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Cargospace restriction - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery General (https://discoverygc.com/forums/forumdisplay.php?fid=3) +--- Forum: Discovery RP 24/7 General Discussions (https://discoverygc.com/forums/forumdisplay.php?fid=23) +--- Thread: Cargospace restriction (/showthread.php?tid=56270) Pages:
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Cargospace restriction - Markus_Janus - 03-08-2011 ' Wrote:Well. the update is coming closer - more or less:P- who knows *giggle* Fair point like I can't see what stops corporations fielding gunboats, cruisers and battleships. Specially if they build them already.;) Cargospace restriction - Diomedes - 03-08-2011 Okay, I definitely see both sides on this one. But here's some further thoughts: Without cargo restrictions, freelancers would be able to go and land anywhere with any ship. However, is also the most prone to being pirated as no faction identifies them where as Samura won't get hit by Hogosha and so on. Not much of a downside, true. But in RP, if a independent trader was wealthy enough to commission a 5k transport, why would a shipyard turn them away? And this would not be unseating the corporate crown at all, since as a company they can deploy multiple transports, escort and the like (again in RP). So, what if there were no cargo restrictions (or only very few, rather than on anyone who isn't a major corporation) but Transports were more controlled by the tech chart, at least at the upper cargo scales? Perhaps corporate house ids could be given their own tech. So Shire and Shetland become Bretonia Corp tech. This is then only usable with certain ids. There is then still house civilian for say, Clydesdale and Percheron. I'm drawing a blank for details here, but basically you would channel freelancers and independent traders to the Stork or generic transports. If they wanted something else, they would have to request approval and the be subject to some form of RP restriction. Downsides: Further complication to the tech-chart. Might also see ID-Ship conflicts cases go way up. So yeah, just some quick thoughts. Cargospace restriction - Ceoran - 03-08-2011 Giving 5ks to Freelancers would be pretty much of a death sentence for the trade factions. As it is, the amount of players actually interested in trader-RP is very low. Most people stumble over the ID choice when they happen to be unable to fly their ship with their current ID. And most of those people then simply fly on until they find the first ID that allows them to fly a bigger ship, usually the ID of a libertonian corp. Allowing Storks for everyone again would mean everyone ends up flying a Stork with Freeelancer ID, like we had it with the generic Trader/smuggler IDs back in .84. Cargospace restriction - Coin - 03-08-2011 soonish restrictions are fine. you can't trade in any normal sense in a barge. smuggling in a barge - i'd love to see it. Cargospace restriction - jetblack357 - 03-08-2011 ' Wrote:Smuggling in trains? Pirates in Akegata? Yes, thing is those are corporate vessels, meaning not just anybody could get them, so they will be stc with a titanic or something. Cargospace restriction - Shardphoenix - 03-09-2011 ' Wrote:What do you think about discussion of 4.86 after it will be released and most of players will play it?I think it`s a good idea. Cargospace restriction - Daedric - 03-09-2011 All the IDs got revamped for 4.86. Wait and see yo. No, you'll never see a million Zoner Whales power trading again. Zoners will always have docking restrictions since the Zoner ID has no rephacks. |