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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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Moar Codename Q_Q: Player bases producing codenames.

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Moar Codename Q_Q: Player bases producing codenames.
Offline escopton
05-08-2012, 05:43 AM,
#11
Member
Posts: 749
Threads: 61
Joined: Aug 2011

' Wrote:If anything, the codenames need to stop spawning, and there needs to be less of them, not more.

This.

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Offline SMGSterlin
05-08-2012, 06:02 AM,
#12
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Posts: 2,207
Threads: 81
Joined: Feb 2010

' Wrote:Which explains why every Freelancer and his Eagle has them, I guess.
In which case refer to my previous point about how they need to stop dropping, because they're SUPPOSED to be rare.

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Offline Zukeenee
05-08-2012, 08:25 AM,
#13
Member
Posts: 1,803
Threads: 82
Joined: Mar 2006

' Wrote:If people were to develop codenames, it would just be the same as any normal gun, there would be nothing unique about them, they would be mass produceable given the materials were available, unlike codenames.
They wouldn't be "the same as any normal gun". Any "normal" gun can be bought on a static base for a relatively small amount of money. Codenames produced on a player base would require:
  • A player base (and all the time + materials that requires)
  • A Codename or Weapon Production Module of some sort (also requiring time + materials to construct)
  • Oodles of raw materials and commodities for the actual gun itself
Maintaining a base with a Codename Production Module would be no small feat. Maintaining any base, even as they are now, is still quite a commitment. And the materials needed to produce this module and the guns it would be making could be anything at all. If you really wanted to keep Codenames "rare", that would be possible. In the same way that the base-devs made cloak factories and cloaking devices require Nomad gibs, Codename factories and Codename guns can be made to require other hard-to-get materials.

Basically, making Codenames producible in the same way that Jump Drives and Cloaks are wouldn't make them too easy to acquire. It would just mean that making them would require a lot of time and effort. I think it would make a decent alternative to the current system, actually.



Look at it this way. There are 33 individual wrecks in the mod that drop Codename guns. Considering just how widespread the knowledge of Codename locations has become, I think it's safe to assume that these wrecks are camped 24/7. The server restarts (at minimum) once a day, allowing the codename campers to log on and collect their guns. Every day, 33 more Codenames come into existence on our server. Do you think the numbers would be the same if we removed these wrecks and made Codenames solely producible by player bases? If making a Codename were to be anything like making a Cloak, it would require at least a dozen 5K transports full of materials, plus some hard-to-get pieces (in the case of the Cloaks, Nomad stuff). I don't think we'd be getting 33 guns produced every 24 hours if we implemented this. The Codename production would slow down, the guns that already existed would become more valuable, and the Codename prices would--

Wait. Crap. If anything, this would raise the prices of Codenames even further, and they're already beyond ridiculous-level in terms of price. At the very least, it might be nice if they were made to be worth their pricetag, since as things are, they're really just mediocre energy-inefficient guns that only appeal to folks with a specific fighting style.

I don't know. I like the idea of replacing Codename wrecks with Codename factories, but there's a lot more to it than I can really come up with a plan for.

Well I could come up with a plan for it, I guess, but I don't want to make this wall of text any larger or more off-topic than it already is.
Basically, more differentiation in Codename stats, more variety of Class-10 pewing, more desirable guns, more worth their insane price. Not that I'm taking the time to put that into words or anything.

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Offline Pinko
05-08-2012, 08:31 AM,
#14
Mr Onion
Posts: 3,189
Threads: 388
Joined: Jun 2009

I was more thinking along the lines of keeping wrecks AND adding in Code factories, really.

I want to get off Mr. Igiss' wild ride.
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Offline AeternusDoleo
05-08-2012, 08:31 AM,
#15
Ex-Developer
Posts: 5,744
Threads: 149
Joined: Nov 2009

Why bother with producing existing codes when you can just put a few new weapons up... Snub or otherwise.

... just a thought.

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Offline Pinko
05-08-2012, 08:34 AM,
#16
Mr Onion
Posts: 3,189
Threads: 388
Joined: Jun 2009

Something I had thought of actually was costum-built player weapons, with one module deciding of the refire rate, and the other module of what type of energy it'd be, and maybe a third module for shieldbuster/hullbuster, or even 50%/50% busters. You'd only need to add a few weapons to the game as a result, and these would be rare alternatives.

I want to get off Mr. Igiss' wild ride.
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Offline William Frederick Cody
05-08-2012, 08:38 AM,
#17
Member
Posts: 1,852
Threads: 180
Joined: Sep 2007

' Wrote:If anything, the codenames need to stop spawning, and there needs to be less of them, not more.
And then their prices will reach the sky, much more than now.

Idiocy and blind spots. Hidden features for veteran players. Inform yourself here|Codenames and their locations

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Offline Blodo
05-08-2012, 11:00 AM,
#18
No Pilot
Posts: 2,852
Threads: 128
Joined: Jan 2008

Remove codenames from wrecks. Add them to mission NPCs as droppable loot. Result: you grind missions (rather than camp wrecks) to get codes.
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Offline kikatsu
05-08-2012, 01:24 PM,
#19
Member
Posts: 2,199
Threads: 253
Joined: Jul 2008

' Wrote:Remove codenames from wrecks. Add them to mission NPCs as droppable loot. Result: you grind missions (rather than camp wrecks) to get codes.

Yes, that would be amazing, finally those tiny starfliers would have to be traded in for a ship that can at least pretend to RP
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Offline Mímir
05-08-2012, 01:40 PM,
#20
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Posts: 2,823
Threads: 182
Joined: Dec 2010

I think it is perfectly fine the way it is - codies are one of the few things that follow the logics of supply/demand here on Disco, and is as such a much more evolved commodity than everything else.

Besides the advantage you get over non-code users are in most cases small, unless you fly on a Freelancer ID. And for those, more variety in civvy guns has already been proposed a while back.

No need to obsess over codename guns, really. Better to ask for more variety in civvy guns.

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