' Wrote:I don't understand your reference to 10 years? A little over the top... most of these characters were built in little over a week if not less.
The reason I think that a wipe could be good for the community is simple. If there are going to be new restrictions on capital ships that require licensing, and especially admin approved licensing.. Think of our admin staff going through each and EVERY player file trying to enforce that. We have well over a thousand player files, if not several thousands.
Yes, I get that a player wipe would hurt the community because everyone would have to start over again, but seriously ask yourself the following questions:
How many capital ships are there that really *shouldn't* be there and are going to get OK'd just because they were there already?
How much money is floating around in-game that was earned by EXPLOITING the Tau-31 'route'?
How many ships and capital ships were purchased with said dirty money?
Yes, I get it.. "don't hurt everyone for the actions of a few" and honestly, I'm one of the people who never used the damn tau-31 exploit to make funds. infact, I barely on found out where Tau-31 is the other day (I just don't go to that part of sirius very much, if at all.) but I am ready and willing to sacrifice all of my characters who I spent combined weeks on getting set up properly to fit the RP simply because of the dirty money and capital ship problem.
Sorry about getting slightly off topic but hoods sarcastic suggestion made me think.
How many capital ships are there that really *shouldn't* be there and are going to get OK'd just because they were there already?
0, they are my baby, i bought them for reason.
How much money is floating around in-game that was earned by EXPLOITING the Tau-31 'route'?
0$, never ever traded in T31 route...
How many ships and capital ships were purchased with said dirty money?
It does not matter what ingame gameplay thing you try to do to fix capshiping, if its possible for a player to reach the goal by playing, they will play and play and play until they have it. That will only slow them down, not stop them, or reduce their numbers. Currently there are to many capships, we need to reduce those numbers. Worrying about future capships by changing prices, adding commodities, or moving selling locations will only slow down the process, not help to limit it.
The only ways to limit capship use, will not be done.
Restricting them to certain players/factions is elitist which is not wanted, though it would work and personally would not mind it at all. Its not going to happen, though if it does i will be overjoyed.
The only other way is to make them so a fighter can destroy them by itself. Stupid? Yes. Does it work? You better believe it.
Otherwize, we can only hope that people restrain themselves, or set up a circular rock paper scissors system of checks and balances removing the capability for a cap ship to deal with smaller fighters, and require it to have fighter escort. Even a gunboat should need a fighter to get rid of fighters and bombers. Gunboats should not be able to engine kill their way to victory and hide behind their shield.
reducing shield regeneration rate will reduce the number of capital ships. The ace fighter pilots on the server will see to this happening, should such regen rates be lowered to something manageable. Seriously, i used to fight capships for 45 minutes or more to kill them with a fighter, but it was possible where i came from. We didnt have nova's, and torpedo's were more expensive than they were worth. Just guns because missiles were disabled from hurting capship shields.
Im not saying to make discovery like a different mod because i want it that way, or enjoy it that way. Im suggesting an alternative because i have seen it work in the past. That server was dominated by fighters in numbers, because both fighters and capships needed skill to fly and the cheaper alternative won. Here, killing fighters or ignoring them is to easy for capships, so to fight a capship you need a capship, and that adds to the problem.
This post is to long so im going to stop now. Heck, as harl pointed out, most of what anyone can say has already been said, and most of what i say has already been said multiple times..
*Wilson shows off his ham sandwich* - Armory.003
*mark placed on Unit-sk855's forehead* - Head hitting the desk as of reading the above
' Wrote:It does not matter what ingame gameplay thing you try to do to fix capshiping, if its possible for a player to reach the goal by playing, they will play and play and play until they have it. That will only slow them down, not stop them, or reduce their numbers. Currently there are to many capships, we need to reduce those numbers. Worrying about future capships by changing prices, adding commodities, or moving selling locations will only slow down the process, not help to limit it.
The only ways to limit capship use, will not be done.
Restricting them to certain players/factions is elitist which is not wanted, though it would work and personally would not mind it at all. Its not going to happen, though if it does i will be overjoyed.
The only other way is to make them so a fighter can destroy them by itself. Stupid? Yes. Does it work? You better believe it.
Otherwize, we can only hope that people restrain themselves, or set up a circular rock paper scissors system of checks and balances removing the capability for a cap ship to deal with smaller fighters, and require it to have fighter escort. Even a gunboat should need a fighter to get rid of fighters and bombers. Gunboats should not be able to engine kill their way to victory and hide behind their shield.
reducing shield regeneration rate will reduce the number of capital ships. The ace fighter pilots on the server will see to this happening, should such regen rates be lowered to something manageable. Seriously, i used to fight capships for 45 minutes or more to kill them with a fighter, but it was possible where i came from. We didnt have nova's, and torpedo's were more expensive than they were worth. Just guns because missiles were disabled from hurting capship shields.
Im not saying to make discovery like a different mod because i want it that way, or enjoy it that way. Im suggesting an alternative because i have seen it work in the past. That server was dominated by fighters in numbers, because both fighters and capships needed skill to fly and the cheaper alternative won. Here, killing fighters or ignoring them is to easy for capships, so to fight a capship you need a capship, and that adds to the problem.
This post is to long so im going to stop now. Heck, as harl pointed out, most of what anyone can say has already been said, and most of what i say has already been said multiple times..
yea ture...capship whore only can control by factions, not independent players, and independent spend alot of time on their cao ship, and they have right to have it...
' Wrote:yea ture...capship whore only can control by factions, not independent players, and independent spend alot of time on their cao ship, and they have right to have it...
Isn't it past your bedtime yet, X-Lancer?
We sure could use the rest....
Harlequinn, I laugh and I cry at your perfect logic.
Actually, thats not what i was intending to say at all lancer. I see the independents that use a capship as a source to power as more of a problem than factions. The suggestion was limiting capships to ONLY factions so we wouldn't have untagged RM battleships, and zoner juggernauts flying around.
That is why it would be elitist, only factions would have them, and that is why it wont happen. Restricting capships like a terrorist ID would work wonders, but near everyone wants a capship, while not nearly as many want terrorist IDs.
*Wilson shows off his ham sandwich* - Armory.003
*mark placed on Unit-sk855's forehead* - Head hitting the desk as of reading the above
ya see heres the problem: The Epigoni, who has no Bs's cause of RP Reasons (not nearly enough members) were in Alpha and here comes an -Independant- corsair with an osirus waltzes up to Malta and takes down Dop's destroyer and (with a good deal of trouble cause its a small target) takes down my sabre..... The Outcast currently do not have a bomber... we stand no chance unless I would have brought out my destroyer, and then we would have been accuesed of cap whoring.... so we took a pounding to keep our reputation..
There is nothing worth living for, unless it is worth dying for. -Elizabeth Elliott
this thread is getting ridiculous.
all the suggestions are either ridiculous, or already being done by the good fighter pilots out there...thats all I see, ridiculous suggestions, and ones by players who want to make it easier for fighters/factions/RPers to do what a good fighter/Faction/RPer already does.
We need to stop the capship whoring, sure...but, here's the thing,
Most people log on for the first time, see someone's dreadnought in New York, and want one.
so they get one....most people get rid of theirs after playing it for a while....for reasons like this thread...they get harassed (as they should)...they get killed by fighters, they cant move through asteroids, or they slowly settle into the RP....
The server is undergoing a huge growth spurt, and, as we recently had a huge problem with ooc...one which I believe has mostly died down, the insane amount of capship whoring will also die back as well.
Growth has its clumsiness attached, it passes.
Nothing has to change, just keep going as we are, and it will die out....and hopefully the faction creation and the mad addition to the admin workload.
Unseelie, in her infinite wisdom, is probably right. I changed the name of the thread to onca's suggestion. Like I've said at least three times now in this thread, and the whole reason I started the dang thread in the first place, was that factions and individuals need to start using common sense when it comes to these dang capships.
<span style="color:#FF0000"><strike>RETIRED</strike></span>
ON MY WAY OUT OF RETIREMENT