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  Discovery Gaming Community Rules & Requests Rules
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[Community Input]: Possible changes to 4.4

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[Community Input]: Possible changes to 4.4
Offline Cardinal
12-20-2016, 01:58 PM,
#21
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Posts: 285
Threads: 21
Joined: May 2016

(12-20-2016, 01:29 PM)Shush Muppet Wrote: Do away with Independent faction IDs altogether.

Um... NPC IDs are a fundamental concept in this game, I would think. Why just rip them out of the game and make Freelancer/Pirate IDs more OP than any other faction ID? That's a ludicrous idea.
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Offline Cardinal
12-20-2016, 02:08 PM,
#22
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Posts: 285
Threads: 21
Joined: May 2016

(12-04-2016, 03:33 PM)Antonio Wrote: and as someone said it before - it's a complicated game, giving it simple rules just doesn't work.

Absolutely, this game is very large and if the rules are not covering all the bases, it's going to be extremely easy for people to break them.
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Offline Sombs
12-20-2016, 02:49 PM,
#23
Three orange cats in a mech
Posts: 6,806
Threads: 502
Joined: Feb 2014

The Faction-indie IDs are important to learn how the faction works, if there is one. If not, people can create a new faction based on that ID. It's really important we have them.

However, the OC indie ID is ridiculously overpowered in terms of ZoI and shipclass permissions, compared with other faction indie IDs. That, and the fact the Outcast playerbase couldn't be more open for everyone and their mother's roleplay goals, as it's basically the better Pirate ID. I'd split the Outcast ID into Maltese ID and Outcast ID, to be honest, as some OC roleplay has literally nothing to do with Malta and maltese lore.




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