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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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Are there too many Atrains?

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Poll: Are there too many Atrains ingame?
You do not have permission to vote in this poll.
Yes
64.22%
70 64.22%
No
35.78%
39 35.78%
Total 109 vote(s) 100%
* You voted for this item. [Show Results]

Pages (9): « Previous 1 2 3 4 5 6 … 9 Next »
Are there too many Atrains?
Offline kingvaillant
02-02-2009, 07:35 PM,
#31
Member
Posts: 2,961
Threads: 207
Joined: Aug 2007

I'm sick to death to see Atrains smuggling. The last one I've seen was chased from california till Baffin JH.

Adding variety will help as well as new ID limitations

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[Image: f_48123637838m_812390c.png]
The Amundsen Zone-21 Restrictions
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Offline Caedes
02-02-2009, 07:42 PM,
#32
Order Operative
Posts: 197
Threads: 21
Joined: Oct 2007

I've been using an Adv. Train with a Trader ID and to be honest, I have not RPed much on it.

I'm gonna wait until 4.85, when there are more ships, IDs and commodities to choose from, then I'll decide what role I want my trader to play.

I think there are too many though, but I'm not really bothered, I won't judge any player based on what ship they use. In my opinion, a Trader ID makes them neutral and the Advanced Train is generally a neutral ship.

I hope if there are other 5k transports, people will choose them so I don't have to stare at those ugly Adv. Trains all day.
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Offline Dab
02-02-2009, 07:42 PM,
#33
Member
Posts: 9,570
Threads: 320
Joined: Aug 2005

' Wrote:@Dab
The Whale is 4700 cargo, 1 class3 fighter turret, and costs ~65m
The Adv. Train has 5000 cargo, 6 class 7 transport turrets, and costs ~110m

That's the supposed downfall, the price. bullhonky. Price is not a deterant, only a goal. Look at the caps and the cap8. battleships cost an arm, a leg, your right eye, and left unmentionable fully equipped, and they're still everywhere.
This is why I didn't bring up price in my comparison. Because it doesn't matter. Make the Atran cost 400mil and people will still buy it.

[Image: DFinal.png]
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Offline me_b_kevin
02-02-2009, 08:16 PM,
#34
Member
Posts: 1,525
Threads: 132
Joined: May 2007

' Wrote:well a lot of players do use faction specific transports. Hell, in the past week I've seen probably a dozen different percheron transports flying around kusari... OORP, yes, but at least they're not trains!

I've always used the firefly personally. I also see quite a few kishiro/samura traders now who use the container transport or kusari transport. A lot more smugglers are using the pirate trans, pirate train, and borderworlds trans as well.

Hopefully we'll have faction specific cargo pods available for the transport/train line in 4.85 too =P

that's good. i say take away the reliance on stats and let their looks be the deciding factor.

i think transports should be less varied in stats. i think the corps would want to push the envelope of large freight...therefore making the stats all the same.

i say transports because, like what has been said already, the one with the biggest cargo hold will be the most common.

i vote for: no limitations, more variety in choice.

it'd be cool if the faction specific ships would have the factions logo on the ship. just like the big rigs of today do



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Offline tfmachad
02-02-2009, 08:36 PM,
#35
Member
Posts: 1,245
Threads: 32
Joined: Oct 2007

Just put the ATrain as it is in different "disguises" and we're good. Sure, some people will prefer this or that ship based on the slight stat details, but if that was the deciding matter, we'd exclusively get the ATrain flying around. Having different 5k ships would at least entice the people that would pick up a transport that has some relationship with their space if the ATrain wasn't the (perceived?) ultimate pick in transports.

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Offline Linkus
02-02-2009, 08:42 PM,
#36
Member
Posts: 4,027
Threads: 155
Joined: Mar 2008

Trading funds almost all of the roleplay characters on the server. It's rare for people to rely completely upon pirating, with no help from their faction or from trading etc.
If you want to limit the trade amount by limiting 5k ships, you will see a drop in the number of roleplay characters flying around.

More cash, more chance to do that character you always wanted. Simple as.


More 5k ships would be nice though, more variety couldn't hurt.





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Offline RedlineInc
02-02-2009, 08:51 PM, (This post was last modified: 02-02-2009, 08:57 PM by RedlineInc.)
#37
Member
Posts: 44
Threads: 3
Joined: May 2008

' Wrote:i vote for: no limitations, more variety in choice.

As would everyone, but the easy will be chosen over the correct.
We will just hear how much work it is. (though as someone who has offered to help and been rejected, I'm roundly unsympathetic to that excuse.) And how easy, though cheesy is "the best compromise".

The fact that transports are sturdy is a testament to it's purpose. Carrying many tons of cargo, even in space, requires a lot of strength and gusseting. This would translate into a lot of hit points, no matter how you slice it.
And the transport class IS already limited. They've been left without any countermeasure, the very first thing that anyone would put on one given it's known enemies and their M.O.'s. Why? to make us easy prey for the pirates, no other reason. I still haven't figured out why trains have a CD.

Take the lesson of Excelcia, Asgard and Frostworks servers as a warning. I was there for their downfalls (playing the trader Redline Inc. as I always have for most of the last decade) They nerfed traders and trading to "prevent abuse" while, as always happens, pumped up fighters and instantly became essentially a PvP mods. Roleplayers bailed and in every case the server was dead within 6-8 months. I really can't believe I'm having to make this case yet again. If you could go back and read the archived forums of those other mods, you would see me having this very same argument just before the end in all cases.

If you screw with the traders and you're tinkering more deeply than folks tend to believe.
You're going to stall the very engine of the server's roleplay, mark my words. I've seen it too many times.
In the case of EVERY now extinct FL mod (in my experience), the last version nerfed trading by holding all traders guilty of the crimes of the few.

From the Cherubs above to the Demons below, a Pox upon your houses if you nerf the traders!
May Angels and Ministers of Grace protect you.

It really comes down to:
"My enemy has enough money to buy stuff that I can't afford because I hate trading,
and I'm sick of getting my ass kicked! Nerf the traders. so I can win for a change!!"
If winning a fight is more important to you than the fun to be had roleplaying, you are
on the wrong server! That's why you are unhappy, go to a PvP server.
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Offline tfmachad
02-02-2009, 09:01 PM,
#38
Member
Posts: 1,245
Threads: 32
Joined: Oct 2007

I was under the impression that the trader ships restriction was but an "incentive" for people to factionalize (not player factions, but NPC factions) their traders so as to have another reason for people to RP their traders. Isn't that so?

[Image: singnature02.jpg]
Meet the Kriegers - The story of a family and of two men that shared more than just a name
Fantasmas de la Nube Siniestra
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Offline Cellulanus
02-02-2009, 09:02 PM,
#39
Imperial Quartermaster
Posts: 1,387
Threads: 26
Joined: Jul 2008

' Wrote:I was under the impression that the trader ships restriction was but an "incentive" for people to factionalize (not player factions, but NPC factions) their traders so as to have another reason for people to RP their traders. Isn't that so?

What I thought two, and i think that is a good thing.
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Offline RedlineInc
02-02-2009, 09:13 PM,
#40
Member
Posts: 44
Threads: 3
Joined: May 2008

Social engineering never works, anywhere. It's never happened before and this isn't going to be it's first success.

People do what they do and aren't moved to being different people
by rules. They just do what they want where they can. If you make it
so that it's not here, then they don't come here.

I predict an average player count under 100 within 2 months of implementing
these types of rules, with a slow dwindle from there.

This is very likely the greatest FL mod ever. But it can die within weeks
like many have in the past. Incremental change is the key to longevity.
Big changes tend to drive people off. And you can NEVER successfully
change people or their proclivities.
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