sorry i stoped reading at the second point! your jd4 transport is crap, not to say other thing, because it will end trading and all possible interactions like piracy and lawfull inspections and that stuff! second and last the multiboxing i agrre that should be allow for limeted resons but that limeted reasons, is, like it was long time ago, just for pass equipment for one ship to the other, and all that is very short time, and only when the server was with very few people. the rest is no sense at all.
sorry
I only read through it very quickly so forgive me if I misunderstood some of what you said.
- Allow JD4's to jump transports
This would cripple piracy even worse than it already is crippled now. I would however give freighters (which can be jumped atm) a little more cargo space to make jump trading / jump mining with a large group of people in freighters somewhat viable.
- Allow [limited] Multiboxing
Personally I think that allowing multiboxing for certain activities could be beneficial, but there is potential for abuse of some things.
Beneficial Multiboxing:
- Having several transports trading separately from each other. This raises chances for pirates to intercept your transports, also because its harder for a multiboxer to check the playerlist for all systems they have their transports moving through.
- having a [Help] tagged char in one "box" who will answer questions from noobs, while trading on other chars
- having a recruitment-char in a "box". Can be named such as: [Recruiter]-Br-Corp-Gateway|
Abuse of Multiboxing:
- sending a neutral snub to scout ahead of your traders/smugglers/hostile combat ships
- trading in a multiboxed convoy where 1 transport flies ahead and the others only follow from far if its clear
- [u] Mining for your own transports (makes the existence of the current co op mining system pointless)
Not sure how I feel about this use:
- Docking one or more snubs on your own carrier This may be abusable somehow (not sure if its abuse or legit use of things you payed for with credits) but it can also make the game very, very interesting and fun. For example you dock a repair ship, a bomber, and a vhf on your carrier and jump it all to where you want to go. I guess existing pvp rules will prevent abuse such as docking your snub in combat and then shooting with the carrier, because when ur pvp dead on the snub you are on the carrier too.
As for enabling the permitted uses and making the non permitted impossible/punishable, I guess there could be rules for tagging requirements of multiboxed ships. Maybe some coding in launcher of flhook too.
The [Helper] and [Recruiter] thing could very easily made legal and be encouraged by simply announcing the rule and letting people who have the gear use a PC and a Laptop at the same time.
-Void the oorp rules around enforcing roleplay consequences only while uncloaked
This makes it easy for people who want to screw other players over and stalk them to find dirt on them. Too abusable. There are already too many toxic "roLePlAy cOnSeQunCeS" being enforced that just screw players over.
-Cut the ship/tech/ID compat system almost entirely
I agree that people should be permitted to use more tech combos at 100%, and only the most illogical combos receive 10% (drop the 75 and 90%, its pointless)
-Add CD's to all ships
Sure, why not. Maybe leave them off of 5ks tho.
-Form Sub-Team to implement regular patches that facilitate player driven changes
-Implement OF Right to Challenge for bases/territory
-Add new consumable commodity for POB Weapons Platforms
I would only agree to "player driven changes" and POB challenges if all the parties affected agree to enter the challenge, and the consequences dont affect anyone that doesnt want to be a part of it. A challenge system with altered POB mechanics and rules (best to separate destructible and indestuctible POBs entirely through game mechanics, rules, and laws) that takes place only in locations where uninvolved players wont be affected could make things interesting.
Cut the server into 3 major sections.
I dont see how this would have any positive effects. It would make players more isolated and lonely, and they would be forced to make lots of chars instead of getting to use their favorite chars more. Creating more bottlenecks is good, but you dont have to separate the map into 3 pieces for that.
-Clarify what is/can be cannon or not, and acceptable RP
-New Community Attitude and enforcement from the staff-
Yes. Players need better lore, laws, rules, and game mechanic explanations, and faction leaders + staff need better guidance through codes of conduct. How ever "better" doesnt always mean "more". The rules, laws, and tutorials need to be condensed and simplified instead of making the hay stack even bigger for people who are trying to find the needle they are looking for. And disco staff have a habit of making things worse instead of better with their moderation style (just telling people to shut up and not resolve their differences, locking discussions because a few people trolled instead of stopping the trolls, threatening and handing out bans as if thats the only tool they have, double standards when allowing certain people to hold trial by discord and then banning people who defend themselves against provably wrong accusations). We dont need more of the same style, we need better style.
-Have a new drive to advertise the mod
Yes, but not now. In the current state disco is in, first time players will not like the mod and community, leave, and most of them will never try a second time. Disco needs to clean up its act before they invite more people in.
(03-08-2021, 08:30 PM)Minna-Dietlinde Wilcke Wrote: You and your stupid ideas again. Cease.
Instead of telling "hurr durr stoopid cEaSe": recognize the fact that Binski is actively trying something, as opposed to most of the players just complaining about the server's state, and quality - and proceed to make it worse.
Even if it's wrong, even if it's bad, at least Binski will know those are bad, and through a common effort, we will eventually fix this.
Instead of disrespecting someone that's done more than you to enhance, fix and pinpoint what is plaguing the server and its community.
(03-08-2021, 06:52 PM)Binski Wrote: - Allow JD4's to jump transports - There were whole companies that had to cease to exist when they cut this. As far as I'm concerned, with the population we have on average the argument jump convoys were cutting into the flow of trade didn't hold up with me. There are undoubtedly ways to offset any potential negative impact that doesn't involve removing the ability completely. This also will pay off if we implement some long term changes around use of POB's and a faction 'challenge system'. I see people arguing that it takes too long to get around to find action, or that its too difficult to do this or that (if we got more complex here), but that can all be solved by using what we already have. We should not be afraid to let people branch out, build secret bases, form companies to offer special supply services, etc. (On the long term, a JD countermeasure could be devised, or a way to detect ships charging for a jump to help those hunting them, etc).
I've never seen these "jump convoys" and I started to play at 2012/2013. In any case the rest of the paragraph after the first 3 sentences can be completely cut off by the suggestion title. They will have probably removed them because once someone had a jump drive in a transport, his probability to make 1 bilion/minute per session reached the 100% and as you could see, this saturated the economy of the game making everyone rich and finding the risk to continue to trade useless (since there's also no purposes if not money and some event).
(03-08-2021, 06:52 PM)Binski Wrote: - Allow [limited] Multiboxing - This is a stopgap measure in a way, since population is not what it was in 2012 when I first hit this place, we really don't have much to lose anymore. 'Limited' means within reason even still, we could set a limit of 2 ships per players. Especially for the purposes of using Docking Modules, players could use a larger ship as a base ship for their own snub or mining freighter, as well as for others. You could fill your own transport, etc. Do pirates really mind coming across 2 ships in an ore field with only one pilot between them? Its more likely you can easily claim demands for all ships. At this point in the server's life I really can't see how towing one extra ship for trade or supply will be that bad. I would say until population is brought back up significantly, we could stand to allow limited multiboxing. In my case, I always wanted to fly a carrier as a base ship that I could just leave sit in space, and a freighter or snub to launch from, go out and interact, etc. With JD's, that's even cooler since you can jump from region to region and do that. If you get attacked? Choose which ship to fly and hope for the best for the other one.
This is not EVE Online. The Multiboxing is useless especially in this game, classified as "Space-Sim". The idea of using 2 ship, "one for a Carrier and one for a fighter" or "one for the miner and one for the transport" could also be good but it's like I fear that can be exploited in some way. Think what happens if, indeed, using your example Carrier/Fighter, you go to RP with someone as a Fighter and someone "Buttcloak/Shadowfight" your Carrier. You didn't have also the react time and you notice that only seeing the blue text at the system since you probably were in another place of the system and since there's the "2 lines prior pvp" rule, how can you respond to someone who you don't even know it was there? The multiboxing shouldn't be used not because "Breaks the rules" but because is disadvantageous and useless.
(03-08-2021, 06:52 PM)Binski Wrote: -Void the oorp rules around enforcing roleplay consequences only while uncloaked - Lets face it, if you come across somebody doing something interesting while you're cloaked, you wouldn't drop your cloak to be able to count what you see. The odds may not be in your favor, you may want to keep your knowledge a secret for the time being. It would generate a lot more RP for law enforcement especially to let them go out and if they see something they can't tackle right then and there, simply file a report and send out a charge across the Neural Net like everything else The same goes for espionage, in making it unequivocally clear that if you observe other players' activities while cloaked, you can RP around the consequnces of that (EX: Observing certain individuals or organizations supplying bases in secret, which you can really only catch if you follow them cloaked). It could be a cop following a Freelancer to a hidden illegal base, or a pirate following a Freelancer to a corporate base.
I didn't understand this story of "Cloaks and JD out of RolePlay" when there are CANON facts (not only vanilla, consider the Olympia wreck in Omega-3) that used this equipment. This is one of the weirdest topics about RP management of this community; espionage and intelligence corporations can't exist if you avoid this kind of RP and if this would be decently allowed, people would also stop to FailRP in places where you shouldn't be talking certain arguments. I'd clarify/summarize this idea with a simple phrase: "Is it in the game and in InRP systems? that's RP."
(03-08-2021, 06:52 PM)Binski Wrote: -Cut the ship/tech/ID compat system almost entirely - Allow for a lot more weapons and ship/ID combos to spice things up for a while, let people try some new things, and yeah, let the RP consequences play out. So there will be a great deal of temptation to use a lot of illegal 'lucrative' weapons and ships, which will all work fine, but be a great cause for law enforcement woes and hurt pride of such factions for some time to come. Not to mention, has anyone in the last 10 years tried running the server without that plugin even running to see if it makes a difference on performance?
Agreed. Exceptions are Military/Police/Intelligence IDs that should use their own equipment. The rest if it's in the market, it can be bought even by civilians unless RP laws. I remember at .85 that you had to buy a Capital ship License to buy and use caps.
(03-08-2021, 06:52 PM)Binski Wrote: -Form Sub-Team to implement regular patches that facilitate player driven changes - We need the Admins/GMs/Devs to sort out who can make it happen. That is, in conjunction with my next suggestion, to make changes happen on a more regular basis to reflect player driven outcomes. Once that is done, if a new system is put in place, the most of it can be handled forum-side by anyone able to process requests, to hand it over to those who can make the desired changes (based on what players are doing under the system) and put them into effect.
There's a Discord server where there are all OF 1ic/2ic players and storydev team which they discuss everything about the next changes of the mod universe. Sadly, as I also told in another thread, changing ownership of a base/system is difficult since looks like RP hostilities and OORP hostilities coincide themselves.
(03-08-2021, 06:52 PM)Binski Wrote: -Implement OF Right to Challenge for bases/territory - In relation to this thread Official Faction Challenge System, once members of the team are sorted out (or added to fill that void) and we allow for the new right to take effect, there will be a whole new avenue available for player activity. This should give a great incentive to players to bolster existing or form new OF's with the hopes of making territorial gains. No guarantees, just a hope, that is exactly what will turn this place into a new open ended game. The system will ensure the rate of change and how much player effort is needed to do what. That can all be adjusted as needed separately. Yet just allowing the right creates a new situation that will allow for a new degree of immersion to return to the server. Factions will actually be able to form plans to expand, and in this system, go to work either accumulating SciData for investing in big moves, or building up the money to buy it from those that do deal in the commodity. This should create a regular industry for players to attempt to earn chances to make serious gains, while generating events that allow for everyone to get involved on one side or another.
I already responded you in that but better if I clarify this:
Giving complete freedom to players to change the course of history is as good as bad: It can transform the entire Sirius sector in a Free-For-All where only the stronger triumph. Consider there could be absurd stuff like "Unlawful bunch of pirates, since its leader is OORP awesome, is supported by 99% of the community and will start to conquest the entire lawful CAPITAL system, then the entire house, and then THE ENTIRE SIRIUS, FORMING A NEW MANKIND EMPIRE AND... *Insert other Warhammer 40.000K memes here*!!!!". This is illogical, every faction has its limits in terms of resources, policy, numbers and ideology and that's why what I could also call "Anarchy RP" is highly not recommended. What I proposed in that thread, in fact, is giving this possibility only to "Non-canon" factions and in wild systems like Omicrons, Omegas, Taus and Sigmas. The canon ones should be "Protected" to maintain the "civilized" part of the mankind who decided InRP to live in peace or handling their own business without being threatened by the casual cringy pirate.
(03-08-2021, 06:52 PM)Binski Wrote: -Add CD's to all ships - This one is pretty straight forwards. It was good back in the day when Tau-23 was packed for hours a day. It barely matters anymore. Ships like the Democritus, Camara, and Salvager could all use CD's, and it would totally change each ship, basically creating new ships for people to actually get use out of. People want the option to use those ships for more than just chillin. If they could be converted for mercs or pirates, that would add some new variety to what we see out there, and just might get some people out give them a try. All sorts of new things arise from this simple change, which also requires nothing all that major.
I hope you don't mean "BS Included"; If they can CD too it's the end of everything. From the Freighter point of view I don't know what to say, there are transports with CDs too, why shouldn't those freighters have them? I abstain.
(03-08-2021, 06:52 PM)Binski Wrote: -Make radical changes to the server systems layout - Allow me to be the first to make the craziest suggestion yet to the route problem... (this one is the most optional)
What do you mean? Changing entire systems? The only thing I'd change is the NPCs spawn area and their patrol path who were stupidly generalized with just a big "neutral" sphere in all the system.
(03-08-2021, 06:52 PM)Binski Wrote: Cut the server into 3 major sections. Divide the Server at 2 major points. The first would be, with what's gone on with Gallia and the Houses of Sirius, its time for some good old fashioned xenophobic 'Galliaism' to take effect, and for them to go full 'isolationist' for a while. That means sever the connections from Gallia to Sirius. Totally, no jumpholes or jumpgates. There will be restarts that start in Gallia, and basically for all 'segments' of the map, create an internal trade route. Make Gallia a mini server that can only be accessed by jump drive. I know that sounds crazy, but dividing the map up instead of twisting routes, changing connections that are years old and familiar, we create 3 small areas that will become easier to get interaction within. People will be purposely stuck trading in their area unless the get a jump to the new area and resume. For inter-segment trade, you'll need to bump up to a JD. (This will also make it easier to add new systems, which you'd probably expect to be attached on to Gallia somewhere, or out in the Omicrons).
The other places I'd cut off are then the Omegas/Omicrons from the Houses. Perhaps a surprise act of joint terrorism by the Hessians and the Order or something could sabotage all of the jump gates along the omegas/sigmas, basically turning the Taus, 4 Houses and Sigmas into a large zone, and then the Omegas/Omicrons into a large zone. Then all we need to do is make sure there are internal trade routes for each segment, and big ones for jump trading (ores).
Basically cut all the jump gates along the Omega/Omicrons line, and render the jumpholes inert, say it was the Nomads, a natural phenomena, or a potential new secret weapon, etc.
This idea is now not practicable anymore since Gallia did his course and now its role ended in any case. About also Omicrons/Omega too, isolating civilized systems is nonsense; they did the contact, they opened the trade routes and there's nor turning back nor reasons Order/Red Hessians should do that and Jump Holes should be unpredictable phenomena even for the Nomads. Your idea in any case make me think about the possibilities the "Uncharted systems" could offer if costantly used, generating casual limited time JHs that conduct to them where there's exclusive stuff to loot and no laws to pay attention (so complete anarchy systems).
(03-08-2021, 06:52 PM)Binski Wrote: -Add new consumable commodity for POB Weapons Platforms - In theory, if we put an OF Challenge System into effect, factions would need to look at their territory and figure out what places might wind up at risk from being sieged by their enemies. Many places already have POB's. House governments and other factions similarly could ask those with bases to build weapons platforms to add to the area's security, or perhaps lower the monthly fees for those bases willing to chip in on defense (especially for those near planets). In other places it might be prudent for navies/police to build a base to add WP's to secure an area, or contract it out to a third party.
Yet for those who would say WP's are already too hard to deal with, I suggested making them only work with a consumable commodity: Munitions or Armaments. My suggestion was to set so that each defense module would require 100 units of either commodity to respawn after being destroyed. So even a base with 6 weapons platforms, would only be able to keep them in space, if they kept ammo stores (like shield fuel). So, to replace 6 WP's, you'd need 600 units of one of those commodities. This way, an attacking force could focus on taking out the WP's of a base first, trying to deplete it of ammo to neutralize its defenses first. This would also create a new valuable practical commodity that players could trade, buy/pirate/confiscate that could be taken and still used. It having a practical value also makes it more valuable sometimes than just the credits they're worth. The ammo might be cheap but a base under siege might pay big for ammo! All around this balances POB's force projection ability, and creates a new commodity for player trade. Bring on the arms runners!
A similar idea can be found here. Have fun reading them all.
(03-08-2021, 06:52 PM)Binski Wrote: -Clarify what is/can be cannon or not, and acceptable RP - Just as an example, when they removed JD's from cannon, I saw people basically acting like JD's should no longer exist in mention at all. So what's the deal? We could use a review of what's acceptable or not. As in, JD's might not be able to be used in cannon stories, but we can still RP them right? This is the type of thing I see screwing the place up a bit, it causes some confusion, and I'll bet its not the only issue where people are not on the same page. We could use some clarifying statements from the Devs on what we can still do or not, what's ok or not. Maybe a new FAQ 'ask me anything' with some Devs could be done to help with that, and everyone could submit some questions.
Check my response at "Void the oorp rules around enforcing roleplay consequences only while uncloaked"
(03-08-2021, 06:52 PM)Binski Wrote: -Have a new drive to advertise the mod - This one is the big one. Not only should we see from the staff side of things an active drive to promote the mod, staff should give the OK for players to go on the recruiting drive as well. If players know its ok to go to another community or forum to drop a link to the mod and mention we need players, everyone here could start going to work on making little drops here and there.
I'm not well informed about the management of this issue but there were even youtubers doing that and I don't think to see "limitations" about advertising. I did that with my friends and parents too and after some months they stopped to play it. Guess why.
(03-08-2021, 06:52 PM)Binski Wrote: -New Community Attitude and enforcement from the staff- Everyone needs a new outlook on Discovery Freelancer. Its time to let go of all of the old ways of thinking. They served the place well for many years, but to keep going we need a bit more. We also need to ditch this 'unwritten' rules situation of pier pressure to get what you want. I have only ever seen the staff appease the very players that complain first only to use oorp means to manipulate the game in their favor. After years, it all added up. Each little press on the brake peddle has lead to this place being locked down! On top of the staff making sure players only treat each other with maturity, the entire community needs to embrace one simple principle that start to solve our problems here, and that is the embracing of FREEDOM. As in freedom of action, and more freedom of actions for players, will only ever lead to solutions being made in-game, not in discord. So yes, the answer is that now that we're down to where we are, opening things up and allowing for a lot more freedom will entice some new growth, new experience to be had here again. To the players, stop worrying about trivial things and start caring about the big picture.
Read what I wrote at "Implement OF Right to Challenge for bases/territory". Your instigation to freedom risks to delete what's left about the decent RP here (assuming it still exist). Repeating again and again, that your idea is good but within certain limits of decency, logic and common sense.
I pretty much agree with all of this feedback. I do believe allowing limited multiboxing would be good, though there'd have to be clear rules as to what is permissible and what isn't. Docking modules right now are basically useless, so allowing people who own some to actually use them by themselves might be a good idea.
While I'm not a fan of what the owner of the thread suggests either, that doesn't mean flooding it with insults that are uncalled for or memes is a good way to provide feedback of any sort.