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strenghening factions and archetype roles - Jinx - 09-17-2007

first of all - no, i haven t used the <search> to check how many millions of those topics have been around; i just don t have the time to read through dozens of threads - so, sorry about that. ( in case ppl start yelling at me that its been discussed so often allready - if it has, just ignore that post )

so there s been quite some yelling at most of the archetypes. traders acting out of roleplay and exploiting trade routes that are clearly rediculous ( Tau-31 ), pirates roleplaying with a 2 word vocabulary and a happy trigger finger, police chatting, while traders get attacked or ignoring those pirate assault ships that fly by them at close tracking range.

so as of now, it appears that there s really a little lack of what purpose a faction has. so i d like to sum it up. ( note that its MY opinion that might not match others )

as a general idea, it might ( or might not ) be possible to add more... certificates, or IDs. i know it causes even more troubles to scan someone in that short time and have to check for even more than just the general ID. but as i said, its an idea... .

so if we don t want to nerf transports down to no shields, shabby agility and low hull. we might add transport certificates from FACTION cooperations only. so no transports for the generic trader ID (i find that sort of useless anyway - but thats just me, i guess) a cooperation speciallizes on certain goods - if not in the description, its maybe up to igiss or whoever else in charge to make up something or the playerbase - whoever.

example:
a cryer transport certificate allows you to use a 1k+ cargo ship - but limits you to transport ... well, stuff that cryer deals with. that might include medicals - but also.. maybe some contraband drugs. (just cause they re banned, doesn t mean they re not healthy - hehe)
an IMG transport doing raw material runs and refined runs.
a spa and cruise ship doing passengers/VIPs/prisoners.

that way, you could also limit the commodity of transports. i find it sort of doubious that i can load up 4500 passengers in my train (damn, who wants to travel in a container?!) - as a passenger i d rather travel with spa and cruise in a shiny liner! - but then, they are like sheep and don t complain.

a roleplay rule would be appropriate:
[passengers, ship crew, prisoners, VIPs] : liners, armed transports, or fighters ( i can live with the idea of a few passngers in a fighter - its more like a learjet then.

[contraband of all kind]: restricted to freighters and fighters

[raw materials and all the rest]: transports. basicly - i think you can carry stuff in a container ship (train, containership, transport or anything else with boxes without windows and comfort) that can t complain.

what do we get when there are limits like that?
- a greater variety of trader vessels maybe. (also disrupting some traderoutes not by messing up stats, but rather by installing a common sense roleplay) - allthough i m not certain that works. if someone is doing the Tau-31 run countless times, its not much roleplay anyway - so, no offense, but ppl that do that trade for cash would prolly aswell press a button that would say: "attention, NO ROLEPLAY - press here for instant 500 million credits"

how to limit spamming of bigger ships?
more certificates. firstly - a rule that says - that you MUST have the faction AND tag BEFORE you can buy the ID. get caught with an ID that doesn t match Tag/ship and it might be considered a violation to the law. a police officer might demand a little fine for that if you asure him that you re working on it. and a heavier fine if you keep flying around with mismatching ID. (involves a police that actually remembers you though)

so transport IDs for major NPC factions only. that way, the only way to fly a transport is when you have your tag of that cooperation. and if you have the TAG/ID - you may purchase a transport certificate and fly a transport. ( which limits you to the role of the cooperation. sorry for ALG waste disposal, they deal with lowbie stuff only )
as for personal carriers, core military for prison liners/spa and cruise for general personel carriers/mercs and cooperations for armed transports.
as long as you re working on a tag - use a freighter as a freelancer.

when its about military IDs. put in cap ship certificates ( i m certain that has been discussed allready ) that are only sold at guard systems. so buying a ship doesn t make you a captain. ( could make them buy a ship, but restrict cap ship WEAPONS to ppl with certificate - lol, nahh, thats mean )

and i would like to have ppl also LOOSE their right to pilot a ship. if a person looses his/her tag. they have to give the certificate back or suffer the law enforced to them.

does that lower the number of cap ships significiantly? - don t think so. but ppl have to work more for it and keep an eye on the faction.




strenghening factions and archetype roles - Drake - 09-17-2007

Sorry, I can understand what you're trying to suggest, but I like being a free trader. I haul what I want, when I want, and I don't stick to specific trade routes (never done the Corfu run). That would also end up making the Zoner tag/ID even more powerful than it already is (it's already about the most versatile ID out there), since they haul all sorts of things all over the place.

Battleship licenses are already being put in the newest version, but I think they're the only kind of ship that requires them (don't need them for cruisers or gunboats).

Oh, and as for passengers in a Ctran or Ltrain, I think the actual commodity says that they're individually "packaged" with enough food, water, oxygen, etc. Not like they're out wandering around. VIPs I expect are the same, but their pod is much larger (size of 5 units), so it's like their own tiny apartment.


strenghening factions and archetype roles - alance - 09-17-2007

Neat idea, but I have to agree with Drake that I'd get really bored hauling the same cargos on a limited number of routes repeatedly. The plan actually reinforces trading on routes like Tau-31 Prisoner route... i.e. people will have less choice and fall into tedious back and forth trading. On top of that, the RP breakers (Tau-31) will simply find the most profitable license/ship/cargo combo and be back to making the most money possible.

Reducing transport hold sizes, reducing their defenses, and similar measures will be much more effective at putting transports on less dangerous routes and reducing the cash-whoring.


strenghening factions and archetype roles - uspatriotsf - 09-17-2007

I too see what your point is, but Im sorry, there is such a thing as TOO restrictive. Besides that, its a rule that would be damn near impossible to enforce. We're having a hard enough time getting people to follow the limited number of RP rules we already have.


strenghening factions and archetype roles - Gamazson - 09-17-2007

I have to back AC_Merc plus you also have to factor in that faction specific merchandise isn't always profitable (Yes it would be RP but a wast of your time as a player)


strenghening factions and archetype roles - Magoo! - 09-18-2007

I hate not to be a rebel, but I'm with everybody else...


strenghening factions and archetype roles - BlueBelly - 09-18-2007

Well, the latest attempt to regulate RP has begun. Its final conclusion shall be an interesting read, to be sure. If history is a guide, this will not end well.

P.S. Curious, will the latest trend be evenhandedly applied or just applied to certain factions for only one has suffered the ultimate fate?


strenghening factions and archetype roles - atom - 09-18-2007

The easiest way for using trade routes is to make the commodites rise in price as a trader buys ie first buy 10? second buy 20? and so on until there is no profit in it. the trader is then forced to look else where for the next best profit would solve tau 31 problem mind you having said that i use tau 31 if i need some fast money.


strenghening factions and archetype roles - Jinx - 09-18-2007

thanks for all the reply to my thoughts about balance in a roleplay way. i do admit, it makes things too complicated.

the greatest problem with the trading is - that there s no dynamic stock. if bases demand was dynamic, traders would be forced to either run a complete value chain thats - from raw mining materials through refined products to the final commodity - or just switch their tradelanes - and if it was really dynamic, even see their traderoute alter while they are on the way.

but thats beyond possible for FL. ( after all, its not really a trade game ) - the idea of ship type restricted commodity remains though. at least for certain goods.

i d still like to see a limit of contraband to smaller craft - but therefore give them a greater profit span on a long run. (omicron alpha -> new london for example)

basicly short traderoutes don t really need to be killed. but might been made dangerous. i think "the wild" at the sigma-13/new berlin jumphole is good. well inside the asteroids in new berlin, an unlucky trader can quickly get shot down by them. and thats beause those are mod NPC, not generic NPCs with joke weapons.
add more of those "upgraded" NPCs to short but profitable routes and traders might sometimes take a safer run. (and of course - if possible equip those NPCs with train CDs)


strenghening factions and archetype roles - alance - 09-19-2007

' Wrote:i d still like to see a limit of contraband to smaller craft - but therefore give them a greater profit span on a long run. (omicron alpha -> new london for example)
I'm a big fan of this idea. I want to see reasons for traders to be flying something other than a 4000+ unit cargo ship.