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  Discovery Gaming Community Rules & Requests Rules Faction Rules
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Admin Notice: Factions

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Admin Notice: Factions
Offline Gentlefood
11-06-2012, 01:37 AM,
#11
Member
Posts: 511
Threads: 21
Joined: Nov 2011

(11-06-2012, 01:25 AM)Echo 7-7 Wrote: I'm also taking suggestions for ways to make the faction appealing, as currently, it's "do Liberty trade and stuff which you can also do on two (three) other mechanically identical factions", or trade as an indie and don't have any obligations at all. Keeping in mind that the economy is broken, trading on RP-sensible routes just doesn't cut it any more...

PS. It's quite telling that there's a faction from every house (except Bretonia, hmm) suspended this month. If only we could have held out until January...

I'm going to quote this and say, that's pretty much the reason for OS&C and ALG as well. Its hard to promote a faction without a catch.
Offline Alley
11-06-2012, 02:14 AM, (This post was last modified: 11-06-2012, 02:15 AM by Alley.)
#12
Member
Posts: 4,524
Threads: 406
Joined: Jun 2009

(11-06-2012, 01:37 AM)Gentlefood Wrote: I'm going to quote this and say, that's pretty much the reason for OS&C and ALG as well. Its hard to promote a faction without a catch.

There's plenty of ways to add faction specific things indeed.

Ageira could be given a jumpgate project where only Ageira ID'd characters could sell components to it for a load of cash. Tradelane stuff and so on, all logged on a forum thread leading to the inclusion ingame of said thing.

ALG could have a massive boost to mining of scrap metal. I suppose a FL HOOK plugin could be added so ALG ID'd players get a money bonus when selling scrap, why not get access to some scrap commodity minable only by ALG ID'd characters. This could be extended to the Junkers for example. It's pretty much an ore economy but based on scrap.

Much can be done, but the upper kingdom is too lazy to do it.

Laz Wrote: Alley was right.
Offline Gentlefood
11-06-2012, 02:57 AM, (This post was last modified: 11-06-2012, 02:58 AM by Gentlefood.)
#13
Member
Posts: 511
Threads: 21
Joined: Nov 2011

(11-06-2012, 02:14 AM)Alley Wrote: ALG could have a massive boost to mining of scrap metal. I suppose a FL HOOK plugin could be added so ALG ID'd players get a money bonus when selling scrap, why not get access to some scrap commodity minable only by ALG ID'd characters. This could be extended to the Junkers for example. It's pretty much an ore economy but based on scrap.

ALG already gets a pretty big boost to mining Scrap and Waste, unless you're saying something like x16.

The biggest issue facing ALG is even though we're a 'mining' faction, its literally more cost effective to haul our goods instead of mine them. And even then there are -better- options than our by lore commodities.

There were also some rumours of ALG getting an ore-like minable come .87 But that's too little too late if I can't boost faction membership now.
Offline Ursus
11-06-2012, 03:01 AM, (This post was last modified: 11-06-2012, 03:03 AM by Ursus.)
#14
Member
Posts: 3,853
Threads: 249
Joined: Oct 2011

There should be a premium waste akin to premium scrap. Right now it is more profitable to buy waste than to mine it yourself (on a per-hourly basis, anyway). Dunno if that would help official faction activity, but its needed anyway.

Too many factions, not enough players this time of year, etc.

Discovery 24/7 Negotiating Tactics:

[Image: smuggler-threat-0-1.jpg]
Offline farmerman
11-06-2012, 06:51 AM,
#15
Off in space for a bit
Posts: 3,215
Threads: 162
Joined: Jul 2008

We could add Uranium Ore to be a minable commodity?

Making people transporting worthwhile would be great for OSC I'd think.

No ideas for Ageira or the police though.

[Image: 4986_s.gif]
Faction info links: Samura Heavy Industries : LWB : Watchers
Offline Tunicle
11-06-2012, 08:53 AM,
#16
Server Administrator
Posts: 6,298
Threads: 838
Joined: Jan 2008

And why would the above actually help the factions?

The trend is for people to just fly a personal ship/id combo rather than a faction.
Offline Friday
11-06-2012, 10:08 AM,
#17
Member
Posts: 1,897
Threads: 76
Joined: Aug 2007

(11-06-2012, 02:57 AM)Gentlefood Wrote:
(11-06-2012, 02:14 AM)Alley Wrote: ALG could have a massive boost to mining of scrap metal. I suppose a FL HOOK plugin could be added so ALG ID'd players get a money bonus when selling scrap, why not get access to some scrap commodity minable only by ALG ID'd characters. This could be extended to the Junkers for example. It's pretty much an ore economy but based on scrap.

ALG already gets a pretty big boost to mining Scrap and Waste, unless you're saying something like x16.

The biggest issue facing ALG is even though we're a 'mining' faction, its literally more cost effective to haul our goods instead of mine them. And even then there are -better- options than our by lore commodities.

There were also some rumours of ALG getting an ore-like minable come .87 But that's too little too late if I can't boost faction membership now.

You are facing the same crisis the GMG faced in 4.85
Some changes require a mod version to implement. Have faith.

[Image: GMG_banner.png]

 
Offline Jack_Henderson
11-06-2012, 10:16 AM,
#18
Independent Miners Guild
Posts: 6,103
Threads: 391
Joined: Nov 2010

@dying Police factions:

Merge them with Navy ingamely. Form a "Security Force" that does both: police and defend the territory.

> Police has always been "military light" in Freelancer. Why play the less interesting one with the less powerful ships, etc?
> Police gets irply sidelined when countries are at war. Ehm... every House is atm, almost at least.
> Discovery is a game with a shrinking player base.
> Disco has too many factions that it cannot support with players.

=> Merge Police and House Navy into one. It would help struggling Navies and dying police forces.

And one personal word... I was on the brink of not coming back to this game after my 4 weeks break. Why? Because this game felt like a job... you have to keep active, you have to do this and that...

Reducing the pressure of constantly whoring for activity by having less factions but active ones that do not constantly have to struggle would also be good for the faction leaders. And motivated faction leaders is what Disco faction rp needs.

+ IMG| DISCORD: https://discord.gg/TWrGWjp
+ IMG| IS RECRUITING: Click to find out more!
Offline Durandal
11-06-2012, 10:19 AM,
#19
Member
Posts: 5,106
Threads: 264
Joined: Apr 2009

(11-06-2012, 10:16 AM)Jack_Henderson Wrote: @dying Police factions:

Merge them with Navy ingamely. Form a "Security Force" that does both: police and defend the territory.

> Police has always been "military light" in Freelancer. Why play the less interesting one with the less powerful ships, etc?
> Police gets irply sidelined when countries are at war. Ehm... every House is atm, almost at least.
> Discovery is a game with a shrinking player base.
> Disco has too many factions that it cannot support with players.

=> Merge Police and House Navy into one. It would help struggling Navies and dying police forces.

And one personal word... I was on the brink of not coming back to this game after my 4 weeks break. Why? Because this game felt like a job... you have to keep active, you have to do this and that...

Reducing the pressure of constantly whoring for activity by having less factions but active ones that do not constantly have to struggle would also be good for the faction leaders. And motivated faction leaders is what Disco faction rp needs.

Just kill 'em all together, I don't think the LN, BAF, RM, or KNF official factions want their job description screwed with very much. I also hope you're not talking about official factions, because forcing certain groups of people to work together against their will wouldn't end well, trust me.
Offline AeternusDoleo
11-06-2012, 10:36 AM,
#20
Ex-Developer
Posts: 5,744
Threads: 149
Joined: Nov 2009

... if folk can think of activity boosters that do not rely on any new goods or FLHook being created, feel free to share thoughts. For the present, assume anything that requires modifying or a new hook is out of the question. And yea, given that mining factions can both mine and haul with 5K transies, it doesn't really pay anymore to be in a pure hauling faction. That and there's too many of them. Planetform, Synth, Ageira... these are all niche factions which frankly, can be merged into/made subsidiaries of respectively Bowex, Universal and DSE. I'm sure there'll be some strong opinions about this, but frankly, we don't NEED a crapload of house haulers. 2 per house more then suffices. Kruger and ALG merging was also something that was thought of.

As for the AFA... another victim of the indy pirate ID is my personal feel on it.

As for people joining factions, there needs to be a motivator to do so. IMG| tends to do well because of 2 things: We run coordinated, protected convoys that almost always make their destination, and have frequent (semi) organized pews, usually with the Outcasts Tauside. Generate such events on a regular basis, invite your indies, make some screenshots to show people the result and invite more to join the fun the next time. Even getting wiped out can be quite fun if you've had a good brawl prior to it (going in with the expectation of eventually getting blown up is a nice mindset for such events).

Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.


Mostly retired Discovery member. May still visit from time to time.
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