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How to support trading factions

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How to support trading factions
Offline Dusty Lens
06-23-2010, 06:17 AM,
#41
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Posts: 6,664
Threads: 438
Joined: Dec 2007

' Wrote:I'm sitting with Rudo. I'll go so far as to say Rudo's copying me. He is. I did it first, so there:P
Dusty, I'll say that its there, and its not there. Done by half measures and not hugely well...which has something to do with the agility of the transports against that of bombers and gunboats, and the difficulty of camera angles and the effective range of snacs.

Add another 2800 units of cargo space to a gunboat and we'll talk maneuverability and firepower.

The end result will probably look a lot like a GMG miner. Or a Behemoth.

Transport balance, with the exception of the OP Pirate Transport, is largely dandy atm.
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Offline Rudo
06-23-2010, 06:20 AM,
#42
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Posts: 1,411
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' Wrote:That equation is already in place Rudo.
The concept is in place. The numbers aren't. If you factor in similar skill levels, single transports* are easy meat for single gunboats and single bombers. The single gunboat or bomber isn't roleplaying harder than the single transport, and is technically as foolhardy as the unescorted trader/smuggler for being out alone where packs of angry midgets who would do unspeakable things to his unspoiled behind could get at him.

* People will argue that Shires, Akegatas, and Liners can and will drop lone pirates. This is true if the pirate is focusing too much on the red reticle to remember that there is one on his ship as well.

Quote:Player happiness was better than it is now and the current rules would work fine for that situation.
*insert Iraqi Information Minister picture here*

Quote:Actually, I contest that point. Raising prices meant real role-players who would deserve their capitals if they could be bothered grinding did not get them whilst people who could power-trade did.
I'll concede this, making caps harder to get hasn't improved the quality of player at the helm. I still prefer to see the avenging battlecruiser owned by the trader I just pirated in two weeks as opposed to in four days.

Quote:Trade does need to be more entertaining. I have no objections to this.
"Yeah, I got this load of optronics, and I hope to whoop on some pirates on the way."

as opposed to

"I got this load of optronics, let me check who's online and avoid them."

Quote:Strikethrough removes all offence. (Try again moderator.)
<strike>fart</strike>

[Image: DTdrqPU.gif]
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Offline Rudo
06-23-2010, 06:22 AM,
#43
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Threads: 55
Joined: Jul 2008

' Wrote:Add another 2800 units of cargo space to a gunboat and we'll talk maneuverability and firepower.

The end result will probably look a lot like a GMG miner. Or a Behemoth.

Transport balance, with the exception of the OP Pirate Transport, is largely dandy atm.

I dunno, I've gotten into scrums with well-flown Tridentes in that GMG Transport.

The shield discrepancy makes all the difference. Plus the Tridente can actually, I don't know... dodge.

[Image: DTdrqPU.gif]
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Offline Dusty Lens
06-23-2010, 06:24 AM,
#44
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Posts: 6,664
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Joined: Dec 2007

Yup. 1 vs 1 you're probably going to lose. Better hope a dock point is within your sphere of survival.

Which is fine with me.

I'll be damned if I can think of a reason why that should change.

I don't want to hear poor mans cruiser. Or civilian mega corp this or pirate RP that.

1 trader.
1 pirate.

Someone up there is the hunter. Someone up there is the hunted. You've been caught. You're in a sticky situat... LOL just kidding the trader should be expected to win good RP ye ye it's np.
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Offline Rudo
06-23-2010, 06:27 AM,
#45
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Posts: 1,411
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I just think that gives too much power to one party in that encounter, is all.

Plus I'd like to encourage grouping on all fronts. I think parity in arms is the way to do that.

Quote:Someone up there is the hunter. Someone up there is the hunted. You've been caught. You're in a sticky situat... LOL just kidding the trader should be expected to win good RP ye ye it's np.
olol no weapons skill or preparation needed this is fun for everyone

traders making pirates once they make enough money because they want to be empowered isn't common at all derp

[Image: DTdrqPU.gif]
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Offline Unseelie
06-23-2010, 06:33 AM,
#46
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Posts: 4,256
Threads: 235
Joined: Nov 2006

I disagree, as, erm, transports still feel like they're getting raeped(personal experience), but that's really neither here nor there. I'm pretty sure this thread is about FLHooks and the like, as its Cannon looking into it, and I really have no interest in arguing the balance of trader vs pirate, I think there should be no discrepancy, you think its fine, I think its the only place where you're ok with a deliberate imbalance, or else you should be...see? Not fun to talk about.
What is up with the Pirate transport, by the way? Oh, the pirates of every bent get the ship I kept trying to turn transports into, but no one...grumble.


In which case, I'd really like to suggest buffing profits on freighters who're attached to Transports, but that's just because I think it would be nice if freighters had more toys.

An Ironman mode would be brilliant to play, and even against Nublet's disapproval, I'll venture to suggest that cutting into profits makes there be more traders. It doesn't in any way make it more fun.

Trading events could be rather grand, but our experiments with them in the past have been a mixed bag.

Scheduled events could be tried again, and if done well, are a great deal of fun.
I'm unclear as to why mining was nerfed, but that did encourage us some trading.

I bet tonnes and tonnes of people would love the ability to influence storyline, and if you incorpo...oh, who am I kidding?

The obvious fl hook boosts are money, strength, or speed, but none of them are particularly appealing, and two of them are the same, so I'd ask for people to see if they can come up with actual games to turn trading into. Irnoman is my idea, and I'd suggest letting the money sifted off a ship in those payments pay into navy/police pockets. Dunno how to work that out, yet, but it would be very neat.


And...is it possible...to have a mission reference a place other than the base its offered on?...Delivery missions

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Offline Friday
06-23-2010, 06:35 AM,
#47
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Posts: 1,897
Threads: 76
Joined: Aug 2007

1) If people want to make Transports generally tougher - let them use Gunboat equipment, but limit them by their powercores.

This way you will see transports using less of the power-hungry Mortars and Missiles - and more of the standard faction guns. This is a better situation than making up a slew of new weapons and equipment for them.

2) /group formation bonus? Let it be a bonus to powercore regen perhaps? Let it only apply to transports in formation. This allows transports to stay in turret mode and put up a wall of fire - whilst having less worries about running out of firepower.

3) What about sole traders? Let them take up smuggling as a hobby! Give Freighters a Cruise Speed boost (combined with Dusty's Mission Cargo Concept smugglers would be well sorted).

4) Increase profits? Remember - whatever happens with the economy, people will always flock to the best and easiest way to make money.
If there is to be a route bonus - then let it rotate among the trading factions every week - we have a lovely updater that can do that for us!

Otherwise - one or two lucky runs will get all the attention - and the rest will be a waste of time!

[Image: GMG_banner.png]

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Offline Friday
06-23-2010, 06:39 AM,
#48
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Posts: 1,897
Threads: 76
Joined: Aug 2007

' Wrote:And...is it possible...to have a mission reference a place other than the base its offered on?...Delivery missions

Delivery missions would be ideal for smugglers. Think of it - deals conducted in a sleazy bar for contraband...

Yeah - the delivery destination seems like the hard bit to figure out.

In terms of 'acquiring the package', it can be as simple as flying out to an undefended depot object of the Neutral Faction - shooting it and tractoring in the cargo. It could also be as complicated as doing a 'real' mission - shooting down a liner and its escorts and tractoring in the passengers as slaves, for example!

[Image: GMG_banner.png]

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Offline Vogel
06-23-2010, 06:44 AM,
#49
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Posts: 687
Threads: 57
Joined: Jan 2010

I wanted to make a "from scratch" faction, an "indy" company. Use company funds to buy the ships and then dole them out with discrimination, suck tons of the profits from the traders until there are enough ships running to warrant boosting pay checks, all that.

But nobody would be interested in that.

*goes back to playing Railroad Tycoon 3*
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Offline Unseelie
06-23-2010, 06:55 AM,
#50
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Posts: 4,256
Threads: 235
Joined: Nov 2006

' Wrote:I wanted to make a "from scratch" faction, an "indy" company. Use company funds to buy the ships and then dole them out with discrimination, suck tons of the profits from the traders until there are enough ships running to warrant boosting pay checks, all that.

But nobody would be interested in that.

*goes back to playing Railroad Tycoon 3*
I WOULD SO LOVE THAT.
A while ago I suggested there be generic corporation IDs for each house. Still a suggestion, btw.

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