A quite sensible question about Heavy Slots for gunboats: what about Corvo? Its powercore allowed to fire 5 Razors at the same time, with 2 other right after.
Also, I would like to point out that Democritus is unable to mount Gunboat Pulse.
(01-04-2016, 01:47 PM)Ramke Wrote: I'm just upset that we'll lose the ID with the benefits and opportunities that it brings, I suppose.
If we end up switching to another lawful ID, we won't be able to ally with unlawfuls anymore or attack ships out of our zone of influence if they're related to Kusari, which kind of guts the intelligence-outside-of-Kusari opportunities significantly (and we planned to do quite a bit of that, I suppose).
Most notably, this. We won't be able to stop Cardamine, Artifact, etc smugglers - or do anything about them. We won't be able to ally ourselves with the unlawful factions, so diplomacy with them is limited to neutral/unfriendly. No deals and whatnot.
Those lines in the KPT ID add a lot of opportunities, really. The KNF one just doesn't allow players to be as flexible and kinda force them to remain internal (Intel ones are specialized to be OUTSIDE of the House they belong in). Those are kinda my gripes.
(01-04-2016, 05:26 PM)Ramke Wrote: Most notably, this. We won't be able to stop Cardamine, Artifact, etc smugglers - or do anything about them. We won't be able to ally ourselves with the unlawful factions, so diplomacy with them is limited to neutral/unfriendly. No deals and whatnot.
Lines from Exile ID should be taken, as well as original Exile lines extended. Kusari Exiles are still a lawful entity, escorting traders from pirates and able to ask for contraband (within their ZOI).
(01-04-2016, 05:28 PM)FluffReborn Wrote: Lines from Exile ID should be taken, as well as original Exile lines extended. Kusari Exiles are still a lawful entity, escorting traders from pirates and able to ask for contraband (within their ZOI).
(01-04-2016, 05:28 PM)FluffReborn Wrote: ask for contraband (within their ZOI).
(01-04-2016, 05:28 PM)FluffReborn Wrote: within their ZOI
Khm, dude we are talking about intel faction RP and it was even wrote several times.
(01-04-2016, 05:26 PM)Ramke Wrote: intel ones are specialized to be OUTSIDE of the House they belong in
Besides KNF ID allows demand contaband and escort traders, there is nothing to add. The problem is current KPT) faction is pro-republican and we have no opportunity to use KPT ID anymore.
Well the KPT ID is still in game (is it buyable though?) and hasn't had any nerfs yet from what I can see. If I were you guys I'd show my commitment to the ID as much as possible by exercising lots of roleplay and activity both in game and on the forums. Prove to the staff that this ID still needs to exist in it's currently form and the RP attached to it. Wouldn't hurt getting an officialdom request up in the next week or something either I guess.
Still don't understand why Kempeitai is being forced to switch sides even with Hogosha playing the "intelligence-gathering" role for Exiles (since they're also rigged to side with them).
Will there be an ID replacement or there won't be a chance to play the LSF/BDM/BIS/ONI role for the Kusari Republic any longer?
(01-04-2016, 11:51 PM)Ryummel Wrote: Still don't understand why Kempeitai is being forced to switch sides even with Hogosha playing the "intelligence-gathering" role for Exiles (since they're also rigged to side with them).
Will there be an ID replacement or there won't be a chance to play the LSF/BDM/BIS/ONI role for the Kusari Republic any longer?
As for the reason why, it was a community decision (i.e. Kusari faction leaders, official and not) made half an year ago, when the Kusari update started being elaborated.
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As for the Republican side Intelligence ID needs, we are discussing several alternatives for implementation. As you can see from Ramke pleads, there is an interest in playing that role on the republican side, and the final form that will take will depend on the progress of the KPT faction roleplay, and the Counter-KPT agents roleplay efforts.
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An announcement from my personal part on the matter:
I am committed and will dedicate this month of January to speed up and progress both the Imperial switch of the KPT as an organization, and the creation of a republican alternative that the faction members want. At the end of January, I'll consider the Imperial part settled, and will leave it to its fate.
Should there be interest of anyone on the Imperial KPT roleplay and management after January and hasn't told me so, contact me as soon as possible. Better have a coordinated smooth transition than KPT becoming rudderless after it handles such a monumental change.
- Reworked Gunboat Heavy turrets: Gunboat Pulse, Razor and Solaris Gatling (Previously Zapper) turrets are now Heavy Gunboat Turrets (Class 4). All gunboats have two heavy slots.
I do want to ask this here, why are Pulses changed into heavy weapons?
I mean, on cruisers, its a light turret, and on battleships, its a primary.