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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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suggestions to stop the pvp and capwhoring

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Pages (16): « Previous 1 … 9 10 11 12 13 … 16 Next »
suggestions to stop the pvp and capwhoring
Offline Muleo
07-01-2008, 02:40 PM,
#101
Member
Posts: 862
Threads: 38
Joined: Jan 2008

' Wrote:*opens popcorn*

Naw, you can have some of mine, they're buttered too ^^


' Wrote:BLACK[X]WIDOW / |)/\R|( THOSE ARE THE NAMES OF CHARS I HAVE HAD BANNED FOR NO REASON
So what's this?
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Offline Linkus
07-01-2008, 02:59 PM,
#102
Member
Posts: 4,027
Threads: 155
Joined: Mar 2008

Discovery actually has some of the less strict rules in terms of RP than many many other roleplay servers. I came from Tides of War (Star wars total conversion) which was RP heavy and we had oh so many restrictions. Discovery almost seemed chaotic when I came here. Being able to buy whatever I wanted (within reason) and being able to fly around the FL universe again (Gets lonely in non-NPC star wars land:rolleyes:)

That's what makes Discovery so great though. It has combined the freedom and open ended-ness of Freelancer with some strengthening rules that allow for better RP and in the end, more fun. Not forgetting a heck of a lot of goodies to go oogle at too. Oh and of course the community that seems to work rather well even when some people are trying to tear it all down.





Facilitating the rise of robotics since 0 A.D.
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Offline Kuraine
07-01-2008, 03:45 PM,
#103
Member
Posts: 994
Threads: 99
Joined: Dec 2007

Quote:If everyone had maxed out Guard rep what would happen in the end is everyone being red to us or us being red to them as the average player is red to 8 of out of 10 guard factions the only way to get a guard system rep up into neutral quickly is bribing after that it's hard working for us the would be a non stop flow of corsairs headed into OC guard systems or vice versa. That scary-ass Rhineland danger music would never stop.

Actually, I have specifically made changes in my ID Proposals so that the Standard and Guard IDs both have advantages and disadvantages, so that everyone will not simply whore out the Guard IDs and only ever use them. Guard IDs cannot trade (except for IMG, Junkers and Zoners), fulfil bounty contracts (except for BH), escort traders or use transport class vessels (except for military/police lawful factions and Zoners, IMG and Junkers).

Quote:Ooops. This is different from what the ID proposal thread says. Will the real one please stand up? No non combat vessel of 500 cargo size or larger; that rules out the Prison Liner and Armoured Transport that I bought just for RP. No fair.

*has tantrum* mellow.gif

Can you clarify this kuraine?

I can indeed. I have changed my documents regarding the ID Proposals for sending them over to Igiss and Treewrym. I apologise, for I actually made a mistake in the previous post in this topic regarding the IDs (I can't remember every single ID off by heart XD). Bounty Hunter Guard ID may use Transports.

Quote:Bounty Hunter ID
Pilot carrying this ID is a member of the Bounty Hunters Guild.
Bounty Hunters can:
* Fulfil bounty contracts
* Escort traders
* Hunt pirates and terrorists across Sirius
* Scan for contraband and demand credits or cargo
* Participate in military operations on lawful side
Bounty Hunters cannot:
* Ally with unlawfuls
* Participate in any unlawful actions
* Lawfully enter the Alaska system
* Trade

Allowed ships: Fighters, Freighters
Carrying unmounted IDs in your ship, as well as not equipping an ID, is a serious crime.


Quote:Bounty Hunter Guard ID
Pilot carrying this ID is a Bounty Hunters Guild Guard.
BHG Guards can:
* Fulfil bounty contracts
* Escort traders
* Hunt pirates and terrorists across Sirius
* Scan for contraband and demand credits or cargo
* Participate in military operations on lawful side
BHG Guards cannot:
* Ally with unlawfuls
* Participate in any unlawful actions
* Lawfully enter the Alaska system
* Trade
* Use any Liner except the Prison Liner

Allowed ships: Fighters, Freighters, Transports, Gunboats
Carrying unmounted IDs in your ship, as well as not equipping an ID, is a serious crime.

Quote:Bounty Hunters Guild Core ID
Pilot carrying this ID is a Bounty Hunters Guild Core.
The BHG Core can:
* Fulfil bounty contracts
* Operate only within Omicron and Omega systems
* Scan for contraband and demand credits or cargo
* Participate in military operations on lawful side
The BHG Core cannot:
* Ally with unlawfuls
* Escort traders
* Participate in any unlawful actions
* Lawfully enter the Alaska system
* Trade
* Use any Liner except the Prison Liner

Allowed ships: Fighters, Freighters, Transports, Gunboats, Cruisers (limited), Battleships (limited)
Carrying unmounted IDs in your ship, as well as not equipping an ID, is a serious crime.

[Image: AiTakedaSignature.jpg]
Kuraine (Zoner tagged Trader)
Ravenholm (Zoner tagged Zoner Destroyer)
Bill Mason[Arms.Dealer] (Zoner tagged Arms Dealer)
LR-Drax (Liberty Rogue tagged Cruiser)
LR-Dravis (Liberty Rogue tagged VHF)
[RHA]Wilhelm.Wettin (Red Hessian tagged VHF)
[GC]-Ai.Takeda (Golden Chrysanthemum tagged VHF/Bomber)
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Offline Athenian
07-01-2008, 05:17 PM,
#104
Member
Posts: 3,615
Threads: 363
Joined: Nov 2007

Cool. Didn't know which was the actual one. Thanks for clearing that up.

*waits for complaints about BHers owning transports*




Former member of "the most paranoid group of people in the community"
Discovery Community Forum Rules

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Offline Igiss
07-01-2008, 07:25 PM,
#105
Discovery Creator
Posts: 3,181
Threads: 578
Joined: Jun 2005

According to suggestions and balance feedback that I read in other threads, most people are not quite in favour of nerfing bombers and removing SigmaNew Berlin jump hole.

The jump hole will be relocated inside New Berlin (now as we drop SP campaign it will be possible). But moving it to other system, or removal... logical, but maybe it's better to rebalance related trade routes?
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Offline Tenacity
07-01-2008, 07:29 PM,
#106
Member
Posts: 9,496
Threads: 635
Joined: Apr 2008

changing the commodity values could solve the problem there, but wouldnt do much for the cardamine/slave run that goes through alaska and omicron 100.

It makes sense as well that commodity values would change over time, I think kyushu has plenty of diamonds and rheinland has plenty of niobium now. Let's drop those prices and make something else valuable.

I really think a 'high profit' route needs to be added that goes somewhere through bretonia, it'd really liven up an otherwise 'dead' area.

Some smuggling routes should also be added between kusari and bretonia for both sides - running the 'blockades' to get resources to one side or the other and help their war effort.


[Image: Tenacity.gif]
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Offline NonSequitor
07-01-2008, 07:56 PM,
#107
Member
Posts: 911
Threads: 116
Joined: Dec 2007

Quote:The BHG Core cannot:

* Lawfully enter the Alaska system


Ok, this little discrepancy caught my eye from an otherwise good ID description. If the Core are not allowed into Alaska, then what are the BH destroyer patrols doing there? I don't see a good reason why the Core cannot be in Alaska.

The Guild is not a security threat to Liberty interests nor is it in the interests of the Guild to instigate a conflict with Liberty. In addition, both entities have the same common enemies: the Order and the Nomads.
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Offline Laowai
07-01-2008, 08:08 PM,
#108
Member
Posts: 1,452
Threads: 181
Joined: Dec 2007

There are no Capwhores.


Capwhores are a bedtime story told to naughty fighter and bomber pilots by their mothers who want them to conserve H fuel.


Its a myth, kinda like Zues, except with less lightning and facial hair.

http://img686.imageshack.us/img686/3289/...047770.png
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Offline Jinx
07-01-2008, 08:13 PM, (This post was last modified: 07-01-2008, 08:19 PM by Jinx.)
#109
skipasmiður
Posts: 7,685
Threads: 313
Joined: Sep 2007

hmm - will we have three IDs for other factions, too? - one that allows fighters and freighters ( normal ), one that allows up to gunboats and bombers ( guard ), and one that allows everything ( errr... more guard )

or is that - once again - a BHG special treatment?

or even nastier .. - what about traders... generic trader ( sorry, you guys have no guards ) = freighters....
cooperation traders ( normal ) = freighters
cooperation traders ( guard ) = transports ( but no liners )
cooperation traders ( whatever guard "super" ) = transports + liners

ok, i know its not meant to be like that - i know other factions will only have the normal and the super version. why is that not sufficient for the BHG. i still haven t figured out why the bhg has to be treated differently from the other factions. - i mean a real reason, other than "i don t like them" or "they are all whores" - is there something in the lore that suggests ( you know - a reason that is put down in their roleplay ) that they are split into 3 parts? - or ... in all honesty, is it just the fear of everyone not playing BHG that they enjoy too much freedom.

[Image: just_a_signature_by_sjrarj-d63yjsx.png]
Shipdesigns made for DiscoveryGC
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Offline Dusty Lens
07-01-2008, 08:18 PM,
#110
Member
Posts: 6,664
Threads: 438
Joined: Dec 2007

' Wrote:According to suggestions and balance feedback that I read in other threads, most people are not quite in favour of nerfing bombers and removing SigmaNew Berlin jump hole.

The jump hole will be relocated inside New Berlin (now as we drop SP campaign it will be possible). But moving it to other system, or removal... logical, but maybe it's better to rebalance related trade routes?
Dropping SP!??

HUZZAH!


[Image: parade_narrowweb__300x430,0.jpg]
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