(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.)
The Coalition Nyxes were meant to be used by the Sevastopol Division which were a Coalition indie group that came from the Colonial Republic. The fact that every indie could use a Nyx was an unfortunate side effect. Since the SD left the Coalition we no longer have any reason to continue to allow their use. I'm sorry but if Indies are too used to the Nyx then that's too bad. It wasn't meant for their use.
(07-11-2013, 02:43 PM)Pavel Wrote: What's wrong with indie Coalition Nyxes? Can't 90% for CR tech stay for indie ID? People are already accustomed to that, and Nyx is really nice ship... I have read RP between old CR and Coalition about it too, and I must say I enjoyed it a lot.
To be honest, the entire "Coalition get Colonial ships" was only from the Sevastopol Division's RP, which got the technerf approved despite =CR= not supporting it. SD| has long since died and kaiwren who tried to run it seems to have left Disco.
The SCRA have some remnants of the ships left behind and had a few extra built for them with the condition that they were not to be used against the houses of Bretonia or Liberty, and later that they'd be returned to the Colonials when the SCRA had fixed their own ships. Coalition diplomacy is as zany as ever for the houses, and they're only neutral with the Colonials other than through the now-gone SD.
Both sides, plus the RP about it, agree with the cell being removed in 4.87.
I'm not sure if the "in Coalition space, Nyx steals you!" RP of your own indy Nyx is quite enough to keep it going, but that and Vulk's indy could be SRPed if you really want to keep them. I have of course told you before that if you really want to fly the Nyx, you could just go for a Colonial ID.
EDIT: Agkjaslkgdasjhgajdfj Aphil
As for the Hacker ships, depends on what way the ships are decided to go, and hopefully the infocard changes to reflect that (with the Bayonet's being very LH while the other two could easily just be BW).
(07-11-2013, 06:29 PM)Aphil Wrote: The Coalition Nyxes were meant to be used by the Sevastopol Division which were a Coalition indie group that came from the Colonial Republic. The fact that every indie could use a Nyx was an unfortunate side effect.
(07-11-2013, 06:29 PM)SummerMcLovin Wrote: I'm not sure if the "in Coalition space, Nyx steals you!" RP of your own indy Nyx is quite enough to keep it going(...)
you could just go for a Colonial ID.
It's not RP, I just like to pvpwhore in that sexy ship.
CR doesn't cover southern Sirius where I like to play and isn't even in half that badass as Coalition.
To be fair, there have been two threads of RP done concerning the SCRA| using Nyxes. As I said, they've agreed to send it all back later inRP, and the cell should disappear.
Yes, like I said the Nyx was meant for the SD. The SCRA has recently made an agreement with the CR in order to be able to use it for itself but lately we've opted to use Ravens Talons and Insurgents. Some still use the Nyx but they are the minority.
(07-11-2013, 09:28 PM)aerelm Wrote: Let me clarify something as it seems a lot of people are confused about this - The version of the technerf I'm getting ready for the initial release is for "Discovery Lore" (For the lack of a better wording) and not for Discovery GC server. In other words, I'm taking care of the "raw" form of technerf until the final release and trying to make it suit both faction diplomacies and ingame balance, but from there on it'd be up to each server's admins team to decide how should the technerf be implemented in their server.
That said, here's how compiling the 4.87 nerf chart is going to work:
First, factions will get a default set of cells based on their diplomacy.
Then, those cells will be reviewed with balance in mind to prevent unintended combinations.
Afterwards, the cells will be reviewed based on the specific suggestions made by official factions.
Once done, it'll be standardized (factions with too many/few cells will be adjusted) and implemented.
In case of open factions, it means faction leaders can request a non-allied tech if they have the RP to back it up, or they can drop an allied tech cell if they want to, but that's while they've already defined the factions whom can use their tech based on their in-game diplomacy. i.e. Either don't be friends with someone or don't mind them using your toys.