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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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"Role-play oriented cargo" with an in-game additional perk purpose

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"Role-play oriented cargo" with an in-game additional perk purpose
Offline nOmnomnOm
02-26-2016, 11:40 PM, (This post was last modified: 02-26-2016, 11:45 PM by nOmnomnOm.)
#11
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(02-26-2016, 11:23 PM)Exodite Asmodai Wrote:
(02-26-2016, 11:17 PM)nOmnomnOm Wrote: Not to be rude but what exactly are you referring to in your last question?

As for the first one... i think NPC produced with a price to reflect on the perk.

Exotic Entertainers were originally 10k on Newport. Now they're 50k.

Yes because the 10k thing was a mistake.
It is supposed to be 50k and it was submitted a Player Request anyway so yee....
When you are asking why it was x5 more, the reason is just in the math of things... but also because they are supposed to be a much higher value than VIPs.
Actually it just -is- i high value commodity with no purpose in trading from one base to another but for RP.

And that RP has been done before with other thing we used such as slaves or VIPs. We in the end submitted a request to get our own thing to continue the RP we were giving out.

That is the TL;DR version of the story, prtty much.


Edit: Also this

Before the price was 10k for 1 cargo space of Exotic Entertainers.
Now it is 50k for 5 cargo space.

So basically... math.

If you think about it is is the same worth in this sense as propaganda is.
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Offline sasapinjic
02-27-2016, 11:10 AM,
#12
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Posts: 1,693
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Joined: Apr 2015

Nice ideas , i can throw-in some from top of my head to :
-specific commodity price up (only for some goods , not for ore) , for example -Tourist guide=OSC can have +20% sell price for all passenger , -10% cruise and truster speed,
-Shield Engineer(Capitols only) =Shield strength and regeneration speed +20% , power core regeneration -10%,
-Flak gunner(BS only)=auto fire only ONE salvo at enemy torpedo/missiles entering firing zone (heck , this should already be auto in my opinion , i have played Strike Fleet game on old C-64 in 1990 that had this auto,in which you drive modern warships, and anti-missile guns auto fire on missiles that come closer than 1000 m there , and now , 26 years later in RL you still have to manually aim , not to mention 800 years later in game ? ) ,
-Master gunner(transports only,maybe BS to , but only for secondaries turrets)-bound him to only one turret =every his shoot hit enemy you lock on ,
-Stealthy Technician(transports/freighters only)=players cant see you on left HUD , unless they see you on screen and click on you , useful for smugglers and traders who wants to avoid ambushes,
-Saboteur(lane hackers only)=Locked-on enemy see false data on your heading (crosshair show wrong),
Some kind of home advantage thing-example , Bretonia ship fights against Galic one in Bretonia space= +10% power core charge+10% shield charge.
Just random ideas , don't rage on me people ! (sun)

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Offline Laz
02-27-2016, 12:28 PM,
#13
Out-of Retirement Code Monkey
Posts: 1,912
Threads: 107
Joined: Jan 2014

Funny how my first demo plugin is trying to integrate part of what you are recommending.
Something that allows you to interact with certain cargos Big Grin

Knowing me it wont end well.

Anyway, all good ideas. I am liking most of them. Hope it works well.

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Offline evanz
02-27-2016, 12:51 PM,
#14
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Posts: 1,951
Threads: 92
Joined: Jan 2013

I like this idea of actually putting “crew” on a ship, you’re not just role playing you have crew, you really do have crew!

Reminds me a little of Elite where you couldn’t launch without a certain amount of crew. that would be interesting, if say different types of ships needed a certain amount and type of crew before they could launch

for snubs obviously the only crew needed is 1, yourself, so perks wouldn't apply, no bonuses, its just you

but say if you had a battle trans, of say 12 turrets youll need 12 gunners for each, etc etc

Then perhaps, when you sadly get popped, escape pods of those crew get jettisoned adding to more role play in “getting them back” etc etc
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Offline Lennox
02-27-2016, 12:58 PM,
#15
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Posts: 1,428
Threads: 85
Joined: Sep 2010

How about making it a requirement for larger ships up to caps to start with? Rather than giving additional buffs to already good stats, make it so that everything that needs those commodities can't operate at full capacity without said cargo? Not only would that give purpose to it, it would also make more sense than giving ships a plain buff for having already said crucial personnel. As it is, those buffs would be breaking balance quite hard after all.
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Offline nOmnomnOm
02-27-2016, 05:51 PM,
#16
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Joined: May 2011

You guys dont get the reason why it wouldnt be considered unbalanced Tongue

-These stuff have to be just 1 specialised crew per ship. Any ship. No more than 1.
-They cannot be too overpowered as some of the things @sasapinjic mentioned. Things need to have a buff but if they are too much then need nerfs to counter
-There cannot be specialized crew for a certain faction or else it all falls apart.
-There cannot be specialized buffs that would be the only buff considered for that ship. There needs to be at least 2-3 to choose from.

The choices of one crew over another is what makes it balanced and workable Tongue

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