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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Techmix-nerf and factions which are unique in RELYING on techmixing

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Techmix-nerf and factions which are unique in RELYING on techmixing
Camtheman
12-19-2011, 04:28 AM,
#191
Unregistered
 

Quote:For example, let's assume you have an Order ID'd character, and you are about to buy a gunboat.

The Order Gunboat would be %100 energy efficient.
The Zoner gunboat would be %80 energy efficient.
The Outcast gunboat would be %60 energy efficient.

I don't know the actual numbers, but imagine something like that.

Ah I see, That'd be epic.

Most people will still probably have crazy combinations of ships and weapons though.

The only thing that will stop that is 0% energy efficient.

=P
Offline casero
12-19-2011, 04:29 AM,
#192
Mine Eater
Posts: 2,101
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Joined: Nov 2008

Or at least that's how I understood it.

And guns would decrease the efficiency too.
Offline Azan27
12-19-2011, 05:11 AM,
#193
Member
Posts: 683
Threads: 33
Joined: Apr 2011

Howabout we just give all official factions their own IDs, which would have diffrent green / white / red settings than a generic ID?

So, say, the generic LWB ID would be white to Unioners, so that ID would get a techneft, while the AGS ID would be greencelled towards Unioners and LWB tech, resulting in that faction's players not receiving a technerf?

Becuase, as an LWB member, I just want to say that I like using my LWB character with unioner tech, considering the allaince between the Unioners and LWB in the AGS. I could very easily make an indy Unioner, or even a Unioner character in the AGS, but I don't want to. I want to use the character I developed, and he's a LWB pilot. I'm just talking about my personal expereince here, but I can also say that the LWB is hit especially hard by this, and I feel the need to stick up for my faction.

Let it burn.
Offline Denelo
12-19-2011, 07:14 AM, (This post was last modified: 12-19-2011, 07:23 AM by Denelo.)
#194
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Posts: 1,816
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Joined: Feb 2007

Mmhmm. Real bright idea, that. Hit the indies harder because they aren't as loud as the officials, and hit the officials too? No. Just applying something to "some people" - no matter who those people are - doesn't suddenly make the idea and the philosophy behind it acceptable. What'll it take to get you people to realize that this isn't just about the application of this individual policy, but about the premise that policies like this are acceptable in the first place? I mean, at this point I've practically taken the core problem philosophy and waved it naked in front of you. Why do you think "patch fixes" and alterations are gonna somehow make something fundamentally wrong right?

Lot of people are talking about their own individual factions because that's what they have experience with and care about. That's okay - they're talking about what they know and care about. That said, it's way bigger than that. It's not about how the policy affects a given faction, it's not even about the policy, it's about the whole presumption that such a policy can be remotely acceptable or effective in the first place.
 
Offline Petitioner
12-19-2011, 07:18 AM,
#195
a e s t h e t i c
Posts: 3,372
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Joined: Dec 2009

' Wrote:I feel for the other groups getting hit by this, but maybe this'll promote civilian and BW usage a bit more, as it was in vanilla....
That's what we're trying to avoid, here.

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Offline Petitioner
12-19-2011, 07:19 AM,
#196
a e s t h e t i c
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' Wrote:It's not about how the policy affects a given faction, it's not even about the policy, it's about the who presumption that such a policy can be remotely acceptable or effective in the first place.
Discovery is not mature enough to accept such thinking, Denelo.:(

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Offline Syrus
12-19-2011, 10:44 AM,
#197
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Posts: 1,583
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' Wrote:Howabout we just give all official factions their own IDs, which would have diffrent green / white / red settings than a generic ID?

So, say, the generic LWB ID would be white to Unioners, so that ID would get a techneft, while the AGS ID would be greencelled towards Unioners and LWB tech, resulting in that faction's players not receiving a technerf?

Becuase, as an LWB member, I just want to say that I like using my LWB character with unioner tech, considering the allaince between the Unioners and LWB in the AGS. I could very easily make an indy Unioner, or even a Unioner character in the AGS, but I don't want to. I want to use the character I developed, and he's a LWB pilot. I'm just talking about my personal expereince here, but I can also say that the LWB is hit especially hard by this, and I feel the need to stick up for my faction.
AGS' combining LWB and Unioners is kinda weird iRP anyway. LWB is based on Hessians, who support them strongly but in return use the LWB bases to hit Rheinland, and Unioners seem to be much less for Rheinland in general than Hessians or LWB. Also the Unioners seem to be a good ally for Corsairs imo, that'd give the Rheinland unlawfuls a bit more variety... But that'd mean the LWB being allied to Unioners would be unfitting. I still think LWB and Hessians should be allied and Unioners and Corsairs should try something again. Corsairs really could use some allies when compared to Hessians / Mollys and OC and all that hangs onto them.

Anyway. What about purple cells? Maybe LWB - Unioner should get those if they really stay allied (oh pls not...). Or Hessians - LWB should get a purple cell. Anyway, as the nerfs are ID specific, factions like the Coalition / SCRA or HF shouldn't have a big problem - they could be adjusted to not get certain nerfs (HF using LN ships for example or SCRA using the Order ships they use). They should (!) be trustable to not abuse what is giving to them and they should know their responsibility. If they abuse it on the other hand...

Still, I like the nerf, even though I'm affected by it, be it because of ships I own now or ships I want in 4.86.

[Image: 7tAtSZe.png]
Offline Backo
12-19-2011, 10:52 AM,
#198
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Posts: 3,594
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' Wrote:AGS' combining LWB and Unioners is kinda weird iRP anyway. LWB is based on Hessians, who support them strongly but in return use the LWB bases to hit Rheinland, and Unioners seem to be much less for Rheinland in general than Hessians or LWB. Also the Unioners seem to be a good ally for Corsairs imo, that'd give the Rheinland unlawfuls a bit more variety... But that'd mean the LWB being allied to Unioners would be unfitting. I still think LWB and Hessians should be allied and Unioners and Corsairs should try something again. Corsairs really could use some allies when compared to Hessians / Mollys and OC and all that hangs onto them.

Anyway. What about purple cells? Maybe LWB - Unioner should get those if they really stay allied (oh pls not...). Or Hessians - LWB should get a purple cell. Anyway, as the nerfs are ID specific, factions like the Coalition / SCRA or HF shouldn't have a big problem - they could be adjusted to not get certain nerfs (HF using LN ships for example or SCRA using the Order ships they use). They should (!) be trustable to not abuse what is giving to them and they should know their responsibility. If they abuse it on the other hand...

Still, I like the nerf, even though I'm affected by it, be it because of ships I own now or ships I want in 4.86.

The LWB and Unioners, even having the same parent official faction (AGS-), have different diplomacy and views. So no worries. As for the Corsair thing, we're already slowly getting to it.

Again the whole idea of AGS- combining was to save both factions from dieing out due to inactivity as far as I know.

Republic of the Sword and Sun
 
Offline Ayatolah
12-19-2011, 03:57 PM, (This post was last modified: 12-19-2011, 03:59 PM by Ayatolah.)
#199
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Posts: 738
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' Wrote:They can just go and buy it.

Apparently, that gunboat won't be as energy efficient for an Order ID'd character as an Order gunboat would be, but I assume that it would work better than an Outcast gunboat for the same Order ID'd character.

For example, let's assume you have an Order ID'd character, and you are about to buy a gunboat.

The Order Gunboat would be %100 energy efficient.
The Zoner gunboat would be %80 energy efficient.
The Outcast gunboat would be %60 energy efficient.

I don't know the actual numbers, but imagine something like that.

mmm is that so? if it is... is affected by the guns on it too? there's a small oddness i think.... honestly.. i can find more coherent the nerf between ship-equipment, which can be a InRp mechanical issue... but just a "you're not one of us, so you machine magically doesn't go fine" is not a logical thing. I can understand an initially unfamiliarity with the ship... but not for a the % you showed here. I know that's not official, of course, but the idea bothers me a bit (just a bit).


Maybe i didn't understand entirely the Tech-mixing thing... but please correct me if i am wrong, but my idea of Tech-mixing was between Ship-Guns rather than ID-Ship-Guns

[Image: RPyeqAe.jpg]
 
Offline teschy
12-19-2011, 04:15 PM,
#200
20yrs & I Only Got This Title
Posts: 2,471
Threads: 24
Joined: Jan 2007

' Wrote:despite us not abusing our tech

I stopped taking this thread seriously right there.
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