' Wrote:I won't repeat what all others already stated since they're all right.
I'll just add that Treewyrm and I (being leader of the Keepers back then) did submit a proposal to make the nomads open for public. We submitted it to the admins, but it was never heard from again. Seems like they thought it was a bad idea.
Well.. perhaps if done with strict conditions similar to those described previously, and a rebalancing as with SCRA, they may consider it.
' Wrote:Well.. perhaps if done with strict conditions similar to those described previously, and a rebalancing as with SCRA, they may consider it.
As some people already told you, the nomad morph is for public use. If you want to fly around like a nomad, you have the chance to do it...
Its a three gunned LF, what can dock on nomad bases and being shot by others...
The situation with the Nomads on this server is what you get when you have an exclusive faction amongst the common rabble.
Why it had to be exclusive is admittedly a mystery to me but I have my hunches based on life experience and interaction with people in general. So here we go.
Some players come up with an idea for a Nomad player faction. They put a lot of work in creating lore and a backstory for their idea of a Nomad faction. A labor of love that would be guarded somewhat jealously.
In an older mod version (the old timers could confirm this) it wasn't an uncommon sight to see mercenary IDed Nomad BSes roaming about New York and other such nonsense. Well, situations like that were just silly, so Nomad tech was consolidated under the protection of a single Nomad player faction. Nomad ships and gear became rare, adding more mystique to the Nomad faction as a whole. A positive development in Nomad and server RP - at least initially.
However, exclusivity had its drawbacks. Because the Nomad player faction's players were hand-picked and tightly controlled, it was decided that they should have more freedoms than the average player, freedoms that were also justified with canon lore. Thus, Nomads get the equivalent of a terrorist ID.
Nomad players become the target of RP and OORP aggression. They get ganked. They point this problem out to the devs, so ships and gear become adjusted accordingly. They continue to get ganked, the reason being that it is near impossible to beat them with even numbers.
Getting constantly ganked is no fun at all, so the Nomad players aren't terribly keen in logging on with their Nomad characters. End result: Order and BHG Core activity dies off and Nomad Space becomes a zone of soul-numbing boredom.
This is my spin on the current Nomad situation. It isn't inarguably true, but nonetheless I'm pretty sure I'm close to the mark on some issues.
If players are really serious about increasing Nomad activity, some attitudes on all sides have to change.
1.) Opening up the Nomads to all players. That means access to all ships and tech.
2.) Establishing a separate ZoI for indie Nomads, for both snubs and caps. The K'Hara get their ZoI and the regular Nomads get theirs, although ZoIs will overlap in some regions.
3.) Granting the Nomad player faction to establish basic RP guidelines that must be followed by indie Nomad players, i.e. telepathic communication protocols.
4.) RP preceding combat, which is more the norm anyway. I don't think I've ever had a Nomad encounter without being the object of some sort of telepathic communication first.
' Wrote:As some people already told you, the nomad morph is for public use. If you want to fly around like a nomad, you have the chance do to it...
Its a three gunned LF, what can dock on nomad bases and being shot by others...
You cannot land anywhere but the shrine, and you can only attack in self-defence(unless assisting Nomad/Wild) players. Also, you receive no guidance as to how you should play from Wild/Nomad players, simply because of a lack of availability.
To get this Morph, you're forced to enter the Unknown system and then search for the off map jumphole to get out of the system. Instantly, you're deep in house space, the only place to dock being back in Unknown.
Its not great, to say the least.
' Wrote:1.) Opening up the Nomads to all players. That means access to all ships and tech.
2.) Establishing a separate ZoI for indie Nomads, for both snubs and caps. The K'Hara get their ZoI and the regular Nomads get theirs, although ZoIs will overlap in some regions.
3.) Granting the Nomad player faction to establish basic RP guidelines that must be followed by indie Nomad players, i.e. telepathic communication protocols.
4.) RP preceding combat, which is more the norm anyway. I don't think I've ever had a Nomad encounter without being the object of some sort of telepathic communication first.
1. Agree. However, there is an alternative.
Allow people using the Drone ID to take their LFs 'anywhere' within reasonable ZOI for strikes etc. Limit larger ships(Gunboat+, or even lower) to Iota and other core Nomad systems, only to be used to train, defend against 'planet-gank' style attacks, or on a large strike with the K'hara.
This way, they can access all tech, and still be able to use it(nice Order/BHG Core skirmishes), whilst limiting Nomad cap fleets from casually hopping into core House space.
The Order have a similar limitation.
2. The ZOI of K'hara should be, in my opinion, an extension of individual Nomads ZOI. K'hara get more freedom for greater excursions, whilst indies are more limited to Order/BHG Core in the deep Nomad worlds. However, K'hara can enlist Nomads into a squad for an invasion.
3. Exactly. Give them some presets to use, and to base further roleplay around. Most of the time, this won't need to be much more than odd communications between Nomads, and engagement notices. When it does need to be more, this can be mediated by K'hara.
4. The same, although with Wild players. Obviously silent attacks are silly and irritating, so the presets can extend to standard engagement notices; since the Nomads all come under the mindshare, it is quite easy to push standard communications pre-conflict.
If we can further refine the concept, it could be a solution to what many see has a problem.
To give an example of what was denied already. This was our proposed ID. Note that this was for a trial period, not the definite ID.
Quote:The Nomad ID will look like this:
Pilot carrying this ID is a Nomad, who :
· Is restricted to Alaska and the Omicrons
· Can attack any ship or station at will, except Outcasts and Wild (NOTE: RP is still required before an engagement)
· Cannot ally with anyone except for The Wild and other Nomads
· Cannot demand credits
· Cannot land anywhere except Nomad bases
· Has to follow orders from Keeper ID'd players
Allowed ships: Nomad Assassin, Nomad Bomber, Nomad Gunboat
We did not get any feedback on it, just that the idea wasn't very good.
' Wrote:You cannot land anywhere but the shrine, and you can only attack in self-defence(unless assisting Nomad/Wild) players. Also, you receive no guidance as to how you should play from Wild/Nomad players, simply because of a lack of availability.
To get this Morph, you're forced to enter the Unknown system and then search for the off map jumphole to get out of the system. Instantly, you're deep in house space, the only place to dock being back in Unknown.
Its not great, to say the least.
I know /restart nomad would be easier and shoot without any word even better. But the ship is enough for any nomad RP you need if you are not feeling like joining the official faction. I actually never wanted to join the keepers, becouse the nomad morph is enough for my fun.
The line " you cannot do anywhere but the shrine" should be removed cause the nomads are rephacked friendly towards you, so the bases are green too.
Believe me, you wont have problems with selfdefence when you enter any order space and three gunboats want to eat you as soon you appear on their scanners.
There are Khara and wild players around, but when you dont look for them you wont find them either.
' Wrote:You cannot land anywhere but the shrine, and you can only attack in self-defence(unless assisting Nomad/Wild) players. Also, you receive no guidance as to how you should play from Wild/Nomad players, simply because of a lack of availability.
To get this Morph, you're forced to enter the Unknown system and then search for the off map jumphole to get out of the system. Instantly, you're deep in house space, the only place to dock being back in Unknown.
Its not great, to say the least.
1. Agree. However, there is an alternative.
Allow people using the Drone ID to take their LFs 'anywhere' within reasonable ZOI for strikes etc. Limit larger ships(Gunboat+, or even lower) to Iota and other core Nomad systems, only to be used to train, defend against 'planet-gank' style attacks, or on a large strike with the K'hara.
This way, they can access all tech, and still be able to use it(nice Order/BHG Core skirmishes), whilst limiting Nomad cap fleets from casually hopping into core House space.
The Order have a similar limitation.
2. The ZOI of K'hara should be, in my opinion, an extension of individual Nomads ZOI. K'hara get more freedom for greater excursions, whilst indies are more limited to Order/BHG Core in the deep Nomad worlds. However, K'hara can enlist Nomads into a squad for an invasion.
3. Exactly. Give them some presets to use, and to base further roleplay around. Most of the time, this won't need to be much more than odd communications between Nomads, and engagement notices. When it does need to be more, this can be mediated by K'hara.
4. The same, although with Wild players. Obviously silent attacks are silly and irritating, so the presets can extend to standard engagement notices; since the Nomads all come under the mindshare, it is quite easy to push standard communications pre-conflict.
If we can further refine the concept, it could be a solution to what many see has a problem.
I essentially agree with everything you said here. The ZoI guidelines are basically what I had in mind - more freedom for the K'Hara, more restrictions for indies. However, indies may pilot whatever ship they want without the K'Hara's permission. Keep the caps in the Omicrons (and in some designated Omega Systems).
Megiddo and Apotheosis, everything you said is interesting but here comes the question for the community: "If you are so interested to become a nomad why dont you join the official faction which is not hard?"
Excuse me but this thread looks like:
' Wrote:I wouldnt freely hand it over to someone like you who says: "Im here 1month, but i wanna nomad, so can i has?" Something tells me you didnt even try to apply to KHara, and even if you did, your simply not the patient one. Pathetic topic as these are in my eyes Q_Q-attemts to achieve something the easy way.
The nomad faction was always looking for quiality of the RP before quantity of the players inside. Every nomad player is responsible to bring interesting, original and creative RP. Do you belive indies can do that? Then why there are so few morphs? Do you need nomad battleship to RP better?
Sadly most of the time, like Altaris stated in his post, people are going "engubinging nomdz" or simply have no time to RP with a nomad which gives no need for a nomad player to stay afk in system A or travel all over sirius looking for 1 guy which will RP with him.
The RP with the nomad is long and it depends on the player you are RP-ing with. That is the general issue why there are so few nomads out there just because, as Altaris stated, there are few people willing to RP with them.
So if you belive that the open nomad ID is going to be for good, none of khara members belive that because:
- The ID will probably get changed or a second ID will be created
- The ships will get even more nerfs making them RP platforms not pvp weapons
- The lolz encounters with indie nomads will ruin the expectations of the community when they see a nomad on their scanners.
- The faction "misterious" RP and lore will be changed in to "another pvp faction"
- Nomad indie separate "clans" will probably be created raiding "gama everyday"...
As Akura stated in his post, the nomads in disco are far more different than the vanilla nomads. Their goals, their actions and their "behaviour" is different.
Speaking of activity: Its not that bad .
And in the end it is up to the community if they want to see/RP/fight with nomads. Show interest and you will have your RP with a nomad.