I've already received a few requests for a handful of factions, but given the ever-evolving nature of relations on the server and that there's only a few of us placed about the environment, we come again to the faction leaders for your advice.
We're not looking at a straight give-and-take here, less "you have to give up A to gain B" and more "it's going to be a mix of what makes sense for your faction in roleplay", given inter-faction relations and what makes sense to keep the game fair for PvP balance, of course. If you're interested in submitting revisions to your ID's technerf, you must meet all of the following criteria:
1. Be an official faction leader (or an appointed representative for your faction leader). Each faction will be represented by its official faction leader and you can make only one post here regarding your faction's requests. This is not a discussion thread, don't banter here. If a faction does not have an official faction representing it, any unofficial representation may contact me, but those instances will probably be balanced according to mod lore.
2. Include roleplay support for factions you're requesting a lessened nerf on. Make it good. There should be a history of interaction demonstrating your faction's good standing with the requested faction, or some otherwise convincing lore support. Links work very well here.
3. Factions you're requesting an increased nerf to do not need roleplay support. If you're chosing to drop tech from your ID, we'll be more than happy to oblige.
4. Specify your requests as percentages using the following guide:
100% - Full, normal use of tech. Blue cell. Generally civ and/or same faction tech.
90% - Slightly reduced power output but still very usable. Green cell. Usually factions that are very closely allied.
75% - A noticeable power cut. Yellow cell. Friendly factions or business associates, most likely.
10% - Nearly unusable in combat. Red cell. Unallied factions who you don't have much reason to use their tech.
5. You will have to post and state it in this thread even if you are not requesting any changes to your current nerf rates. That's basically so we'll know you've noticed this thread and do not have any suggestions.
Requests can be specified as general as guns or ships from a certain faction/group, or as narrow as a single ship. Categories that exist currently are listed below the tech chart.
I want to make it very clear that any suggestions here are suggestions - your ideas most likely will not be implemented 100% as you post them. We retain the right to discard or alter elements for roleplay sensibility as determined by the team or balance reasons.
This thread will remain open for about two weeks. Feel free to add and/or edit your submissions up until that time (I'll post and lock when it's closed) as review will not begin until that point. From that point, it'll be a matter of sifting through another set of requests.
I also beseech you to contact the factions you're requesting tech from and discuss what might be best for each side to have. We'll be looking at that as well, so situations like the Zoner-Corsair tech relations, where the tech sharing is one sided, don't happen as often.
If you have any questions, my PM inbox is open. I'll do my best to answer any questions.
P.S: Yes, I stole Gheis' post from the old suggestion thread.
Here are a few facts you're not gonna like about 4.87 tech nerfs:
As I've already started working on the new tech nerfs, your requests may not make it to the initial release, but all of them will be considered for update 1.
Unlike 4.86 tech nerfs, the 4.87 tech nerf system is going to be entirely balance-centered. If the tech combo you're requesting is considered to be overpowered by the balance team your faction will not be granted the cell regardless of the amount of roleplay and diplomacy you may have to back it up.
Unlike 4.86 tech nerfs, the 4.87 tech nerf system is going to be ship-based, rather than ID-based. If you don't know what it means, don't bother asking cause I won't bother explaining. You'll see when the new version of the mod is out.
Mixing Gallic and Sirian tech will no longer be permitted. Sirian/Gallic factions can still request a cell toward eachother but that'd only mean the ships and guns will only be usable with their native counterparts.
Yes, here I am ruining another aspect of your precious gameplay. Hope you'll like it.
P.S: If you have any questions or concerns, either make a new thread to discuss it with the community or contact me via forum PM or Skype to discuss it with me. This thread is only for tech nerf suggestions from faction leaders.
Our tech chart is going to be simplier then it is now
100% for Coalition ships/guns/capships
100% for Sirius Civilian ships/guns/generic things
90% for Border Worlds tech
About our own tech - we want Coalition tech as red cell for everyone. Even allies of ours. We dont give away our toys without heavy RP done, and the fact that people abusing with Coalition ID to get them also is not approved by SCRA HC.
No major changes for IMG| from the last version.
We decided to limit some parts that caused or could theoretically cause trouble (like IMG-IDed BHG caps)
I gave a choice when it comes to the Zephyr. IMG| has had 3 of them forever and we want to keep them as flagships in our 3 areas of operations.
As for other factions: IMG is not very restrictive when it comes to their tech. Talk to me when you think you should have IMG with little nerf only.
90 %
> Colonial (ships + guns) or alternative: Colonial (snubs/gunboat/cruiser + guns) -IF- the 3 IMG| Zephyrs that have existed for many years can be SRPed
> BHG (snubs/gunboats + guns; no caps)
> Bretonia Civilian (ships + guns)
> Rheinland Civilian (ships + guns)
Please also note that Council will only share technology with the aforementioned factions. Any current faction with green or yellow cell toward Council that isn't in this list should be moved back to red cell. Danke.
For outcast players using tech:
Outcast snubline, Borderworld, Sirian civillian - 100%
Liberty Rogue, Golden C, Lane hackers - 90%
Gallic Brigands, LWB, Mollies, Junkers - 75%
EVERYTHING ELSE - 10%
SPECIAL CASE - ZONER TECH PERMA CRUISE DRAIN!!!!!!!!! (have fun dodge)
For other's using outcast tech (as far as i can decide)
Liberty Rogue, Golden C, Lane Hackers - 90%
Gallic Brigands, LWB, Mollies, Junkers - 75%
EVERYTHING ELSE - 10%
We no longer wish to supply freelancers, indy pirates, zoners and whatnot with our tech. Anyone wishing to use our tech in 4.87 and onwards should only do so on an RP basis.
The Outcasts would also wish to lay claim to the Cheetah Thruster as native OC tech, given the fact that the infocard clearly state it is outcast made. Even if it is for the civilian market, we wish to apply a 75% to all lawful ID's effect.
3. Factions you're requesting an increased nerf to do not need roleplay support. If you're chosing to drop tech from your ID, we'll be more than happy to oblige.
A little bit of clarification seems to be needed regarding the quoted line. That line only means you can request the removal of tech cells from your own ID, and Not the removal of your tech from other IDs. That's not really your call*, especially when it comes to generic IDs.
And again, if you want to discuss anything related to this thread, either make a new thread about it or contact me over forum PM or Skype. This is not a discussion thread.
* Doesn't mean you have no say in who can or cannot use your technology. It merely means you as the official faction leader do not have strict control over your technology, and if a faction lore perfectly justifies their use of your tech, only thing you can do about it is raging on Skype and accusing devs of being biased against your faction.
Posting for K.N.F.
I assume you are talking about the actual I.D itself – and not the faction tech.
We did post about this a long time ago, so it wouldn't get lost, dunno if you missed it. Last time.
100% - Civilian and same faction tech please.
90% – Sirius civilian please, if not already included above.
75% – Kusari civilian if not included in any of the above.