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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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commodity expenditure for varying factions

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commodity expenditure for varying factions
Offline shwasted
07-08-2015, 05:08 AM, (This post was last modified: 07-08-2015, 05:32 AM by shwasted.)
#1
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Just sittin at home thinking about stuff. when a thought came along.

Commodity expenditure for a sense of realism in roleplay.

for example, having an Outcast/OC Guard ID would require Cardamine in the cargo hold for the reason that 1 unit of Cardamine would be used up every X minutes. If the Cardamine count reached 0, there would be a powergrid penalty on the pilot.

because if you're an Outcast, you need Cardamine to keep living. powergrid penalty would be the equivalent of the pilot's physical weakness without the drug, leading to an eventual death.


:::On another note, certain commodities can give the upperhand in battle. legal stimulants, as well as illegal ones, could give a pilot the edge in battle (powergrid boost, other modifiers?), or otherwise have an boost + drawback of some sort. Player bases could be able to supply them, it could add much more smuggling activity, police pilots more things to scan for, and overall a great sense of worth for commodities/trade. I also think it would be cool if scanning a base could be implemented (through a command of some sort, like TLAGSNET for the police) so that bases in House space can be made sure to have no illegal commodities. If they violate contraband laws, they can be fined and issued a removal of goods notice.

your thoughts/suggestions?
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Offline sindroms
07-08-2015, 05:11 AM,
#2
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The idea is sound, but people do not like limitations being put on them.
Also, I am not exactly sure we can implement commodities for every single ID to use for this system, unless you want Outcasts to get cardamine, Corsairs to have Tourists and LPI having Doughnuts, while all other IDs use Hfuel.

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Offline shwasted
07-08-2015, 05:14 AM, (This post was last modified: 07-08-2015, 07:27 AM by shwasted.)
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(07-08-2015, 05:11 AM)sindroms Wrote: The idea is sound, but people do not like limitations being put on them.
understandable. But it would make it easier to roleplay, or force as much, as any noob outcast pilot would soon learn that there are some things they need to consider when becoming a part of the Maltese navy.

if it were up to me, the expenditure could be as little as 1 unit per 10 minutes.

example:
(07-08-2015, 05:14 AM)shwasted Wrote: Outcasts ID
(Redirected from Outcast ID)
The Outcasts are a large criminal faction founded from the descendents of the Hispania. They focus on piracy and Cardamine smuggling. They are allied with the Golden Chrysanthemums, Lane Hackers and Liberty Rogues. Their enemies include the IMG, Order and Corsairs. The Outcasts generally do not attack Nomads. Some Outcasts are known to revere the Nomads.

Requires 1 unit of Cardamine every 10 minutes.

Pilot carrying this unlawful ID is a member of the Outcasts, who:
Can attack any ships within their Zone of Influence, except transports.
Can demand cargo and credits from any ship within their Zone of Influence, and attack them if they do not comply.
Can treat ships carrying Artifacts or Stabiline as combat targets.
Cannot ally with any lawfuls except with Bretonian lawfuls against other unlawfuls or Gallic Royal Navy only.
Zone of Influence: Bretonia, Liberty, Kusari, Taus, Sigmas, Omicrons, Gallic Borderworlds, Magellan, Cortez, Coronado
Allowed ships: Fighters, Freighters, Transports, Gunboats, Cruisers, Battleships



I'm also unsure if it would need to be implemented for every single ID - i think the requirement of food in a cargohold is unnecessary as a human only needs to eat every so often. although maybe for cannibals/cops, humans/donuts could be a thing.

[added more content to orig post]
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Offline Evo
07-08-2015, 05:20 AM,
#4
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Simplicity is good, simplicity is great. This slaps too much complexity on a simple thing like just playing. Factions should not be discouraged from going out of their ZoI by any game mechanic. That would only require even more dev intervention on developments in rp.

[Image: XA_sig.png]
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Offline shwasted
07-08-2015, 05:28 AM, (This post was last modified: 07-08-2015, 05:29 AM by shwasted.)
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(07-08-2015, 05:20 AM)Evo Wrote: Simplicity is good, simplicity is great. This slaps too much complexity on a simple thing like just playing. Factions should not be discouraged from going out of their ZoI by any game mechanic. That would only require even more dev intervention on developments in rp.

with 1 unit per 10 minutes, it would barely discourage, but only suggest.
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Offline Deeceem
07-08-2015, 05:49 AM, (This post was last modified: 07-08-2015, 05:51 AM by Deeceem.)
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(07-08-2015, 05:14 AM)shwasted Wrote: it would enforce people to abide by their ZOI and base-docking limitations, but only by so much.

Right... so as GC I only could dock on Ainu Depot and Takeda Shipyard (in Tau 65, which at some point should get removed due to the guard system removal thingy) in the entirety of their whole ZOI, since they are also dependant on Cardamine and Ainu Depot (and Takeda Shipyard) is the only dockable place in their ZOI which actually sells Cardamine... So yeah... no... unless it would be a ammo type sold everywhere I'm against enforcing anything like that.

Also in general, according to FLStats there are 12 bases in the entire galaxy which actually sell Cardamine. One being in a guard system another being The Shrine in Unknown. Sure you could add more sell points, but that would screw with the economy and cause argueably work which isn't worth it.

Also the 1 unit per 10 minutes would interfere with inrp laws. Bretonia allows a total of 5 units, which would become quite problematic if there are any events happening between brets, oc and gauls for example.
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Offline nOmnomnOm
07-08-2015, 05:51 AM,
#7
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why not fuel for the ship that drains?
And then when no fuel is left you are stranded in space and prey to junkers that may salvage u and try to sell your ship back in peices

[Image: zBEqQfl.jpg?1]
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Offline Evo
07-08-2015, 06:02 AM,
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Even if it didn't have any major impact, what would be the point of it? Cool things just for the sake of being cool things aren't really needed. I'd much rather have the dev team focus on things that actually impact the server and our gameplay in a good way rather than slapping on limiters for the sake of some sort of realism.
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Offline shwasted
07-08-2015, 06:54 AM, (This post was last modified: 07-08-2015, 07:40 AM by shwasted.)
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(07-08-2015, 05:49 AM)Deeceem Wrote:
(07-08-2015, 05:14 AM)shwasted Wrote: it would enforce people to abide by their ZOI and base-docking limitations, but only by so much.

Right... so as GC I only could dock on Ainu Depot and Takeda Shipyard (in Tau 65, which at some point should get removed due to the guard system removal thingy) in the entirety of their whole ZOI, since they are also dependant on Cardamine and Ainu Depot (and Takeda Shipyard) is the only dockable place in their ZOI which actually sells Cardamine... So yeah... no... unless it would be a ammo type sold everywhere I'm against enforcing anything like that.


Also the 1 unit per 10 minutes would interfere with inrp laws. Bretonia allows a total of 5 units, which would become quite problematic if there are any events happening between brets, oc and gauls for example.

Here's my counter argument -

An Outcast - heavy Cardamine user inRP - is usually seen flying a Sabre or ships of the like. A Sabre, even with a universal armor upgrade VII, has 50 units of cargo. He can have 50 units of Cardamine in his ship. If one Cardamine per 10 minutes is used up, our fellow Outcast can stay in space without docking for 50 * 10 = 500/60 = a little more than 8 hours. Not a problem. Even if he was being very active and his time limit was running out, not very hard to go to a base after hours of pirating/killing/etc and buy some cardy. It's all valid inRP, too.

your GC ID states:
__
Golden Chrysanthemums ID
The Golden Chrysanthemums are a revolutionary group who want equal rights for women in Kusari society. They promote Cardamine use in Kusari. They are allied with the Outcasts and the Blood Dragons.
Pilot carrying this unlawful ID is a member of the Golden Chrysanthemums, who:
Can attack any ships within their Zone of Influence, except transports.
Can demand cargo and credits from any ship within their Zone of Influence, and attack them if they do not comply.
Cannot ally with any lawfuls except for the GMG and Interspace.
Cannot use any transports with more than 4,300 cargo.
Zone of Influence: Kusari, systems directly bordering Kusari, Lyonnais
Allowed ships: Fighters, Freighters, Transports, Gunboats
__

nothing about not docking at any outcast or blood dragon bases, in particular, that provide cardamine. besides, i doubt any outcasts wouldnt dig a hot GC chick taking a pit stop for some drugs.

I'm against the idea of h-fuel in the cargohold as a requirement, because I would believe that inRP, when a pilot docks his ship onto a planet/station, he/she's refueled by the the stardock team and doesn't need to do any further work. or maybe ships are built in with solar powered engines, idk. either way, it wasn't needed to be done in vanilla or so far in discovery - no changes necessary. but i feel that if there's lore surrounding outcasts and GC pertaining to the necessity of cardamine pumped into their bodies during space travel, there could be a gameplay mechanic to support it, like there is a gameplay mechanic to support ship/equipment compatibility.

I brought out this idea as i enjoy a sense of realism in my games, and I assumed other people were on the same page. Realism makes things just that - more real, lifelike, believable. and I see the point of roleplay to be a form of realism as opposed to simple pew pew my skills are better than yours.

Yet, i am much more for developers working on more important things. i'd rather not waste anyone's time.

seeing that the majority of people posting don't like this idea, maybe it's not a good one.
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Offline Laura C.
07-08-2015, 08:10 AM,
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As Spazzy pointed out partially, problem is that you would make limitation only for some certain groups while others will stay unlimited. Even if Outcasts and GC will consume cardamine and everyone other food rations for example (to balance it and have something consumable needed for everyone), it is still not the same because it´s much more easy to obtain food rations than cardamine.

Similar things were discussed in the past already (for example need for fuel more than once) and majority agreed that while it sounds cool and brings realism, it will become annoying very quickly. And after all - Freelancer isn´t about realism because it was made as space shooter arcade, not a simulator. However if you like realism and want to play on harder mode for yourself (as some people do), feel free to do it Smile

What might be interesting is some sort of bonus after using drugs, but I think this would be hard to implement into game and also to balance.

On a ragebreak. Or ragequit. Time will tell.
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