(10-19-2014, 11:32 AM)Treewyrm Wrote: It had been quite instrumental in creating situations that led to quite awesome roleplay scenarios that would have been impossible without it.
It's sort of reminiscent of Ridley Scott original Alien where you kinda know it is there but you don't exactly know where or when it'll pop out and what it'll do next. Except you are that thing. NPCs can't do that so it is for players to work it out. For example there were pretty nice all-RP incursion (not the mmorpuger-farmers) into nomad space by a bunch of characters, sometime ago there were Core| folks, there were some indies too of other factions. And it was a pretty thick atmosphere for those players because there were also nomad players who had been trailing them, occasionally making appearance in the distance, trying to get the group to split and separate, and with all that setting there was genuine roleplay, improvisations with slowly developing paranoia, increasing tensions between the characters too. What I'm saying is that I'm after creating these kind of cinematic experiences and I'm glad that I have the means and tools to do them now, and from my post-encounter conversation with those players they did like that too, the thrill sense the encounters had. Or another example sometime ago there were encounters with human associates the nomads have, and then others approaching to find out what is going on there, why the ship they told to dock to Freeport 11 deviated off the course completely, and just the moment upon arriving my nomad character disappears and then the moment hangs in the air, the tension of conversation, and the patrol who went to do check-in are trying to figure it out, the unnerving situation of something amiss there transforms into roleplay as it is meant to do. I don't see why I must give up on the possibility to create these experiences.
These days PvP here is something that had lost its interest to me entirely. I've seen it all really, been there seven years after all, and I know too there are no new mechanics can be either for technical reasons and extremely limited capacity to mod behavior aspects of the gameplay. So I'm after creating different kind of experiences for players and if I have more means to do that then I'm happy to provide more variety there and try to combine things to create the dynamic narrative from what little arsenal of a director tools we have. Fewer and diminishing tools to do that mean that I have less incentive to play the game, less incentive to partake there and make new content as well, as if that's what this mod needs, right? I didn't came here to play skinlancer competitive multiplayer shooter, that's not what I'm after, my time with those have ended with Quake 3 and UT99 days. It's not like I can't find another mod for another game to work on as a hobby.
I've actually read your post (try a bit of punctuation, paragraphs, you'll help the reader), and didn't found a straight answer to my original question.
So, why exactly do you need a permanent cloak?
Was this an attempted answer?
(10-19-2014, 11:32 AM)Treewyrm Wrote: And it was a pretty thick atmosphere for those players because there were also nomad players who had been trailing them, occasionally making appearance in the distance, trying to get the group to split and separate, and with all that setting there was genuine roleplay, improvisations with slowly developing paranoia, increasing tensions between the characters too.
If yes, then you as a developer, should consider other players desires as well. If the Nomad players can do it, why not others as well? I assume terrorist players, from a RP point of view as an example. They would like to instil fear in the local population. Or in a full fledged war, where the mental component is critical. You want to get into your enemy's head, mess it up, then bash it hard with a hammer. You said it yourself in an older post of yours, PVP is a very important part of the RP in this game, because it is basically a space shooter.
(10-19-2014, 11:32 AM)Treewyrm Wrote: Fewer and diminishing tools to do that mean that I have less incentive to play the game, less incentive to partake there and make new content as well, as if that's what this mod needs, right? I didn't came here to play skinlancer competitive multiplayer shooter, that's not what I'm after, my time with those have ended with Quake 3 and UT99 days. It's not like I can't find another mod for another game to work on as a hobby.
This isn't about you, and what "you" want to do in a game (where, your actions as a game developer affect the gameplay of others).
If you're basically saying "my way or the highway" with the whole holier-than-thou part of the post that I've just quoted above, well, I'm the type of guy who's showing the door and says "you're free to go whenever you want".
I appreciate your work, you certainly do have the technical skills (compared to me) in modifying this game. But you're changing a game environment to suit your needs, which is wrong. Stop thinking local, go global. Work a bit on the attitude as well, because you see - the world ain't revolving around you. Try not to retreat into your soap bubble, see what's about with the people around you.
Regards,
titanbot
tl;dr
Most of the players here (including me) are avoiding interactions with cloaked Nomads just out for an opportunity to shoot up, because otherwise - you wouldn't need permanent cloaking abilities.