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Freelancer ID and Pirate ID tech permissions.

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Freelancer ID and Pirate ID tech permissions.
Offline Yber
11-02-2012, 10:39 AM,
#21
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Posts: 1,665
Threads: 97
Joined: Jul 2011

What you all fail on is that you're addapting this to Veygaar. Just like if it was his request to have the most OP'd tech mixes. When it's not that. He's asking for all pirates to have some freedom. If anyone else had posted this, you wouldn't have answered the same way.

And no, this doesn't mean that I approve the OP. I couldn't care less, I'll keep using either flashies or codenames.

[Image: 4sFHsTF.png]
(06-19-2016, 12:06 PM)Mao Wrote: inb4 Sirius gets renamed to XTF.
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Offline Anaximander
11-02-2012, 10:51 AM,
#22
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Posts: 1,261
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Joined: Jun 2012

I think Freelancers should be set at 75% for allied tech like indie pirates are. It will encourage people to make faction ID characters and generally make more sense. It's silly playing a Rheinland commander when you get jumped by mercs in BHG, IMG and GMG ships on Freelancer ID's. I'd like to see less of that, and that Freelancers used civi tech only (an Eagle with codenames or a Roc should be enough to do the job, and its a lot less messy than using lawful faction ships to kill other lawful players). In my view it's not that pirates have it bad when it comes to the tech chart, it is rather that the Freelancers have it too good!
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Username removed
11-02-2012, 01:55 PM,
#23
Unregistered
 

Well, here I go again....

Although the OORP reason for the nerf is to keep pirates/freelancers on a leash, the inRP reason would be that for example Liberty gunboat turrets weren't meant to fit on a Rogue gunboat, the tech is too different, won't mix, causing a huge nerf, thus I do not see why Pirates should get this nerf at some factions while the Freelancers don't, I like the pirate ID the way it is, no need to buff it any further, but do remove the green cells from the Freelancer ID, some claim the Pirate ID isn't fair although I always fail to see how that comes, but when a 60~something% pirate has to fight a 90~something% Freelancer, is it fair ? I personally don't think so.
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Offline Govedo13
11-02-2012, 02:16 PM,
#24
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Posts: 4,663
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Joined: Jul 2009

I completely agree with AD here. If one well established and roleplayed Indie Pirate group works close with one unlawful group, the said unlawful group can request smaller technerf for the Pirate ID. If this is possible it should be ok, but from the other PoV by doing this everyone with Pirate ID could use the said tech so there is no easy solution on that one.

€œ
(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.)

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Offline Yber
11-02-2012, 03:01 PM, (This post was last modified: 11-02-2012, 03:55 PM by Yber.)
#25
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Posts: 1,665
Threads: 97
Joined: Jul 2011

Oh there is. Making more IDs for different groups. BUT WAIT. They'll rejecte you 'cuz you're not cannon RP.

[Image: 4sFHsTF.png]
(06-19-2016, 12:06 PM)Mao Wrote: inb4 Sirius gets renamed to XTF.
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Offline SummerMcLovin
11-02-2012, 03:37 PM,
#26
Former Admin
Posts: 3,080
Threads: 73
Joined: May 2012

(11-02-2012, 01:55 PM)redfire912 Wrote: Well, here I go again....

Although the OORP reason for the nerf is to keep pirates/freelancers on a leash, the inRP reason would be that for example Liberty gunboat turrets weren't meant to fit on a Rogue gunboat, the tech is too different, won't mix, causing a huge nerf, thus I do not see why Pirates should get this nerf at some factions while the Freelancers don't, I like the pirate ID the way it is, no need to buff it any further, but do remove the green cells from the Freelancer ID, some claim the Pirate ID isn't fair although I always fail to see how that comes, but when a 60~something% pirate has to fight a 90~something% Freelancer, is it fair ? I personally don't think so.

I think you've at least got to it, but the inRP reasoning doesn't really work when you consider the exact same setup, yet one pilot wearing his pirate badge sucks up a chunk of power regeneration.

I'm going by the same arguments as AD and Gentlefood here, just clarifying that some of the technerfs can't always be inRP.

As for the different non-canon factions, it depends on how easy your lore is to believe, rather than "we stole all this stuff because Pirate ID", or "We managed to keep the lineage pure over 800 years with only a handful of (possible) initial people".

Kingdom of Bretonia
Colonial Republic
Independent Miners Guild
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Offline AeternusDoleo
11-02-2012, 04:36 PM,
#27
Ex-Developer
Posts: 5,744
Threads: 149
Joined: Nov 2009

(11-02-2012, 03:01 PM)Yber Wrote: Oh there is. Making more IDs for different groups. BUT WAIT. They'll rejecte you 'cuz you're not cannon RP.

Wrong. There are 20 player IDs set aside specifically for groups that manage to meet the official faction criteria. Getting a group of 4 players together and maintaining the required ingame hours + backstory, that's up to the players of that faction. It's not hard to do, it just requires cooperative effort.

As for that pirate fighting a freelancer - there's plenty of gear available to pirates that'll give them no nerf at all. That such a pirate would CHOOSE to pick tech that gives them a whopper of a nerf, is not my problem. IMG can't use Krakens either, right?

Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.


Mostly retired Discovery member. May still visit from time to time.
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