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Rules update 5.7 6.6 6.7

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Rules update 5.7 6.6 6.7
Offline Nikita
05-12-2012, 05:18 PM,
#311
Member
Posts: 332
Threads: 22
Joined: Sep 2011

okay,situation.
Player buying silver 750 000 credits,moving it to Mainz = + 5 mil.(can be)
In new berlin she was stopped by Rh BS with cruiser - they taxing him for 5 mil at min - if he will pay - his profit will be = 0,if not - he will be killed and leaving the game for 4 hour.
So question:
Does it make sense to trade him? if he does not even have a chance to escape and defend themselves by their turrets.
But most lolcaps will ask : 10 mil and drop cargo,only for reason to kill him.

trading will have reason only with jumpdrives with this rules.
So new players who will come on server,will leave him,because trading will not give them money.
No money - no ships. No interest.

>>>Signatures made by Xtcmax<<<
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Offline Tunicle
05-12-2012, 05:19 PM,
#312
Server Administrator
Posts: 6,622
Threads: 865
Joined: Jan 2008

' Wrote:I just don't like that we involutioned about this matter. Normally when a rule is removed or updated, it's because there was a change in game supporting that change.

Maybe it is introduced to cope with changes that have already happened, for example jump drive trading, virtually impossible to stop if caps can't engage the "convoy". Even with this ability it will be difficult to track and intercept .
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Offline Reverend Del
05-12-2012, 05:19 PM,
#313
Member
Posts: 4,221
Threads: 550
Joined: Jan 2008

About the only thing I can agree on in here out of all the whining is that traders no longer have a win condition in a piracy encounter, it's all lose. 5.6 needs an exemption for traders, that is those involved in trade. Pirates can stay dead if they're chased away when flying their transports.

[Image: Del1.png]
Saint Del is considered a holy healer of diseases of children, but also as a protector of cattle.
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Offline Coin
05-12-2012, 05:21 PM,
#314
Difficult Customer
Posts: 3,329
Threads: 82
Joined: Apr 2008



' Wrote:come on people , where is your sense for

ADVENTURE!!!!

it's just a trial and though I never expected this , lets see what happens.
remember its all pixels baby :cool:

indeed.

and if my trader gets all blowed up, i log into my other trader on the far side of the sand box.

trading alone means that you barely stand a chance against anything; you just take longer to die to a fighter than a cruiser.

all this change has down has upped the ante for the escorts. they need to fly 30-40 km ahead, and report in every ship. the trader needs to be on the chatlist, looking up levels/groups and ideally, trader and escort should stay away from the lanes.


however the 4hr rule should be modified: docking does not count as a pvp death for transport vessels.

in other words, if you die, 4hours absence. if you dock,well done you.

A Day in the Life of an NPC | Coin | The Journal of Caius Oakley | Build Your Dream Boat
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Offline Coin
05-12-2012, 05:24 PM,
#315
Difficult Customer
Posts: 3,329
Threads: 82
Joined: Apr 2008

' Wrote:okay,situation.
Player buying silver 750 000 credits,moving it to Mainz = + 5 mil.(can be)
In new berlin she was stopped by Rh BS with cruiser - they taxing him for 5 mil at min - if he will pay - his profit will be = 0,if not - he will be killed and leaving the game for 4 hour.
So question:
Does it make sense to trade him? if he does not even have a chance to escape and defend themselves by their turrets.
But most lolcaps will ask : 10 mil and drop cargo,only for reason to kill him.

trading will have reason only with jumpdrives with this rules.
So new players who will come on server,will leave him,because trading will not give them money.
No money - no ships. No interest.

to further your scenario.

new players take loans to buy jumpdrive-capable ships (don't worry the prices will drop), and the lanes will be empty as the traders are in hyperspace. the pirates will then have to change tactics, freeing up the lanes - after all, the pickings will be slimmer as there are fewer traders, and poorer ones at that.

A Day in the Life of an NPC | Coin | The Journal of Caius Oakley | Build Your Dream Boat
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Offline Eduard
05-12-2012, 05:30 PM,
#316
Member
Posts: 1,102
Threads: 123
Joined: Dec 2011

I don't know if this has been said before, but in my opinion the deletion of rule 6.7 would cause a lot of ooRP and metagaming stuff.

I mean, every lolwut and every pirate would get a capital ship just to pirate more efficiently.This means that pirate factions would have such a huge fleet they would never ever be able to manufacture inRP

(08-10-2015, 07:03 PM)Antonio- Wrote: King Eduard is the greatest
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Offline Guyton
05-12-2012, 05:33 PM, (This post was last modified: 05-12-2012, 05:34 PM by Guyton.)
#317
Member
Posts: 383
Threads: 48
Joined: Dec 2006

' Wrote:Admittedly, this is one in particular that's going to force traders to rethink how they cruise through Sirius. A change in mindset often is difficult to adjust to.

What surprises me though, more than anything, is that most of you folks seem to be of the opinion that having an escort is useless. And because many of the same people seem to think that proper escorting is flying alongside the trade ship and then attempting to destroy the pirate, you would be absolutely right.

What is useful, however, is having a scout. Get him a good ways out, calling back threat assessments to the trade ship 1-2 tradelanes or 30-40k ahead. If your scout sees a pirate, get off the lane and start cruising out of range. Take a different lane. Take a different system route, and meet back up ASAP. If your scout's doing his job, and the trader listens to the scout's calls, a transport should never even appear on the pirate's scanners.

I will agree, though. We'll most likely need to reevaluate the trader docking exemption over the course of this trial period. Just bear with us, it's an experiment.

One thing I noticed is that the community as a whole loves change as long as it's the expected move or change that a member wants in particular. Surprises like these are resisted because of the "OH NO IT RUINS EVERYTHING" factor. For at least the next couple weeks, let's get over that. Let's just try it. Instead of hollering about how bad you think it'll be, get out there and fly. Experience the change, and tell us how it went. Try to adapt, to make the best of what you can.

If you gave it your best and it didn't work, well, then that's a good solid answer for us. If you didn't even bother trying and just want to yell about how awful things are, you opinion isn't much value due to lack of experience.

Space is dangerous, mates. Hire your Aperture Sciences Investment Security Reconnaissance Ship* today!

*Aperture Sciences Pirate Discouragement Antimatter Slugs sold separately

I wouldn't say I'm completely against the idea. Any change Discovery takes would have my full support if the idea is to accomplish Roleplay.

Roleplay

Now lets be honest. A Pirate flying a futuristic technological war machine most likely having the firepower to bring a less defended society to its knees with weaponry to rival the rebel alliance and death star, in the hopes to "LolCredits and Cargo PLEASE" . Isn't exactly the contributing factory to Roleplay.

Transport when you think to common sense might not fly with an escort unless they are leaving the comfort of their House. House territories are suppose to be protected by these so called Armadas large enough to rage war with one another. If your telling me a pirate in his heavenly god power would fly there to pirate even near its forever watched borders. Something seems a bit wrong.

Escorts are meant to protect the trader from the pirate. Whether he is a lonely fighter or a gunboat crew looking for make some money. Pirates want a easy in and out without being spotted by local authorities there to prevent them from accomplishing their goal.

Scouts are meant to fly ahead of the Liberty BattleGroup to find where the Rheinland BattleGroup is hiding in the nebula some where. Not trying to seekout the Pirate dictator in his WMD loaded Prometheus.


Gameplay


Pew Pew Pew Pew, lets pretend to roleplay so I can blow you up for fun. Because your crummy 8 million is going to put some excitement in my day... Honestly if I had a cruiser or battleship I'm definitely rich enough to go take over a space station why bother robbing little transports.

Note: I love you guys - Change doesn't effect where I am - Just throwing it out there

Discovery Freelancer [9.5 Years]
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Offline Lucky Luke
05-12-2012, 05:36 PM,
#318
Member
Posts: 269
Threads: 28
Joined: Sep 2009

' Wrote:Giving for the transports some boost maybe? Battletransports with gb/cruiser shields and/or guns could change this a bit...
Maybe one or two SNAC's?

' Wrote:I would say increased thruster speed would be a good idea.
+1

' Wrote:Cruisers are not very nibble and for that reason many might still prefer smaller ships for piracy.
The big traders are much less agile than all cruisers, except for maybe BC's.

' Wrote:Time to let the BHG use their caps in house space now??
+1

' Wrote:Note that the transport can play again within this time limit. They need to leave the system within 10 minutes and they MUST be permitted to leave. As the rule stands they cannot return to the system but they can go elsewhere.
The rule doesn't state that they MUST be permitted to leave. It states that other players CAN NOT attack a player who's leaving, as quoted here...

Quote:If the player respawns in the same system, he/she must leave the system within 10 minutes of his destruction without attacking anyone, except in self-defense. Other players are not allowed to attack one who is leaving.
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Offline casero
05-12-2012, 05:40 PM, (This post was last modified: 05-12-2012, 05:44 PM by casero.)
#319
Mine Eater
Posts: 2,101
Threads: 49
Joined: Nov 2008

' Wrote:Maybe it is introduced to cope with changes that have already happened, for example jump drive trading, virtually impossible to stop if caps can't engage the "convoy". Even with this ability it will be difficult to track and intercept .

I doubt that the jump drive is effective for trading, not all the bases sell the commodities you need for it, I'm not sure either how much cargo those commodities require.
A jump drive device is already quite hard to get, in order to get it you would need to... surprise... trade a lot to build the base, and build the modules necessary for it.

Every ship has roles, some changes were done to reflect that along the way from when the mod started.
Battleships don't have CD's for a reason, bombers exist for another reason, LF's got faster cruise speed, same freighters. Thruster speed of several ships have been changed as well. Currently a transport don't stand a chance against a cruiser, the thruster speed is not that different, and the transport shields don't stay up long against those guns.

But buffing transports would result harmful for smaller pirate ships.
Nerfing caps would make them too weak against bombers/fighters, or that they say.

I'm not against caps being used for piracy (although that's not their role), but I'm against making it that easy for pirates, and that difficult for traders.

Why is trading encouraged to be done in groups, while pirating is not?


But such is life, I don't believe that my opinion will change what has been already decided.

But what I would do in order to give traders a small hand is, making trade lanes available to alert about hostile (capital) ships near them, if that's even possible. Something like what the police ID has, but more for every lawful.



EDIT: I would like to ask the admins what has changed about this server since the rule was implemented that warrants the rule to be removed. I'm sure it's not the players' behavior : P
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Offline Eduard
05-12-2012, 05:45 PM,
#320
Member
Posts: 1,102
Threads: 123
Joined: Dec 2011

' Wrote:I wouldn't say I'm completely against the idea. Any change Discovery takes would have my full support if the idea is to accomplish Roleplay.

Roleplay

Now lets be honest. A Pirate flying a futuristic technological war machine most likely having the firepower to bring a less defended society to its knees with weaponry to rival the rebel alliance and death star, in the hopes to "LolCredits and Cargo PLEASE" . Isn't exactly the contributing factory to Roleplay.

Transport when you think to common sense might not fly with an escort unless they are leaving the comfort of their House. House territories are suppose to be protected by these so called Armadas large enough to rage war with one another. If your telling me a pirate in his heavenly god power would fly there to pirate even near its forever watched borders. Something seems a bit wrong.

Escorts are meant to protect the trader from the pirate. Whether he is a lonely fighter or a gunboat crew looking for make some money. Pirates want a easy in and out without being spotted by local authorities there to prevent them from accomplishing their goal.

Scouts are meant to fly ahead of the Liberty BattleGroup to find where the Rheinland BattleGroup is hiding in the nebula some where. Not trying to seekout the Pirate dictator in his WMD loaded Prometheus.


Gameplay


Pew Pew Pew Pew, lets pretend to roleplay so I can blow you up for fun. Because your crummy 8 million is going to put some excitement in my day... Honestly if I had a cruiser or battleship I'm definitely rich enough to go take over a space station why bother robbing little transports.

Note: I love you guys - Change doesn't effect where I am - Just throwing it out there

I completely agree with you on this, especially with the RP part...I mean, like I also said, things will get out of hand...Space will be filled with pirates in their capital ship trying to pirate transports...Heck, I can even imagine a pirate faction to have a capital fleet so big that they could easily defeat a House.Now, I would to hear where could they manufacture them inRP?

(08-10-2015, 07:03 PM)Antonio- Wrote: King Eduard is the greatest
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