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Staff roles: Balance Dev
The only realistic alternative to this restriction would have been to massively ramp up the deployment cost of PoBs. It is clearly way too affordable to plop down PoBs you know you're going to lose (I don't remember seeing a single player try to defend any of their "investments") just to use them temporarily. However, as we'd like to keep PoB losses from being ludicrously crippling, a restriction like the one put in place seemed like the healthier option.
If you'd rather have bled twenty million credits every couple days to deploy new PoBs, let me know.
I feel like this resolution kinda misses the point about these bases. The primary issue is that they were ooRP, no-IFF disposables with meme infocards that in some cases went as far as calling players out by name. If I started spamming no-IFF Core 1s in New London calling Gaga a little shit you'd nuke my accounts, not ban PoBs there (though god knows that system could use it).
The outcome should've been a sanction hammer on the base spammer. Nomads are privileged enough as is, they can handle cleaning up their own turf.
(12-23-2024, 02:18 PM)IahimD Wrote: what is the guarantee that if some RP is done, nomads won't just blow that PoB to pieces
There isn't one because you aren't owed one. The only exceptions where pobs are tolerated in certain places is either by being compliant, useful, or hilariously well defended. Outside of those cases you're always open season for factions that take issue with uninvited guests and that's just how it is.
Perfect, absolutely agree. Than let nomads blow these other PoBs to the ground also! But don't ban it outright because is doen't suit some people.
POB deployment in explicit nomad worlds should just be mechanically disabled because the entire thing feels weird. There shouldn't be any human presence there outside from indoctrinated pawns, etc. And if a POB there is truly warranted outside the normal scope of RP for those systems then I'm sure the people involved can muster up the integrity required to pass SRP scrutiny which isn't even all that hard to begin with nowadays.
(12-23-2024, 02:18 PM)IahimD Wrote: what is the guarantee that if some RP is done, nomads won't just blow that PoB to pieces
There isn't one because you aren't owed one. The only exceptions where pobs are tolerated in certain places is either by being compliant, useful, or hilariously well defended. Outside of those cases you're always open season for factions that take issue with uninvited guests and that's just how it is.
Perfect, absolutely agree. Than let nomads blow these other PoBs to the ground also! But don't ban it outright because is doen't suit some people.
POB deployment in explicit nomad worlds should just be mechanically disabled because the entire thing feels weird. There shouldn't be any human presence there outside from indoctrinated pawns, etc. And if a POB there is truly warranted outside the normal scope of RP for those systems then I'm sure the people involved can muster up the integrity required to pass SRP scrutiny which isn't even all that hard to begin with nowadays.
Then why not move the encounter from there and solve the issue that way?
I would want to ask a question rather the offer a solution, cos I am not involved into bases like that, but the question is:
Wouldn’t the nomads actually be aware of everything around their systems as the “ship form” is just a seeable material form for humans, while they exists as thoughts and energy? So that to my limited understanding building a PoB over in their systems is like plopping a box in somebody’s front yard while he has active cameras
(12-23-2024, 02:10 PM)Stoner_Steve Wrote: I believe that the Nomad worlds should be inrp beyond difficult to build in, evidenced by the lack of any human (non-infested) stations. Realistically it is only a few minutes from Freeport 11 to the main battlefield, even less if you choose to base from a Core/Order station so this shouldn't be considered game breaking
But it is hard, no? Because holiday mode is active only a few days a year. The rest of the time, the PoBs need supplies which are rather difficult to get there. As for the realistic side, I didn't see anyone suggesting how people can get caps in there to farm the encounter without being battered by the nomad defenses that are hardcoded there.
My initial point focused on the in-character limitations of establishing human bases within the Nomad Core Worlds. The lack of existing human infrastructure within these systems strongly suggests that establishing and maintaining a permanent human presence would be incredibly difficult and potentially dangerous, given the constant threat posed by the Nomads.
While I understand the challenges of supplying and maintaining POBs in these areas, my argument centered on the role-playing implications. If human presence within these core worlds is realistically limited, it follows that in-character justifications for establishing large-scale permanent bases should be carefully considered and well-supported by role-playing narratives.
(12-23-2024, 02:10 PM)Stoner_Steve Wrote: I believe that the Nomad worlds should be inrp beyond difficult to build in, evidenced by the lack of any human (non-infested) stations. Realistically it is only a few minutes from Freeport 11 to the main battlefield, even less if you choose to base from a Core/Order station so this shouldn't be considered game breaking
But it is hard, no? Because holiday mode is active only a few days a year. The rest of the time, the PoBs need supplies which are rather difficult to get there. As for the realistic side, I didn't see anyone suggesting how people can get caps in there to farm the encounter without being battered by the nomad defenses that are hardcoded there.
My initial point focused on the in-character limitations of establishing human bases within the Nomad Core Worlds. The lack of existing human infrastructure within these systems strongly suggests that establishing and maintaining a permanent human presence would be incredibly difficult and potentially dangerous, given the constant threat posed by the Nomads.
While I understand the challenges of supplying and maintaining POBs in these areas, my argument centered on the role-playing implications. If human presence within these core worlds is realistically limited, it follows that in-character justifications for establishing large-scale permanent bases should be carefully considered and well-supported by role-playing narratives.
Its been 34 years since those events.
If Order and Core wanted to, they could establish an observation outpost, frontier outpost, covert research outpost in their worlds. Hell, even Zoners can do that, since they are the initial expansionists and Nomad fighters, instead of these faction popping up and demanding human core world planets and the sorts.
(12-23-2024, 02:10 PM)Stoner_Steve Wrote: I believe that the Nomad worlds should be inrp beyond difficult to build in, evidenced by the lack of any human (non-infested) stations. Realistically it is only a few minutes from Freeport 11 to the main battlefield, even less if you choose to base from a Core/Order station so this shouldn't be considered game breaking
But it is hard, no? Because holiday mode is active only a few days a year. The rest of the time, the PoBs need supplies which are rather difficult to get there. As for the realistic side, I didn't see anyone suggesting how people can get caps in there to farm the encounter without being battered by the nomad defenses that are hardcoded there.
My initial point focused on the in-character limitations of establishing human bases within the Nomad Core Worlds. The lack of existing human infrastructure within these systems strongly suggests that establishing and maintaining a permanent human presence would be incredibly difficult and potentially dangerous, given the constant threat posed by the Nomads.
While I understand the challenges of supplying and maintaining POBs in these areas, my argument centered on the role-playing implications. If human presence within these core worlds is realistically limited, it follows that in-character justifications for establishing large-scale permanent bases should be carefully considered and well-supported by role-playing narratives.
But then, what happened to Kappa? How come both Corsairs and Zoner have bases in a nomad world?
As for the "infrastructure", Edge Worlds lack human infrastructure, yet you see many factions there, no? Such as Coalition, Hessians, Corsairs, Outcasts etc.
(12-23-2024, 02:57 PM)IahimD Wrote: But then, what happened to Kappa? How come both Corsairs and Zoner have bases in a nomad world?
As for the "infrastructure", Edge Worlds lack human infrastructure, yet you see many factions there, no? Such as Coalition, Hessians, Corsairs, Outcasts etc.
(12-23-2024, 02:43 PM)Stoner_Steve Wrote: My initial point focused on the in-character limitations of establishing human bases within the Nomad Core Worlds. The lack of existing human infrastructure within these systems strongly suggests that establishing and maintaining a permanent human presence would be incredibly difficult and potentially dangerous, given the constant threat posed by the Nomads.
We aren't talking about Kappa, we are talking about
(12-23-2024, 11:14 AM)EisenSeele Wrote: the Nomad systems (Omicrons Iota, Psi, and Major)