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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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Public Nomads

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Public Nomads
Offline Treewyrm
06-20-2011, 06:15 PM,
#81
Alchemist
Posts: 2,084
Threads: 61
Joined: Jul 2007

It's not the "investment protection" that is being the reason why not allow them to strike without roleplay. The fundamental reason is the server rule, as such we all have to follow it, like it or not. Peroid. If you want to change that rule - start a different thread and try to convince the admins, but do not attempt to push it through by proxy of the nomad indie idea. Discussion of that rule is not the subject of this thread.
Decerebrated.Individual
06-20-2011, 06:19 PM,
#82
Unregistered
 

I dont think its necessary for indy nomads to be forced to obey keeper commands.

That will jsut result in inter-player squabbling, and powertrips.

' Wrote:The Keepers are the new Nomads, the Nomads would have been removed from the mod had the Keepers not been formed. The Keepers are not the vanilla Nomads, and they are responsible for the fact that Nomads exist in the mod now. This puts the Keepers in full control of the Nomads.

Then bring vanilla nomads back, without your keeper stuff. Me no want your keeper lore and stuff anyway. Keep it for yourselves, but let other players play a nomad.
Offline Akura
06-20-2011, 06:20 PM, (This post was last modified: 06-20-2011, 06:21 PM by Akura.)
#83
Member
Posts: 5,367
Threads: 167
Joined: Mar 2009

' Wrote:Then bring vanilla nomads back, without your keeper stuff. Me no want your keeper lore and stuff anyway. Keep it for yourselves, but let other players play a nomad.


It's five years too late for that. Will never happen. If people want independant Nomads, they'll have to live by the Keeper Nomad Lore or have fun with a 6.10.

Sorry.
Offline Treewyrm
06-20-2011, 06:23 PM,
#84
Alchemist
Posts: 2,084
Threads: 61
Joined: Jul 2007

' Wrote:Then bring vanilla nomads back, without your keeper stuff. Me no want your keeper lore and stuff anyway. Keep it for yourselves, but let other players play a nomad.
Negative. It's like saying you will not follow diplomacy outlined by the faction your character is a part of, say making a navy cruiser alliance with xenos and docking on their bases, because "me no want your navy lore and stuff anyway". Don't want their stuff - don't use their stuff at all, problem solved.
Offline Knjaz
06-20-2011, 06:34 PM, (This post was last modified: 06-20-2011, 06:45 PM by Knjaz.)
#85
Member
Posts: 1,648
Threads: 80
Joined: Dec 2010

' Wrote:It's not the "investment protection" that is being the reason why not allow them to strike without roleplay. The fundamental reason is the server rule, as such we all have to follow it, like it or not. Peroid.


Well, there's no need to change that rule actually, since there's 6.9 (In the event of conflict, ID overrides the rules)
just my 2 cents.

EDIT: Although, afaik 5.2 is sort of... "fundamental" rule on this server. So it indeed might be troublesome. While, technically, it can be overcome by 6.9, is it worth it - is still questionable.

' Wrote:Negative. It's like saying you will not follow diplomacy outlined by the faction your character is a part of, say making a navy cruiser alliance with xenos and docking on their bases, because "me no want your navy lore and stuff anyway". Don't want their stuff - don't use their stuff at all, problem solved.

Erm, it's a bit off topic, but are Keepers = "New" Nomads, not Vanilla ones, right? And there's Keeper ID and a Nomad ID in database, as far as I understood So can we just get the Vanilla ones back, with some heavy restrictions lifted on them?
Keepers still can have control over them, if it's needed.
Offline Daedric
06-20-2011, 06:38 PM, (This post was last modified: 06-20-2011, 06:41 PM by Daedric.)
#86
Member
Posts: 4,321
Threads: 111
Joined: Nov 2010

' Wrote:I dont think its necessary for indy nomads to be forced to obey keeper commands.

That will jsut result in inter-player squabbling, and powertrips.
Then bring vanilla nomads back, without your keeper stuff. Me no want your keeper lore and stuff anyway. Keep it for yourselves, but let other players play a nomad.

Sure. Let us bring back vanilla Nomads. They were killed off, which means if we revert to vanilla Nomads. No one role plays them at all. That groovy?

Yuri made them viable in this mod. Requiring them to take orders from the Keeper ID'd players means that the ones influencing and controlling the role play of that faction have some control over them. Sure, it doesn't need to be said on the ID due to Faction Right 2, but how does it hurt to have it there?

Though use of FR2 has to be done in role play......seeing as I hear they are all equals it might be hard to order another around in role play. Thus having it on the ID allows for ooRP directions to be given and be supported by the rules. FR2 can't be used ooRP, as far as I know.

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Offline Treewyrm
06-20-2011, 06:38 PM,
#87
Alchemist
Posts: 2,084
Threads: 61
Joined: Jul 2007

' Wrote:Well, there's no need to change that rule actually, since there's 6.9 (In the event of conflict, ID overrides the rules)
You don't get all and everything at the start. Let alone it's yet to start in any form, then perhaps it might be considered, someday, but not before. Not right now, that's for certain.

You've yet not to make a complete waste out of this experiment idea when the tests start practical.
Offline Vladimir
06-20-2011, 06:40 PM,
#88
Member
Posts: 1,597
Threads: 39
Joined: Oct 2009

It's weird to see that coming from Akura, but it's a totally good idea, and nothing new, too. The only thing i'd like to have along the lines of it is the rebalancement of certain weapons and ships in order for them to be equal in force to usual factionalized ships, mainly Order ones. Other than that, i'm not exactly sure that Marduks allowed would be a good idea. we all see sairs and casts capswarms. On the other hand, no bs missiles for nomads can make it better, since marduk is really easily killable by bombers - it's huge, slow and, if i'm not mistaken, turrets are 1.0, not 2.0 like any other primaries.

Also, wilds should be open on the same basis.

[Image: 158aufs.jpg]
Offline Vladimir
06-20-2011, 06:41 PM,
#89
Member
Posts: 1,597
Threads: 39
Joined: Oct 2009

' Wrote:Sure. Let us bring back vanilla Nomads. They were killed off, which means if we revert to vanilla Nomads. No one role plays them at all. That groovy?

Yuri made them viable in this mod. Requiring them to take orders from the Keeper ID'd players means that the ones influencing and controlling the role play of that faction have some control over them. Sure, it doesn't need to be said on the ID due to Faction Right 2, but how does it hurt to have it there?

Correction - nomads were still around after SP campaign. Try flying around omicrons. How did people get nom cannons if they weren't, eh?

[Image: 158aufs.jpg]
Offline alphadog
06-20-2011, 06:45 PM,
#90
Member
Posts: 680
Threads: 35
Joined: Apr 2010

Also don't forget.... If you're serious about playing a nomad, join the Keepers. We're not a die-hard leadership faction. Once you get accepted, there are very few restraints. This is just for the people who don't want to invest time in reading the lore, really learning about nomads, and don't want to get the hang of nice nomad speech. That comes with a price in the form of an ID with some restrictions.

If you are really serious about playing a nomad, nothing is stopping you from applying for the Keepers. Its not as hard as everyone seems to think. You don't need years of experience, you don't have to pay me money. All you need is dedication.
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