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Proposal: Remove Battleships from the Zoner ID. - 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: Proposal: Remove Battleships from the Zoner ID. (/showthread.php?tid=103643) |
RE: Proposal: Remove Battleships from the Zoner ID. - tothebonezone - 08-22-2013 (08-22-2013, 08:58 AM)Jinx Wrote: Insert ego stroking here. Question. How do you function? More serious question. How did the Zoners survive in the Omicrons before Discovery? Before their capitals and whatnot? Oh that's right, by not having warships and maintaining neutrality with everything and everyone RE: Proposal: Remove Battleships from the Zoner ID. - Moberg - 08-22-2013 I totally agree with the OP, right now Zoner battleships cause more trouble than they're worth. If ones roleplay is good enough to justify flying a huge mobile freeport / colony ship, then you might aswell SRP it. Gather materials, create / acquire blueprints, get some interactions with way more factions going, and you'll get one with enough effort. If not, nerf the Zoner battleships to the bottom so that they're the worst ones, and completely unusable for anything else than RP. RE: Proposal: Remove Battleships from the Zoner ID. - Echo 7-7 - 08-22-2013 (08-22-2013, 08:23 AM)Duvelske Wrote: Funny but this will not add anything in this discussion, but the balance within disco is far to seek. We all know it if we look close at the game. Its not good, nor bad. It makes differences. Yet Devs try to balance each faction to have equal ships? *LAUGHS* ahh well, guess RP is the same here as US compaired to South africa militairy. Nothing against both but well US is known for spending billions of dollars more to that compaired to any other country out there. I'm not certain you comprehended the part of my previous post where I implied that balance is relative. Comparing what Zoners have to other factions isn't necessarily appropriate. (08-22-2013, 08:58 AM)Jinx Wrote: ... Would you please recirculate the memo where this was explained? Either I missed it or vanilla lore on travel capabilities of various ships is still accurate. The Outcasts, Corsairs, and even Zoners were carting supplies around in fighters. While system scale in Freelancer is obviously more fiction than science, it's potentially logical if you want to scale up in the order of hours... not weeks. RE: Proposal: Remove Battleships from the Zoner ID. - tothebonezone - 08-22-2013 (08-22-2013, 09:29 AM)Echo 7-7 Wrote: Would you please recirculate the memo where this was explained? Either I missed it or vanilla lore on travel capabilities of various ships is still accurate. The Outcasts, Corsairs, and even Zoners were carting supplies around in fighters. This. We have ships that can escape the atmospheres denser than that of earths without years of preparation and millions upon millions of dollars. Travelling what seems to be less than 1AU to a hole over a few inRP hours is very probable. RE: Proposal: Remove Battleships from the Zoner ID. - Shagohad - 08-22-2013 (08-22-2013, 08:58 AM)Jinx Wrote: just a few things that need to be set straight The whole point of the cruise engine was to provide an interplanetary drive. And the game is based around...wait for it...wait for it...FIGHTERS! And as Echo said, the outer groups only had fighters and freighters. Unless you're rewriting lore with your whacky Zoner ships. RE: Proposal: Remove Battleships from the Zoner ID. - glassofwater - 08-22-2013 This thread makes nothing but sense. My support to Kaz. It makes no sense for them to have the battleships. Quality thought. RE: Proposal: Remove Battleships from the Zoner ID. - Thyrzul - 08-22-2013 (08-22-2013, 08:58 AM)Jinx Wrote: i am afraid - but it sounds much like an attempt to create people who are more special than others - and cause you cannot do it by being "better" - you try it by putting others down - so you become better without efford. Currently you can get your shiny toy without effort, you don't need to RP, you need cash. The people here proposing "caps for SRPs" are actually proposing a system where you become special by proving you are "better" in roleplaying your stuff and not only that you got the billion for the Neph. TL;DR - It's quite the opposite than what you said, so I really don't get your logic here. RE: Proposal: Remove Battleships from the Zoner ID. - Shagohad - 08-22-2013 (08-22-2013, 09:41 AM)Thyrzul Wrote: In all fairness, Jinx actually did a lot for his ship. It's safe to rule Persephone out of any argument against him due to the fact it's old as dirt and he's done modeling for the mod when asked. RE: Proposal: Remove Battleships from the Zoner ID. - Eduard - 08-22-2013 (08-22-2013, 02:07 AM)Kazinsal Wrote: * Kazinsal dons a flame-retardant suit I agree. Zoners don't need battleships. And here's my opinion why: Protection? Well, to put it blunt: If a zoner gets into the position where he needs to fight and defend himself, and where his diplomatic skills failed, then he deserves to die. A zoner defensive weapon is persuasion and finding a gray line of diplomacy/neutrality to shelter in. Someone just really wants to kill zoners? Well, then... if that does happen, then they are really dead. InRP, Zoners don't have enough materials or production efficiency to make a capital fleet comparable to one of their aggressors ( I'm personally straying away from the idea that the zoner caps grew in the trees over night. I don't like that ) and thus, the only possible method to guarantee their survival would be requesting external aid RE: Proposal: Remove Battleships from the Zoner ID. - Thyrzul - 08-22-2013 (08-22-2013, 09:45 AM)jsantis Wrote: In all fairness, Jinx actually did a lot for his ship. It's safe to rule Persephone out of any argument against him due to the fact it's old as dirt and he's done modeling for the mod when asked. And what relevance does it have in connection to my post? |