(08-08-2015, 02:28 PM)Chance Wrote: I think the problem would be that it creates a defacto state of haves and have nots for anyone that comes in under that sort of system. The newer players literally are being told that they cannot be equal to the older player in what they can achieve in the game.
That sort of behavior invariably runs less dedicated players off, and we lose their potential. In a shrinking community base, that is heinous since it is completely avoidable.
Yes you are right about the creation of tensions between new and old players. But I think restricting capital ships would be an improvement for the game. I'll try to explain why: I think roleplaying a capital ship is more difficult than rping a smaller ship due to the great firepower of capital ships. Abusing of the firepower of a cap ship has greater consequences than of a smaller ship. For that reason, I don't think new players should be automatically allowed to fly a cap ship. I think new players should demonstrate their rp capacity before flying a cap ship.
Moreover, I think having too many capital ships harm the background of discovery by making it completely unreal and incoherent with its economic system. In my opinion, building a capital ship should be a significant investment that could be only met by the House governments (like aircraft carriers on Earth for example). It would make more sense to me if the number of cap ships would be limited by quotas and restricted to house military factions (quotas could be re-evaluated on a periodic basis depending on the needs and house economic power).
Now, to come back to the problem of "have/have not" problem you mentioned, I would add that in the large majority of the rolelpaying games that I've played: new characters are weaker and more limited than old characters. The reason is that new characters usually begin at level 1 (or something equivalent) while old characters have accumlated more experience (which allow them to develop skills, feats, powers, etc.) [I know players and characters are different, but a new player will roleplay a new character (a priori) while an old player may roleplay old or new characters].
Personally, I enjoy this system of character levels. I find pleasant to build a character from the ground during the game instead of starting with a very powerful character. Regarding discovery, Method 2 would generate activity so it could be good for the game: (1) contacts between interested parties to establish a contract to build the capital and (2) trades from various places to the shipyard. I think the method 2 will also help the new players to be integrated in the disco community by enhancing links and contacts between old and new players.
Anyway, I don't pretend to be right. I think it's more a matter of opinion. I like rp games with rules, constrains, solid background, character development, character death. However, I know this is not the case of everybody on disco since a lot of players prefer to be free to do everything they want.