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Wild Pawn ID update - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery General (https://discoverygc.com/forums/forumdisplay.php?fid=3) +--- Forum: News and Announcements (https://discoverygc.com/forums/forumdisplay.php?fid=13) +--- Thread: Wild Pawn ID update (/showthread.php?tid=198642) |
Wild Pawn ID update - Connor - 09-15-2023 So lets be real the current Wild Pawn ID is terrible. Bad map, tech and restarts so it's been decided to take a look at the ID and redo them. Everything has been redone from the ground up. Instead of just a single ID we will be splitting the IDs into 3 new IDs. Now you might be wondering but why has it changed to 3 IDs? This is far more complicated? It's simple. We've decided to give each 3 IDs complete access to their house tech and having this all under a single ID would be a complete disaster. One ID with compelte access too 3 houses worth of tech isn't exactly a great idea. We hope this brings new opportunities to the ID.
We will of course keep an eye on these IDs are somewhat strong so that means they can change at any time if we deem fit. Any existing Wild Pawn IDed ship will not have a Rheinland Wild ID on it instead so please double check your ships. Open to constructive feedback! Updates / Fixes
Known Issues / To do
RE: Wild Pawn ID update - Nika - 09-15-2023 Let each respective Wild ID use it's House gunboats? Other than that, a positive and a long overdue change and a step in the right direction from the absolute abomination the Wild Pawn ID was. RE: Wild Pawn ID update - Couden - 09-15-2023 Whats the point of being wild if you cannot terrorise people? The whole point of being wild is to attack silent traders because in otherway they wouldve escape RE: Wild Pawn ID update - Groshyr - 09-15-2023 Thanks. RE: Wild Pawn ID update - Chronicron - 09-15-2023 Let them use their House GBs too. Restricting them to what is a very mid GB isn't quite good. Otherwise, it's a very good change that's been a long time coming. RE: Wild Pawn ID update - Toaster - 09-15-2023 Looks like a great improvement, but why have the cargo limit be 3000 instead of the usual 3600? Any particular reason? Also, region specific Zoner IDs next please. RE: Wild Pawn ID update - Sally - 09-15-2023 So these IDs are finally getting nerfed, finally some consistency. Welcomed change. RE: Wild Pawn ID update - Sally - 09-15-2023 (09-15-2023, 11:51 AM)Toaster Wrote: Looks like a great improvement, but why have the cargo limit be 3000 instead of the usual 3600? Any particular reason? My two cents it's so that people can't go around demanding to drop more cargo than what the average trader usually hauls. All transports with over 3K of cargo will drop 3K of said cargo when they blow up as well, no matter how big they are. Also who would use anything but a frigate which has less than 3K cargo hold on one of these IDs anyways? RE: Wild Pawn ID update - Lemon - 09-15-2023 (09-15-2023, 11:42 AM)Couden Wrote: Whats the point of being wild if you cannot terrorise people?Ask for their cargo, no easy blue for ya, good change RE: Wild Pawn ID update - Antonio - 09-15-2023 Great changes all-round. Finally we can play house wild characters in something other than Eagles and Sabres. A couple of things to note: -What about wild and nomad bases not in zoi of these 3 ids? Example: Inverness. A zoi line in “any system containing a wild or nomad base” would suffice. -Add house/civilian gunboats to the ID, or rather remove the Scorpion-only restriction. If the limitation stays this would force current wild non-scorpion gunboat owners to get rid of their ships, like a Condor or Ahoudori. -Consider changing the transport engagement lines from only Omicrons to “outside House space”. While freely engaging transports is powerful, it was never really abused (Xenos and old Maquis had this for many years, also no issues), and Omegas/Taus/Sigmas are remote enough to justify the rare occasion warranting its usage. |