New plan: Clear out an open spot at the edge of Tau-23, put in a bunch of static NPC battleships, cruisers, and transports in formation with each-other
make this the colonial base of operations. Replace planets with civilian transports, fighter buying locations with carriers, capital and transport buy locations with some kind of large flagship/mothership type thing
>It puts them back in the taus
>makes them even more of a BSG reference
>would give disco another interesting "poster location" to brag about
>Would make for another heavily defended position in the Taus for non-pirates/gallics
> "its perfect"
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/sīˈamək/
A simple, angry man casually working his way through life on a personal quest to acquire copious amounts of street cred.
(12-18-2014, 04:43 AM)Scourgeclaw Wrote:
>makes them even more of a BSG reference
>implying Colonials aren't already true to BSG
>cool beginning
>started dying off every week
>abrupt change in storyline is final nail
>only ones left are a few [Angels]
(12-18-2014, 04:26 AM)Dane Summers Wrote: We also toyed around with the idea of a cease-fire with Outcasts, although that was to nullify the Reavers and Mando's (the Mando situation worked itself out)
I guess you need a non-mad OC faction to try that xD
But its not their fault, I belive that there is something on the Omicrons that made all the factions there a bit irrational.
(12-18-2014, 04:43 AM)Scourgeclaw Wrote:
New plan: Clear out an open spot at the edge of Tau-23, put in a bunch of static NPC battleships, cruisers, and transports in formation with each-other
make this the colonial base of operations. Replace planets with civilian transports, fighter buying locations with carriers, capital and transport buy locations with some kind of large flagship/mothership type thing
>It puts them back in the taus
>makes them even more of a BSG reference
>would give disco another interesting "poster location" to brag about
>Would make for another heavily defended position in the Taus for non-pirates/gallics
> "its perfect"
Right, and all the CR roll play to the date can go to hell xD
(12-18-2014, 04:13 AM)Vicho Deivis Wrote: Or why we keep fighting in the Taus if we will never take back Tau-44
As a little piece of trivia, old CR| HC once entertained the idea of switching sides to Gallia, once it became clear dev's were removing Tau44. We also toyed around with the idea of a cease-fire with Outcasts, although that was to nullify the Reavers and Mando's (the Mando situation worked itself out)
Remember that when we discussed that idea, the CR was hostile to absolutely EVERYONE around. You were completely cornered and hostile to Gallia, Liberty and Bretonia. Thankfully that sorted out itself.
(12-18-2014, 04:43 AM)Scourgeclaw Wrote:
New plan: Clear out an open spot at the edge of Tau-23, put in a bunch of static NPC battleships, cruisers, and transports in formation with each-other
make this the colonial base of operations. Replace planets with civilian transports, fighter buying locations with carriers, capital and transport buy locations with some kind of large flagship/mothership type thing
>It puts them back in the taus
>makes them even more of a BSG reference
>would give disco another interesting "poster location" to brag about
>Would make for another heavily defended position in the Taus for non-pirates/gallics
> "its perfect"
This would be some pretty fresh stuff, something we didn't have for a while. Although as Deivis pointed out, that would put a pretty serious dent into the current CR's RP, but maybe it's worth the trade?
Hmmm it will not be so bad for the CR roll play if there is a fleet made of the factions that opose Galia like the Council or the Exiles. Maybe with some symbolic presence of the BAF and LN. This way not only the CR can get some new air without the magical appearance of a powerfull fleet, but also other factions that currently have low activity are benefiting. Plus we can spread the message "we are stronger when we fight together" or something like that.
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leave the base alone (cronoado barrier gate). my faction is using it btw too.
and just becasue you want to "stop smuggling" doesnt make it the right to move that base.
so smuggling is bad for the game that the devs have to move it?