capital ship weapons are mostly free for all - at least untill the community finally agrees to stick to faction weapons - or at least to lawful vs. unlawful weapons. point is - most basic turrets are fairly similar, even nomad turrets, - which are slightly better - but not really much.
it becomes tricky when you d apply the special turrets to roleplay, too. battlerazors ( are they bretonian or order? ), mortars ( order ), infernos ( outcast ).
or maybe go for additional equipment. train disruptors are basicly a red hessian thing. ( but sold on capetown BHG base, too ), supernovas are order tech - but not only available in various places, but also essential. ( you can fly a bomber with hullbusters and double infernos allright - but supernovas are still sort of better for most of it )
all in all, it depeonds on what the community finds acceptable - or in roleplay for both, capital ships and fighters.
' Wrote:all in all, it depeonds on what the community finds acceptable - or in roleplay for both, capital ships and fighters.
Community doesn't find anything of that kind acceptable or unacceptable, it doesn't come to the consensus, it just boils in contradicting statements and opinions like this thread. So it is up to powers that be to decide.
I agree with Scorn IF you are independant. In a case like this, LSF using nomad weapons just makes no sense. They try to deny their experimentation with nomads but yet they use nomad weapons?:mellow:
To be honest, I don't mind... nomad guns don't sync with Liberty guns anyway, so the aim of said person mounting them is somewhat compromised.
In fact, I dont even mind if Liberty guns did sync with nomad guns, because it isn't my place to judge the LSF on the way they are run. Besides, they have to deal with LIBERTY ROGUES who own Battleships and Destroyers. I dont blame the LSF at all, as there are certainly many more factions with bigger problems.
' Wrote:capital ship weapons are mostly free for all - at least untill the community finally agrees to stick to faction weapons - or at least to lawful vs. unlawful weapons. point is - most basic turrets are fairly similar, even nomad turrets, - which are slightly better - but not really much.
it becomes tricky when you d apply the special turrets to roleplay, too. battlerazors ( are they bretonian or order? ), mortars ( order ), infernos ( outcast ).
or maybe go for additional equipment. train disruptors are basicly a red hessian thing. ( but sold on capetown BHG base, too ), supernovas are order tech - but not only available in various places, but also essential. ( you can fly a bomber with hullbusters and double infernos allright - but supernovas are still sort of better for most of it )
all in all, it depeonds on what the community finds acceptable - or in roleplay for both, capital ships and fighters.
Actually I think its more ooRP for cap ships as they haven't been adapted to work with human ships, those turrets are organic.
And not all cap weapons are free for all, theres about 4-5 that everyone can use, the rest (which includes nomads) are not.
You will be shot in Rhindland if you have nomad weapons on a cap ship and don't get rid of them.
well, equinox - while i agree with you. there is no consensus on stuff like nomad capship weapons. it has never been a matter of complaints in x.83 and lower and just recently came up as something ooRP. - same with order turrets.
having a general nomad ban in one realm doesn t mean its ooRP or not allowed by roleplay. it is not said how nomad turrets are crafted. - the model is squishy and blue, yes - but what about gunship / cruiser class nomad turrets.... they have no model at all, so i am unsure if we can apply that as a reason for judging about roleplay or not.
the only reason i see not to mount nomad turrets is that they look utterly stupid on a non nomad ship. - like parasites - but thats only cause they have such a turret model. mind you, solaris turrets use the chaingun model that is so tiny ( compared to some others ) that its not realistic, too.
personally - i wouldn t mind a battleship equipped in full nomad turrets ( in a roleplay sense ) - banning such a ship from rheinland is a roleplaymatter that i would support, - but saying its ooRP, not really.
personally i use bretonian turrets, cause i like their sound/projectile better than the zoner turrets. - a lot about capships is about how it looks, imo as there is little difference in stats.
' Wrote:Personally, I hate the fact that Nomad guns are everywhere.
People should be viewing nomad weaponry with awe and wonder, not just picking up a few more guns for your fighter.
They should be rare, and personally, I find that they endanger the usage of other weapons in disco.
Mainly because they are ridiculously easy to acquire. Have some independent gunboat/cruiser and farm for as long as you want, they aren't going to do much against you anyway. Such an easy prey.
' Wrote:Mainly because they are ridiculously easy to acquire. Have some independent gunboat/cruiser and farm for as long as you want, they aren't going to do much against you anyway. Such an easy prey.
I reckon they should drop the rate at which they fall from nomad ships, make the damn thigs rarer than codes. Thing is that wouldn't do anything about the current proliferation, I've even seen some Xenos flapping about with the damn things. *cries*
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