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Jumpdrive Trial Phase

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Jumpdrive Trial Phase
Offline t0l
10-09-2014, 12:54 PM,
#31
Space Operator
Posts: 1,827
Threads: 134
Joined: Feb 2013

(10-09-2014, 12:51 PM)Snoopy Wrote:
(10-09-2014, 12:49 PM)Texas.Red Wrote: This will work out in one of two ways: The traders will get the message and start using the lanes and interacting with the rest of the server, or they'll stop playing altogether.

Why would they stop playing altogether... If a trader jumps and that's it, it kinda explains a lot. At least using trade lanes you can have RP encounters!

That implies jumptraders are looking for roleplay.

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Offline Connor
10-09-2014, 12:55 PM,
#32
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Posts: 3,606
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Joined: Aug 2012

(10-09-2014, 12:54 PM)Tal Wrote: That implies jumptraders are looking for roleplay.

Force the RP upon them then. They'll learn!

[Image: Snoopyman.gif]
Offline Texas Red
10-09-2014, 12:57 PM,
#33
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Posts: 186
Threads: 28
Joined: Dec 2011

(10-09-2014, 12:53 PM)Snoopy Wrote: "You'll see" isn't really the answer I expected from you. By any chance, do you jump trade a lot? It looks like it and you might be slightly annoyed. This is going to be for the better because traders will RP for once. Piracy can happen more, thus more RP. BUT wait, I forgot that people don't like losing money for a small RP encounter.
I absolutely agree with the idea, and yes, I have jumptraded before. I didn't really enjoy it at all. I missed running from the law while I ran artifacts. I think this is a great idea, but there isn't really going to be a major change. They don't want to lose money, and they don't want to talk to people. That's their goal.
Offline Sath
10-09-2014, 01:01 PM, (This post was last modified: 10-09-2014, 01:02 PM by Sath.)
#34
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Posts: 1,575
Threads: 62
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I would better happily see those people leave, those who leave, just because jump trading was removed. Those are the kind of people, I would strongly presume, that never get on the lanes and trade normally, and I have known quite some of them. I don't think they add anything to the server in terms of fun/RP except stacking up the numbers in the player list and doing all random oorp things when someone finds them in game while they are jump trading. Good riddance, I would say.
 
Offline bormos3
10-09-2014, 01:11 PM,
#35
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Posts: 97
Threads: 6
Joined: Jun 2013

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Offline Highland Laddie
10-09-2014, 01:22 PM,
#36
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Posts: 2,082
Threads: 21
Joined: Mar 2013

Quote:Removal of the Barge in its current form is definite. After the next update the Barge as we know it will not exist anymore, so if you want to buy/sell a Barge, do so with that in mind. What's still undecided is what the ship will be replaced with and that's the reason this thread is posted: To brainstorm the possible replacements for the Barge.

Where is this thread of which he speaks? How about a nice 10ker as a replacement? Make it SRP only, give it about half the speed of a 5ker and no thruster, and maybe no guns as well?
Offline bormos3
10-09-2014, 01:28 PM,
#37
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Posts: 97
Threads: 6
Joined: Jun 2013

(10-09-2014, 01:22 PM)Highland Laddie Wrote: Where is this thread of which he speaks? How about a nice 10ker as a replacement? Make it SRP only, give it about half the speed of a 5ker and no thruster, and maybe no guns as well?

That's what I hope aswell

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Offline Connor
10-09-2014, 01:31 PM,
#38
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Posts: 3,606
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(10-09-2014, 01:22 PM)Highland Laddie Wrote: Where is this thread of which he speaks?

http://discoverygc.com/forums/showthread...ight=Barge

^ Here. And a 10k alt would be pretty cool for this.

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Offline An'shur
10-09-2014, 01:37 PM, (This post was last modified: 10-09-2014, 01:38 PM by An'shur.)
#39
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Posts: 578
Threads: 37
Joined: May 2013

(10-09-2014, 07:56 AM)Lythrilux Wrote: You guys still need to make them CDable.

-1
Device of cost of peanuts would able to render incomparably more expensive devices completely useless. CDs must be only for disrupting cruise engines. Cruiser cloak is almost useless (350 000 000 S.C.) because eq. reinforced CD (900 000 S.C.) Price difference is too high. I would say it is unbalanced. Two pob equipments should be added.
1) Cloak disruptor: Expensive, mountable on CD and torpedo slot, and a missile hardpoint version. Would work for disrupting cloaks ONLY
2) JD interruptor: Expensive, mountable only as cruiser heavy turret or battleship primary. Consuming damn high amount of energy. Able to fire once a half minute. Speed of mortar and ammo based. Not tracked. Would work for swithing down JDs ONLY.

Edid: Anyways, maybe there will be more lane traders. +1 for admins.

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Offline t0l
10-09-2014, 02:00 PM, (This post was last modified: 10-09-2014, 02:01 PM by t0l.)
#40
Space Operator
Posts: 1,827
Threads: 134
Joined: Feb 2013

(10-09-2014, 01:37 PM)Anshur Wrote:
(10-09-2014, 07:56 AM)Lythrilux Wrote: You guys still need to make them CDable.

-1
Device of cost of peanuts would able to render incomparably more expensive devices completely useless. CDs must be only for disrupting cruise engines. Cruiser cloak is almost useless (350 000 000 S.C.) because eq. reinforced CD (900 000 S.C.) Price difference is too high. I would say it is unbalanced. Two pob equipments should be added.
1) Cloak disruptor: Expensive, mountable on CD and torpedo slot, and a missile hardpoint version. Would work for disrupting cloaks ONLY
2) JD interruptor: Expensive, mountable only as cruiser heavy turret or battleship primary. Consuming damn high amount of energy. Able to fire once a half minute. Speed of mortar and ammo based. Not tracked. Would work for swithing down JDs ONLY.

Edid: Anyways, maybe there will be more lane traders. +1 for admins.

"i wanna keep cloaking to run and using jumping turtles the next time i bring 11 caps into texas pls"

Cloaks and JDs fill niche roles, cloaks for surprise attacks and information gathering while JDs are for fast insertion into enemy territory or some out of the way area.

Quit trying to jip mechanics to your liking.

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