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[Server Config] Wendigo (Central) ID is missing techcells - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37) +---- Forum: Discovery Mod Bug Reports (https://discoverygc.com/forums/forumdisplay.php?fid=573) +---- Thread: [Server Config] Wendigo (Central) ID is missing techcells (/showthread.php?tid=209168) |
[Server Config] Wendigo (Central) ID is missing techcells - Oggdo Bogdo - 08-27-2025 Type: Server Config Bug: Wendigo (Central) ID is missing techcells for Borderworlds Ships and Lane Hacker Ships/Equipment. Reproduction Steps:
Additional Information: All other regional Wild and Wendigo IDs have access to every unlawful tech cell within their local region as well as the Borderworlds line. This would bring them more in line with the other regional infected IDs balance and gameplay wise. RE: [Server Config] Wendigo (Central) ID is missing techcells - jammi - 08-27-2025 Borderworlds should be added, Lane Hackers probably not. Wild shouldn't have access to Bundschuh guns either (there are no ships, sorry Luna). RE: [Server Config] Wendigo (Central) ID is missing techcells - Oggdo Bogdo - 08-27-2025 https://discoverygc.com/forums/showthread.php?tid=198642&pid=2302930#pid2302930 It was Connor's idea to just give all the regional techcells to the respective infected IDs and that's why they have Bundschuh tech. If you start scrutinizing which ones are supposed to make in-roleplay sense from the perspective of infiltration, I think you will find a lot of the infected IDs will become severely gimped. There really isn't much roleplay justification for a lot of the techcells that infected factions have. If we start saying any faction working with the Order is difficult to infect, then we also have to get rid of Xeno, Hessian, and Blood Dragon techcells. We can start questioning the validity of Wendigo (western) having all the Bretonian and Gallic techcells, considering that there's no representation of their unlawfuls being infected and that as Houses they are supposed to be less infiltrated than the other Houses. Going down this road while being "fair" creates a lot of needless asymmetry between the infected IDs. From the perspective of thralldom, I don't really see how it can be so difficult to enthrall a random Hacker or Bundschuh, especially if you allow their allies to be infiltrated. You can't really stop someone from roleplaying one anyway if they just want to use civilian tech while doing so. Please just put the new ID in line with what the others have. |