Same here, a static environnement, with dynamic story, It would hurt me to see my base destroyed, but I don't want to have to wait for years before sommething evolve in the general plot line.
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' Wrote:Same here, a static environnement, with dynamic story, It would hurt me to see my base destroyed, but I don't want to have to wait for years before sommething evolve in the general plot line.
A good point. It seems between every mod a few years zoom by and were stuck in the same moment of time for so many months until the next one zooms another four or five years. The new updater makes it easy to make small changes to the current mod, so we should use it more. It'd be nice to see events being more than just a gathering of people come to shoot at each other.
I like Zukertot's ideas. Make certain bases contestable and destructible with a rewarding result if this base is conquered. You don't even have to make it destructible but that it just changes ID to the ID of the players that conquered it.
We could go with concept #2 and have it run with 4x time compression (which would resemble the current somewhat). Then every five years roll all stuff back to 801 A.S. and wipe the characters. This would continue in cycles until at the end of one of the five year runs, all parties decide on peace and lay down arms. Then Freelancer could be ditched.
There are some really good ideas out there that I do agree with. I also think that somewhere in the 1.5 range is where we need to be - because player activities should have SOME influence over things, but not totally drive everything.
As has been mentioned, we aren't the only Discovery Server. I hesitate to use the 'official' tag when applied to us, that makes us sound more important that DUSA, DUK, or the others. What we do here, though, does drive what the other servers have available in the mod.
Dusty's comment has a bit of his charming and sarcastic humor in it, but fits with human nature - and also fits in, I think, with what would fit in best if we can figure out how to implement it.
Quote:Sometimes there's something that I want that the rules get in the way of. That's stupid and a major blow to server RP. We should have the freedom and responsibility to let me have the things that I want. This is an RP server afterall and RP should come before server rules.
But then a lot of other people want stuff that I think is a bad idea. No one wants to see lolwuts doing whatever they want without any governing. I mean, it doesn't even make any sense and they're always going to go for the best possible stuff without even talking to a bunch of people on skype to get favors from their friends. This is an RP server, some stuff doesn't make sense.
Unless it's stuff for me.
It's a thin line between me and you.
I also agree with Martin, but when large changes are coming, make sure that it fits in with existing RP. For example, right now in game the Order has pretty well destroyed their alliance with the Corsairs and now has new allies in the SCRA - and just to be odd about it, the BHG|Core and the Corsairs have a non-agression pact that may lead to something bigger (or not, depending on how the RP goes).
Quote:- story (as in "how" it happened, not what happened), reflected in rumors and infocards
So maybe a LITTLE of what happened as well, especially when the major official factions are leading the way on the RP, might be a good thing.
By this, I'm presuming you're referring to the destructible base idea (which would also mean that they would have to be non-dockable, if I understand the game play correctly)
Quote:- NPCs patrols/base ownership in contested non-vanilla and non-major systems - Eta, Dundee, Omega47, New Hampshire, Bremen etc.
If so, I wholly support this idea. For that matter, we really could have things in some of the vanilla systems if you can do it - that would let, for example, the RM and the LN have fun in Bering, Hudson, and maybe Texas and Hamburg during their major scripted war.
(11-21-2013, 12:53 PM)Jihadjoe Wrote: Oh god... The end of days... Agmen agreed with me.
For me disco should develop along the lines of a divinely-regulated RTS. Mount olmpus has a rough vision of what stuff should look like, but doesn't intervene until someone, sometime gets too close to spoiling it.
Otherwise, it's all about what now are official factions. Have fathomable factors decide what an NPC/player (This should be treated as one eventually) can or cannot do. Factors such as money, number of ships, thickness of armor, industrial capacity... If there are automatic mechanisms built into the mod somehow to let the factions compare strength and later apply that strength to their benefit, then we won't have to rely on iffy infocards.
Oh and while I'm at it...
Technical advancement - when there's there's economic potential, there should be expenses on equipment upgrades. 20k optronics + 120 scientists+ 10k engine components + 72 hours = New thruster type that accelerates to 220 m/s
Ok, we can start by deleting your characters when they blow up. The escape pod didn't work. :)
' Wrote:Both factions need to agree what happens to their bases and systems outside of the RP environment in order for the new changes to occur. If they keep bitching for a longer than normal period of time then simply nothing happens.
Yeah, that will never ever happen. People are greedy, so giving up a base, even when it is clearly in an untenable position, won't happen, meaning it will have to be forced upon them, leading to a lot of unhappy people.
Personally, #2 is untenable. Greedy players, slow dev cycle, old game, inaccurate balances, player population, faction popularity, all of these go against the "Lore" or storyline. And things will never get done.
But #1 is also not a good place to be, because powerless players get bored and discouraged. Powerless players that feel like the admin team is being distant and opaque get frustrated and angry. I would go with #1 with added emphasis on the admin team being as transparent as possible. We're all on the same side here.
The admin team should ask for imput as much as possible. When we were first discussing the "death = out of the system for x hours" rule a poll was proposed with a bunch of equally acceptable choices. 1 hour, 2 hours (which won the vote btw), 4 hours, and 12 hours iirc. Players were asked to vote and express why. The admin team then selected 4 hours, going against the vote, but because the players felt like they were at least consulted, there was not the fallout like we see in the "1 faction per ID" ruling.
Right now development changes are essentially "who you know". But I cannot think of a system that would work with Freelancer that would allow player-driven storylines. Maybe allowing factions to submit new news articles for a base? Not really sure.
' Wrote:Ok, we can start by deleting your characters when they blow up. The escape pod didn't work.
Have you all already forgoten that I wrote and advocated a program that caused players to revert to a starter ship (keeping their money and reps) when they died>
It's Igiss's baby, he created it. It's not a Democracy. We play here at his whim. The server is privately owned by 1 individual.
It would , however, be nice to have a little option 1.5 available.
It would allow some lee way to correct some imbalance situations and reward those factions or groups who are actively playing.
We can't go down the #2 route, as the player limit is 200. Also, People have MULTIPLE characters in MANY different factions and groups. Unless you want to restrict people to only being able to be part of one official faction.... and that's not going to go over well.
Additionally, some of us have Families / Lives / Jobs / Responsibilities and other things we need to do and can't sit and play on a computer all day long to defend a little patch of space.
EVE is EVE. Disco is Disco.
Formerly known as LPI Police Chief Hull O'Brien.
Creator of Sgt. V. Price, 207th Precinct out of Chula Vista Station