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  Discovery Gaming Community Discovery General News and Announcements
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Rules update 5.7 6.6 6.7

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Rules update 5.7 6.6 6.7
Hierophant
05-12-2012, 09:50 PM,
#401
Unregistered
 

Quote:I wonder who pissed off the admins to get this to happen?))))


I think its the cumulation of rule violation reports written by people who provoked the rule violation on purpose by flying up to enemy caps.

Possibly base sieges which are prolonged by transports that bring allow and hull panels while caps were wrecking the base played a part in it.

But there are many reason that the rule had to be fixed/removed.
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Offline Snak6
05-12-2012, 09:55 PM,
#402
Banned
Posts: 405
Threads: 15
Joined: May 2012

' Wrote:I wonder who pissed off the admins to get this to happen?))))

And on a more serious note, I think just removing the 4 hour rule exception for traders is enough. But oh well, let's see how this goes.
This, but not counting PvP death when they managed to do what they are supposed to do - flee and hide in station because they have little of chance to fight back.

User was banned for: http://discoverygc.com/forums/showthread.php?tid=138232
Time left: (Permanent)
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Offline Snozzz
05-12-2012, 10:02 PM,
#403
Member
Posts: 290
Threads: 15
Joined: Apr 2009

I see no point in trading or making the effort to run a trading faction with these change. Shalnt waste my time.
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Offline ryoken
05-12-2012, 10:06 PM,
#404
Member
Posts: 3,956
Threads: 173
Joined: May 2007

' Wrote:I see no point in trading or making the effort to run a trading faction with these change. Shalnt waste my time.
lol. I did 5 runs in my ALG, not 1 pirate, and not breaking Imbargo, so not 1 lawful. Trading is still just as easy as ever. Plus i got 1.2bil in bank, so i really do not need cash right now. Was actually hoping for a cap to hit me, and try a few things out. I guess i need to go into pirate alley for that, and get nailed by the lolwut pirates.

[Image: overdrivetruckgoblin_zps191b1277.jpg]
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Offline farmerman
05-12-2012, 10:18 PM,
#405
Off in space for a bit
Posts: 3,215
Threads: 162
Joined: Jul 2008

I'm kind of glad I'm not going to be here for most of this month. It's not like people are already complaining about there being too many caps and not wanting to do stuff as a result. And now something to encourage more?

Which is, of course, just going to lead to more of the powertrading people complain about since they need more caps on both sides. On the plus side for powertraders, the fact that those BS pirates can kill regardless of equipment means that using freighter shields and no guns makes no real difference.

I've played on Disco for a long while and I can't see anything other than bitchfests and capspam coming out of this. The only solutions I can see is actually doing something about transports or restricting caps to official factions. And we know how THOSE discussions go.

That said, can we make up our minds whether "space is dangerous" or whether things are done "for balance"? Right now it really seems Disco can't make up its mind.

[Image: 4986_s.gif]
Faction info links: Samura Heavy Industries : LWB : Watchers
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Offline Knjaz
05-12-2012, 10:22 PM,
#406
Member
Posts: 1,648
Threads: 80
Joined: Dec 2010

' Wrote:In any case, remove the CD option for cruisers entirely.

Leave them alone, cruisers are good as they are.
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Offline HuggieSunrise
05-12-2012, 10:30 PM,
#407
Member
Posts: 1,559
Threads: 125
Joined: Jul 2008

Long long long overdue.


with the automatic balancing of power drain on cruise, the tech chart (that has come and gone) and other developments since the capship piracy abuse rule was put in.

Its time to make baby steps towards "productive conflict / activity".

The admin teams made grand strides towards this. let hope this isnt the last of these rule changes.



Conflicts fun guys. blowing up is fun. if its causing you mental distress (this news) I know a game called tetris you should try.
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Offline Ursus
05-12-2012, 10:38 PM, (This post was last modified: 05-12-2012, 10:43 PM by Ursus.)
#408
Member
Posts: 3,853
Threads: 249
Joined: Oct 2011

Huggy, problem is there's no differentiation between ship classes for combat but there is differentiation for non-combat. If you go for combat gear you get good guns, CD, CMs, and nice toys. If you go for non-combat, you get crap guns, no CD, no CM, and limited toys. Kinda silly

Just delete the classes altogether, make ships of different "volume" with cargo and equipment mounts, and let us choose between money making and combat or whatever in between. Then lack of differentiation in the rules for combat wont matter.

EDIT actually get rid of the houses too if we are going to be no-bounds, roaming bands of whatever seems to be what people want

Discovery 24/7 Negotiating Tactics:

[Image: smuggler-threat-0-1.jpg]
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Offline Curios
05-12-2012, 10:41 PM,
#409
Member
Posts: 2,719
Threads: 88
Joined: Sep 2009

There was a word... hmm, let me remember..

Ahh, here it is: ADAPT

[Image: bhglogo.png]
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Offline Thyrzul
05-12-2012, 10:57 PM,
#410
The Council
Posts: 4,684
Threads: 115
Joined: Sep 2011

Remove anything bigger than gunboats from vendors.
Remove anything bigger than gunboats from players, turn them into weaponless starfliers, with of course compensation paid.
Add shipyard modules to player bases, accessible at core level 4, taking up 2-3 slots.
Add resource requirements for all kinds of vessels of the same size or bigger than gunboats.
Add scrapping ability to shipyards: 40% of all resources can be returned upon ship change.
Add ability to set faction shipline manually (got no clue by which could the system check for an appropriate one). Given the few bases, admins could check those, moreover, make an extended sheet of player bases indicating location(system), core level and/or presence of shipyard, accessible only for them. This is to filter unreasonable tech line choices. (No turtles being produced on a shipyard deep within Liberty.)

[Image: OFPpYpb.png][Image: N1Zf8K4.png][Image: LnLbhul.png]
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