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You know what makes me sad? - Printable Version

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You know what makes me sad? - Agran Harper - 08-31-2009

' Wrote:Guys, you arent going to be able to properly restrict the system via game mechanics, there's too many factors that are effected.
If the effort is worth the cause, ideas will sprout, shape, and eventually form a solution that is welcomed - by game mechanics:)Brainstorming about something that causes that much of a nuisance and bad waves is definitely not wrong.

' Wrote:However, if those idiot LN indies that sit outside of manhattan and norfolk all day long talking about the superbowl and their favorite porn models would get off their backsides and go actually defend alaska, this would no longer be an issue.
Soooooooooooo does that mean if they are relieved from their "duty" by our well planned ideas to prohibit rogue trading, nothing would change - unless some killing frenzy banhammer admin sanctions them for being ooRP in system chat:D


You know what makes me sad? - Gamazson - 08-31-2009

Why not add a few new, mostly empty systems in the Alaska to delta chain. If it takes as long to fly to delta through alaska as it takes to get there via the Omegas and Ommicrons that should at least half the number of smugglers, plus it adds new places to RP.

This idea of course comes with allot of work. Systems would need to be moved in order to make space for new ones between alaska and minor.


You know what makes me sad? - Agran Harper - 08-31-2009

THIS is perhaps one the most noteworthy additions of all the suggestions being made. Thinking long-term that is, of course. But you Sir, get my thumbsup (if that means anything).


You know what makes me sad? - Hawkwings - 08-31-2009

Someone tell me, again, what exactly is wrong with locking the gate to only let appropriate IDs through?


You know what makes me sad? - Gamazson - 09-01-2009

' Wrote:Someone tell me, again, what exactly is wrong with locking the gate to only let appropriate IDs through?

A) It is not as easy as it sounds. It would take allot of coding and would entirely kill RP yet to created. Another group might come up with a very good reason to go there, and nomod wants to create more limitations than are absolutley nessary. We cannot police RP ideas, and locking jumpgates to certain ID types is certainly a step in that direction.

B) Ever addition, every feature sets can set a trend. For example one small pirate faction wanted to RP creating thier own ship, now we have several small pirate factions with thier own complete shiplines. Affter we restrict Alaska, how long will it take for others to want the same restrictions. The more it happens the more RP ideas can become narrowed.

It seems like a such a little thing, but the more rules and restrictions that get put in place, the less and less accessable the mod becomes to players. Yes we have allot of lolwuters, but remember that everyone starts somewhere. As it stands Discovery is already an unfathomably complex enviroment to play in. Lets not make it harder for players to intergrate themseleves.

The short of that last pargraph is, I believe that increased restrictions (wether they be rules or gameplay mechanics) decrease creative freedom, which is bad for RP. Every new restriction needs to be considered very very carefully.

The only way I would ever be for the idea of a restricted jump gate would be if there was an ID code commodity that a player could accuire if they wanted to enter with a non-standard ID.


You know what makes me sad? - FooFighter - 09-02-2009

' Wrote:The only way I would ever be for the idea of a restricted jump gate would be if there was an ID code commodity that a player could accuire if they wanted to enter with a non-standard ID.

This is actually a quite good idea - that is, *as long* as said commodity would only be available to people with full Navy Guard/LSF rep, and any other player would have to ask a properly repped player to give it to him.

Quote: Why not add a few new, mostly empty systems in the Alaska to delta chain. If it takes as long to fly to delta through alaska as it takes to get there via the Omegas and Ommicrons that should at least half the number of smugglers, plus it adds new places to RP.

That, however, is a rather bad idea I think. Just look at how it currently is - nobody really hangs around the less-visited systems like Coronado (as well-done and interesting it may be) or New Hampshire (where supposedly the frontline of the Liberty-Rheinland war is - well, too bad nobody's interested in fighting a war there...). And at least Coronado isn't exactly empty either. I really think the number of systems in this mod should actually be reduced, though I doubt it'll ever happen. More isn't always better.


You know what makes me sad? - Agran Harper - 09-02-2009

I second the commodity idea. Still I'd like to see Zone 21 remodeled. Just to get rid of the "common knowledge entrance".

The problem with the systems is, there are not too many. It really makes more sense all in all with this much systems now, compared to the original Freelancer Cluster. We are rather having not enough players to fill the systems (yes I know they work on the parallel server thingie).
By adding several "placeholder" systems, they are effectively cutting down the route. They do not have to be overpopulated and stuff, just increasing the time of flight.
Honestly, it eludes me a bit why there is this jumphole in the first place... but perhaps I missed something again.