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  Discovery Gaming Community Rules & Requests Rules
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Aliens killing transports without a demand is bad for gameplay

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Pages (17): « Previous 1 … 10 11 12 13 14 … 17 Next »
Aliens killing transports without a demand is bad for gameplay
Offline Wesker
03-09-2020, 02:46 AM,
#111
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Posts: 5,296
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Joined: Nov 2014

Lyth you dont even play the game.

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Offline Karlotta
03-09-2020, 02:54 AM,
#112
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(03-09-2020, 12:23 AM)Lythrilux Wrote: the staff agree with me *shrug*

(03-09-2020, 02:14 AM)Lythrilux Wrote: Staff had already made a decision on it with the rule change, which was in part inspired by this thread.

Disco staff is and has always been super dumb tho.

Just saying.

*shrugs*

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Offline Lythrilux
03-09-2020, 03:07 AM,
#113
Edgy Worlds
Posts: 10,368
Threads: 737
Joined: Jan 2013

(03-09-2020, 02:46 AM)Wesker Wrote: Lyth you dont even play the game.

Core|APM-Excellence 00:49:59 02:21:37 03:11:36 02:21:37
Core|WV-Laptev 00:00:00 00:37:06 00:37:06 00:37:06
Core|WV-Decimari 00:00:00 00:44:01 00:44:01 00:44:01

some of the ships i've logged in the last two weeks {:

[Image: Lythrilux.gif]
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Offline Lythrilux
03-09-2020, 03:23 AM,
#114
Edgy Worlds
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(03-09-2020, 02:24 AM)Saronsen Wrote:
(03-09-2020, 02:14 AM)Lythrilux Wrote: I suspect you don't understand what it's like to be on the transport side of these such encounters.

being a transport isnt a healthy gameplay loop

ive been on both ends of these encounters and either i or the person receiving it were being retarded and deserved it

if the giant battlecruiser says stop, you stop

i suspect you havent tried to stop smugglers from speed docking on Manhattan with anything smaller than a cruiser

I'll repeat what I explained to Wasser in PM.

Traders, however dumb, are an essential part of bread-and-butter ambient activity in the game. When you have several factors localized in a region that negatively impacts that at every opportunity, it leads to deficit, and the region itself suffers as a whole.

This the problem with Nomads and their gameplay loop. When it comes to activity, they're predatory. They don't contribute to the activity, they kill it. The vast majority of their activity comes from killing other things that are on the player list. They don't create activity - they don't trade, they don't mine, they don't do PvE - they're reactionary.

Now, other terrorist IDs do technically have a similar gameplay loop. The key differences are that relatively speaking they have considerably smaller power projection, much more limited ship classes, no NPC station access to cloaks for both officials and indies, and afaik right now no bases situated literally right next to or on top of mining fields.

This culminates in an issue where Nomads are effectively reducing any chance of consistent trade activity in the Omicrons which is an awful combination when there's a decline in fresh traders contributing to the regional economy. Without this essential ambient activity, regional activity as a whole suffers.

Imagine your LSC isn't just after smugglers, but it's near-immediately engaging EVERY trader in New York with tiny pushback because you have a bunch of buffs that diminish counter-play and make you stronger.

tl;dr there was no chance of a good Omicron economy with the state of the Nomad faction as it was, which in the past decade has had numerous additions to its ID that were not properly vetted ergo (and combined with some) bad design choices.

I am saying all of this as a long time Aoi guy.

[Image: Lythrilux.gif]
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Offline SnakThree
03-09-2020, 05:56 AM,
#115
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Posts: 9,092
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(03-09-2020, 02:14 AM)Lythrilux Wrote: For the same reasons I outlined in the OP, it's bad for gameplay. I suspect you don't understand what it's like to be on the transport side of these such encounters. It doesn't create a healthy gameplay loop. This issue and more is/was one of the reasons Omicrons are struggling.

I don't think you understand that being forced to drop all cargo is worse than simply dying.

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Offline darkwind
03-09-2020, 06:05 AM, (This post was last modified: 03-09-2020, 06:11 AM by darkwind.)
#116
Frontier Sheriff
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lets have nomads gathering money for Wilds and other human infectes

or for some other cause, like sponsoring some evil organization

Anyway, then ID should be corrected regarding - Cannot demand credits or cargo.


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Online LaWey
03-09-2020, 06:41 AM, (This post was last modified: 03-09-2020, 06:51 AM by LaWey.)
#117
SCEC studying YOU
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In short, you wrong. This bread and butter doesnt depend from danger, or killing in interaction, but solely from trade routes profit. Its eco-related problem, and wont be fixed by making transport invulnerable.

Nomads should just kill without descriptive sex-shop RP and without much limitations in omicrons, or just simple dont exist. Staff should decide need they nomads at all or not.

Increasing threat from nomads will increase activity of respective factions who supposed kill them/provide escorts. All what there really needed - trade routes + tweaks in manufacturing lines from nom remains + bigger variety of mission difficulty.

I write it as player who mostly flied transports, and i should say that danger itself rarely going to be considered (if only this is not absolute cap camping at end point. Tho even this sometimes doable with cloak ships). What i really considered, its how much money way will bring, and how far i puke when see chosen route in 10000000 time.

P.S. People can be confused when wild just killing them, because they could expect them at least trying to be infiltrators, but i doubt that average buttplug intentions could be surprise.
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Offline sindroms
03-09-2020, 07:43 AM,
#118
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Posts: 9,436
Threads: 985
Joined: Feb 2008

It is odd to see the thread be directed towards the ID, rather than the wielder of the ID given that Disco has a tendency to view the actions of official factions, or rather, their members under scrutiny either as a legitimate form of feedback or, in most cases, as a weapon in the ongoing battle for superiority.

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Offline Chronicron
03-09-2020, 08:13 AM,
#119
Assuming direct control
Posts: 1,475
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Joined: Aug 2017

(03-23-2019, 10:21 AM)Lythrilux Wrote: tl;dr Nomad/Wild IDs should not be allowed to blow up transports without a demand, at the very least in the Edge Worlds. Something as simple as asking them to drop their cargo may be enough or asking them to leave the area.
no

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Offline darkwind
03-09-2020, 08:33 AM, (This post was last modified: 03-09-2020, 08:34 AM by darkwind.)
#120
Frontier Sheriff
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(~Determination~) *You are offered to accept a passenger carrying little nomad, with an offer of delivering her to any planet*
(~Joyness~) *An image of happy nomad waving tentacles on the planet with giving you green precious papers visits you*
(~Death Threat~) *A broken unhappy little nomad cries and sense of death is crippling down your neck*

I was able to come up with some RP interaction for nomads in regards to transports with peaceful solution, why other nomads could not do it?

Talking, speaking, RP is the flag of our ship. Find your ways to speak, if you can't, play other roles you are capable to comprehend.

Or fly other routes. Flying in dangerous places, expect to be in danger.


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