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Restricting codenames

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Restricting codenames
Offline Robert.Fitzgerald
06-09-2008, 07:45 AM,
#31
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To add a few points: codenames aren't even that good. The majority of players you mention Tenacity are ones who "think" they are better.

In fact, codenames are harder to aim with (low speed and refire rate) and don't even do too much more damage. They use a lot of energy, compared to level 9 weapons. They also don't have a specific shield bonus (this can be a good thing, with the current Graviton madness).

In quite a lot of cases, faction level 9s are better than codenames. I'd say, Krakens, Wyrms, Disinfectors, Buckshots, Death's Hands etc are more effective on fighters if the refire rates suit the pilot.

On bombers, codenames are useful as the high energy usage's effect is negated by the large Bomber powerplant. A bomber needs to pack a big punch in a short number of shots, so the codenames are suited to this role. Not exactly in-character again, but remember Bombers would mostly belong to elite pilots. Codenames appear to belong to elite pilots also, so they somewhat lead hand-in-hand (prototype weapons on an advanced ship).

That brings me to another point: some people like the slow refire rates on the codenames. It's not exactly in-rp, but if they used a somewhat factionised Codename then I wouldn't really complain.

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Offline song
06-09-2008, 08:04 AM,
#32
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' Wrote:Let me post here from an admin's point of view. Any rule banning codies/nomads would be next to impossible for us to enforce. The only real official rules we have in regards to weapon usage are the obvious ones (i.e. using your enemies weapons).

I've said it before and I will say it again, there is such a thing as too restrictive. One person's RP is not another person's RP. Unless someone is being just ridiculously and blatantly OORP its best to just leave it be. To call someone's usage of codenames, which are available to anyone and everyone, OORP is a bit extreme. I personally limit all of my ships to 2 codenames, but that is my own decision. I would personally hate to see a rule dictating such.


Well said, and the solution is to leave the codes just add faction weapons of comparable or better might. good for all.

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Offline Zapp
06-09-2008, 03:28 PM,
#33
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*sigh*

This again. Let ol' Zapp throw his opinion in. Do faction guns suck sometimes? Yes. On my LPI, I almost cry when I shoot my 'pea shooters', arguably the worst gun in the game, definitely the worst Laser (it may be out-sucked by Hornvipers). That being said, if you were to ask me: "Zapp, if Liberators could mount codes, would you let the LPI do it?", I would laugh heartily before punching you in the face and calling you a noob.

New BLS guys sometimes ask: "Can you get the armory out, I want some codes." My response? "We don't have an armory, because we use Krakens and Wrms, fly to Ruiz and get some. Noob."

Now, you may ask: "Zapp, do you use codes?" My answer: yes. They have their place. Exactly two (2) of my ships use codes, and exactly one (1) uses Nomads. Why? One is Wesley Richter, who found his code names in (not gonna spoil it for those of you who haven't read it) and hung onto them. The other is NC|Jester, who uses them because he is a Liberty Navy ace, and I even picked sucky codes there on purpose: a Jade, a Blue Blaze, and a Lazurite. My only Nomads are on Vic Chonody's RT, and every inch of that ship is explained in the story.

Really, no change is gonna happen here. Codes are gonna stay on wrecks, people are gonna keep using them, and no class 10 faction guns are going to be implemented (I too tried once). Oh, and the code in Alpha is the Silver Fire, I think, whilst the Cerb is from... Alberta, or the Yukon... Yukon probably. Its the one attached to Cassini.

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Offline Reverend Del
06-09-2008, 03:55 PM,
#34
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For the Liberty Rogues I restrict codes to bombers and bombers alone. However that is principally becasue we have access to some of the best guns in the game, Sammaels are widely regarded as the best laser, we have an agreement with the BLS to have Krakens and the Dragonfly missile turrets state in the infocard that we own some, although you'll only see those on the three of our GB's the ones belonging to the bosses. Frankly codes aren't necessary for our regular fighters.

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Offline Jinx
06-09-2008, 04:03 PM, (This post was last modified: 06-09-2008, 04:05 PM by Jinx.)
#35
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come to that - everyone ( faction or single person ) can restrict as much as they like. - but they shouldn t yell at others if they do not do it. its nither better nor worse to restrict more or less. its just upon oneself and ones personal like or dislike.

personally, i fly with lvl9s on cheshire - but i fly with a quad archangel on clover cause it fits so well. ( upgraded from gaian Angels to Archangels ) - it did not make my ship any more efficient at all - but i like the effects. - wonder if that makes me a bad RPer now... . ( especially as the RP hasn t changed at all from the times i used angels to the times i use archangels now ) - and the weapons were indeed purchased by a weapons dealer, RPed a meeting on neutral space with a non hostile affiliated dealer ( zoner ) - but then..... what gives anyway.

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Offline mwerte
06-09-2008, 04:13 PM, (This post was last modified: 06-09-2008, 04:25 PM by mwerte.)
#36
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I'm just wondering why everybody's been on a "restrict everything to get -better- RP" path lately. people can have completly RP loadouts and be ooRP (think Liberty Gunboat pilot with Liberty guns who is shooting Liberty NPCs infront of Manhatten), or someone can have a technically ooRP loadout and be inRP. Look at Unseelie's main character, a Bertonian official addicted to Cardimine, and while I don't always agree with Unseelie's policies, I respect his right to RP as that character.

more restrictions =/= better RP


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Offline Patriot
06-09-2008, 04:30 PM, (This post was last modified: 06-09-2008, 04:35 PM by Patriot.)
#37
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my god you guys want to add more rules on this server,thats will not be a game server soon thats will be a nazi camp

OHh and tenacity im sure your post as nothing in relation whit the event of the last day......yea right

Is this a crime to be indies on this server?
Why dont we have the same right?

if i follow your logic:indies=no good ship,no good weapon,.....no fun finally
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Offline Reverend Del
06-09-2008, 04:34 PM,
#38
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The thing about codenames is you can't restrict them, they are generally found in out of the way places that no faction actively patrols. Secondly they aren't factionalised so no one faction has control of them. A server rule prohibiting them is ludicrous a) because it creates huge amount of extra work for the admins and b) because it would create an uneccesary rule designed to bring a false balance to the game. Codes are level 10 weapons, they are balanced to each other but eat so much energy that having more than two on a figther is inefficient. They are slow and ponderous weapons that cause immense damage. There is no need to restrict them.

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Offline Yngen
06-09-2008, 04:35 PM,
#39
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The weapons in this mod are not sufficiently balanced to put limitations on them for role play. I disagree with the current rule restricting weapon choice for that reason.

The only weapons I choose to role play are ones that are effective. I don't know how you guys in the LPI do it. But I don't think your role play would be any worse if you equipped your ships more competitively.

Xenos are easy to role play weapons with of course. And I'd choose Krakens over any codename in the game hands down-so I don't see any real sacrifice in those roles.

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Offline Jihadjoe
06-09-2008, 04:43 PM, (This post was last modified: 06-09-2008, 04:47 PM by Jihadjoe.)
#40
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In most instances I choose not to use codes, as frankly they ain't all that great. The energy useage is unbelievable, and the only fighters I use that has them I only turn them on if I'm jousting someone.


I use codes (2 cerberus on one of my RoS sabres, and 2 hammerfalls on my merc's RT) and they are usefull guns. However they're not really that good. Their projectile speed doesn't sync with much apart from Corsair guns and nomads and they are frankly quite hard to hit with, being slow firing and all, and often having annoying graphics that somehow mess my aim.

In terms of roleplay I got the Hammerfalls for my merc as I didn't want to make anything on the ship faction specific, yet still needed some firepower. I looked at the ship that the Hammerfall comes from (a zoner or BHG in nomad space I think) anddecided based on that.

The Cerbs for my OC are from either rogue ship in the Yukon system (blackbart) or an OC fighter in Alpha... so they fit an outcast or allied rather well...

I do think that there should be certain guidlines about who can use which codes, but they shouldn't be heavily enforced, as there should be room for flexibilty with that. They are after all prototype guns, and when I see that rather than reading "PROMETHEUS", I see "SOME RANDOM PROTOTYPE GUN I'VE PROBABLY NEVER SEEN BEFORE"

However I do think that too many people use them, that as they are experimental and rare they should be rare...

I also think on a side note that the SA and LPI are very hard done by in the weapons dept... I mean, Vengeances really really suck badly and I won't even start about magma hammers...

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