Ok, so hear me out, and then put in your honest opinion on the subject.
Everyone I fly with here hates the fact that codenames are used as an excuse to throw out your faction's guns. Why use class 9 Wyrms when you can use iron hammers instead? They're better!... not a very IRP attitude.
The same goes for nomad guns... people use them because they're easy to obtain and are miles better than standard weaponry available from your faction dealerships.
So the basic idea behind my proposal here is to stop the abuse of these weapons and regulate them in a way that forces players to stick to their faction's weaponry.
First off, a very basic addition to the rules:
-No ship may carry more than 2 nomad blasters/cannons or codename weapons.
That alone would stop a lot of the abuse. most VHF's have 4 class 10 weapon slots, and if you're only allowed to use two of those on nomad or code weapons, you have to fill the other two with class 10 missiles or class 9 guns from your faction. These types of weapons are supposed to be -special- equipment, not something you see on every single VHF/Bomber out there.
Second, restriction of codenames/nomad guns to certain factions based on where the wrecks are found, what faction the wreck belongs to, and the basis of the weapon itself (in the case of nomad guns).
Nomad Energy Cannons / Nomad Energy Blasters:
Source - Nomad ships
Usable By:
-Order
-Liberty
-Zoners
-bounty hunters
I didnt put every single codename in there of course, but that's a lot of the standard ones, and the nomad guns/cannons are listed at the end.
What this does is restrict factions to using only a certain type of codename - though some factions, where the wrecks are more common, have access to several types.
Further, I think arms dealers should be restricted a lot more than they are now. Nobody likes coming up on a wreck, thinking "hey i might get a few more credits today" or "hey, some new guns!" and finding out seconds later that the wreck has been looted already by an arms dealer who had a low level character sitting right next to it waiting for server restarts.
I just think something needs to be done about the over-use of these weapons. Nearly everyone out there uses codenames over faction weapons for their greater use in pvp, not for RP reasons.
While I'm all for reducing codename spam, I would suggest either providing class 10 faction weapons, nerfing the codename weapons (not preferable) or eliminating them entirely. That said, another solution is linking them as experiments of a given faction- thus making them in effect the class 10 weapon of the faction that developed them. Much as a server rule might be appreciated, I have a bad feeling about that.
Tenacity you'll probably find that most factions will limit codies to 2 per ship, I believe. As for Nomads, most factions have an outright ban (or maybe one). And Nomads aren't that great anyway, they've been nerfed in Disco in both damage and energy usage.
' Wrote:Tenacity you'll probably find that most factions will limit codies to 2 per ship, I believe. As for Nomads, most factions have an outright ban (or maybe one). And Nomads aren't that great anyway, they've been nerfed in Disco in both damage and energy usage.
But I agree with anyway.
The Nomad Energy Cannons and Blasters yes, they are nerfed. The Nomad Lasers are better than Wyrms and Krakens. MUAHAHAHAHAHAHAHAHAHAHA.
If nothing else, I would love to see increased factionalization just to reduce code spam.
PLAYER factions limit to 2 per ship, but that wont stop the hundreds of indies out there who dont adhere to faction rules.
if it were any easier, I'd say remove codenames from the game entirely and give each faction a class 10 weapon, just so people would stick to faction equipment.
One thing Tenacity, for both of your proposals to be implemented, more class 10 factionised weaponry would HAVE to be implemented; not for fighters, but for bombers.
Ever seen a Bomber using lasers? Absolutely useless, unless said bomber just uses its supernova.
I like the second option. I don't mind when I see codenames on a ship, I only mind if you see one with the best codenames for pvp-purposes.
My GMG bomber uses Iron Hammers, as they are in Omicron Beta (an area within the GMG's exploratory operations). It's much better for RP than just getting Excaliburs or Archangels ...
First you need to take some faction standard equipment from the "this is a joke" level first so you'd propose that. Easier for people using Krakens and Buckshots to look down at the guys who were supposed to use Magma Hammers and Firekisses.
Second, the whole alleged "RP" around codenames is debatable. Freelancer wasn't meant to be played the way we do. My take on codes is that they ARE produced by factions as top of the line equipment, but Edison Trent would never be able to obtain one of them directly from these faction lines because he was a Freelancer. So, the only way he would put his hands on them was through salvaging from downed craft. We should either lose them if they're so "problematic" or have them at sale on guard bases. If we do put them for sale, then we can "factionize" them. Problem is that there's little to none balance between codes. We'd have to restructure them so they'd make sense with the rest of the factions' equipment (specially regarding projectile speeds).
I don't have much of a problem with codes myself, but then again I'm a great abuser of them myself. A different take on them is that them being "neutral"ish equipment, people like Mercenaries and Freelancers can use them without being constantly accused of being ooRP for using this or that equipment from factions.
EDIT: Back on the second issue. What's the sense of having the "best" equipment in the game available from wrecks and nobody actively building them? Long lost technology? *frowns*
' Wrote:PLAYER factions limit to 2 per ship, but that wont stop the hundreds of indies out there who dont adhere to faction rules.
By all means--we surely don't have enough rules already--especially to stop those nasty non-faction people--I mean independents--who ruin the game for everyone else.
All the players should realize by now that the really good (best) players have already established well thought out and perfectly balanced factions and everyone should join one of the existing ones and do what they say rather than try to do some dumb role play of their own.
[is it obvious I'm getting fed up with the "I think..." followed by "new restrictions on bad independents" posts?]
I do agree with not liking "code harvesters" who sit the wrecks. Thats very uncool to say the least. no problem with making te codes faction guns--but with balance please--or change the energy requirements so they just aren't practical on most ships.
<span style="font-family:System">Hogosha Exile</span> The Journal of Benjo Dokosai
' Wrote:Ok, so hear me out, and then put in your honest opinion on the subject.
Everyone I fly with here hates the fact that codenames are used as an excuse to throw out your faction's guns. Why use class 9 Wyrms when you can use iron hammers instead? They're better!... not a very IRP attitude.
The same goes for nomad guns... people use them because they're easy to obtain and are miles better than standard weaponry available from your faction dealerships.
I hate seeing Nomads on people who have no reason to use them. Just annoys me.
' Wrote:So the basic idea behind my proposal here is to stop the abuse of these weapons and regulate them in a way that forces players to stick to their faction's weaponry.
First off, a very basic addition to the rules:
-No ship may carry more than 2 nomad blasters/cannons or codename weapons.
That alone would stop a lot of the abuse. most VHF's have 4 class 10 weapon slots, and if you're only allowed to use two of those on nomad or code weapons, you have to fill the other two with class 10 missiles or class 9 guns from your faction. These types of weapons are supposed to be -special- equipment, not something you see on every single VHF/Bomber out there.
Second, restriction of codenames/nomad guns to certain factions based on where the wrecks are found, what faction the wreck belongs to, and the basis of the weapon itself (in the case of nomad guns).
Okay, that's all well and fine, and I would completely support this... but only once the class 9 faction weapons get a rebalance. I use codes on my RM fighter because the Rheinland weaps are severely lacking in damage, much like the weapons of Liberty. It's very annoying to have to accept a severe handicap due to weaponry that isn't balanced properly. Now, don't go on about "well you hae to accept that some groups just can't make great weapons, so it's in-RP" thing, because this is RHEINLAND. A major house, and one that should probably be well known for having good weapons. I wish that I could use my faction's weapons and still be fairly effective in combat, but the damage is far below that of more balanced weapons.
' Wrote:By all means--we surely don't have enough rules already--especially to stop those nasty non-faction people--I mean independents--who ruin the game for everyone else.
All the players should realize by now that the really good (best) players have already established well thought out and perfectly balanced factions and everyone should join one of the existing ones and do what they say rather than try to do some dumb role play of their own.
[is it obvious I'm getting fed up with the "I think..." followed by "new restrictions on bad independents" posts?]
I think that it's less about factions vs. indies than it is about everyone staying in-RP. He might come across like that, but remember that he DID suggest giving class 10 weaps to all factions, which is, incidentally, something I once proposed. I started a thread with a poll... lost in the depths of the forums by now. Nonetheless, if the rebalancing proposal for the class 9s goes through, then class 10s won't be entirely necessary.