking devices, probably more so than most humans.

But I'm really interested in the answer to the above question. It would have great potential for fun to have to be creative in both supplying and interdicting nomad base traonsports.
Offline kikatsu
04-11-2012, 06:43 PM,
#29
Member
Posts: 2,199
Threads: 253
Joined: Jul 2008

I would have no problem if the Nomads got a special cloaking device.
I would have no problem either if it had no downsides... IE no fuel, no drain, no shield failure...

I mean they are Nomads, the ultimate FL baddies. I want them to be scary when they appear, I mean how cool would it be if you were cruising away from a Nomad and suddenly one of their gunboats decloaks between you and the Freeport you are running to?

That is just awesome.
Offline Ursus
04-11-2012, 06:43 PM,
#30
Member
Posts: 3,853
Threads: 249
Joined: Oct 2011

' Wrote:But I'm really interested in the answer to the above question. It would have great potential for fun to have to be creative in both supplying and interdicting nomad base traonsports.
OMG ROLEPLAY KILL IT WITH FIRE


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[Image: smuggler-threat-0-1.jpg]
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