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Nomads: indies vs. officials

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Nomads: indies vs. officials
Offline Jaika
02-20-2014, 02:44 PM, (This post was last modified: 02-20-2014, 02:45 PM by Jaika.)
#1
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Posts: 478
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Joined: Jan 2010

So there's a discuss going on about the current nomad RP and stuff and as a side product we had a small chat with Treewyrm. How to keep indies at bay even if they get more freedom with officials. So there is what we talked and as he pointed is here is this thread so lets talk about it.

(02-18-2014, 06:42 PM)Treewyrm Wrote:
(02-18-2014, 05:07 PM)Jaika Wrote:
(02-13-2014, 11:51 AM)Treewyrm Wrote:
(02-13-2014, 01:35 AM)Jaika Wrote: Sometimes thigs have to go crazy. Give unlimited ZOI for the officials so they can organize raids to any system, these raids can be fun for the indies too because officials can bring them too for more firepower and more fun fun fun.
If you're suggesting that nomad indies could leave Omicrons with officials then it would need a modification in their ID. It is a bit of can'o'worms as then a question of responsibility arises, and a bit of ambiguity - like for instance what happens when 'official' one dies in a fight or disconnected? Can indies wander on their own around or they are required to return back to Omicrons? I'm open to having this feature added - but some ambiguities should be hammered down first before admins even get to consider this proposition.

This can be sorted out somehow like this: When the official jelly dies the other have to return becaus of this: Nomad raid groups are composed from many different ships. These groups are often used to teach the younger ones how to hunt effectively. They may have a fully grown body but they lack the experience to enter in to a new stage of being.

The best tactic against a group like this is taking out their leader(s) this makes them confused or even scared because their connection with the mindshare becomes week and they eventually flee back to the Omicrons where this connection is much stonger.

(Mind that this is just some raw and random idea so don't judge it too hard.)

So i think something like this can prevent the "we had an official with us, but he was killed when on the way here".

The question wasn't about inRP reasoning at all, rather it was about server rules and how they work, how to keep such situations as clear as possible to all parties involved. Like for example what happens if the group of indies are on their way back to omicrons and they're being intercepted and engaged - what do they do? What options would they have rule-wise? On one hand they should be able to fight back because everyone here has the right for self-defense. This may seem sensible, yet on the other hand it can get into slippery slope as players can decide take longest possible route back and purposely try to be intercepted for a fight. Also the uncertainty about responsibility, as the general line of thought in this regard that you can't be responsible for what you can't control in the slightest.

I'm all ears if you can come up with a more refined wording on this extension to ID, but it has to be pretty damn solid. Perhaps you can try to make a thread to discuss that, see what kind of feedback you'd get on that.

----------------------------------------------------------------------------------------------------------------------

Everyone knows that some chaos and random things can improve the gaming experience. This is why i support the idea to allow indie nomads to fly everywhere when they are escorted by officials. But officials have to answer for everything what indies do so they have to be careful when they choose, afterall they allowed them to move outside of the Omicrons if anything happens.

But once the official pilot is dusted the others have to fall back to the Omicrons on the shortest way possible and with minimal contact.

Evil side on: Or let them rampage all over Sirius freely without mercy of remorse!!!

Now seriously, lets talk about it, ideas, thoughts, anything else.

There is no such thing as too much firepower.
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Online sindroms
02-20-2014, 02:49 PM,
#2
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Posts: 9,434
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(02-20-2014, 02:44 PM)Jaika Wrote: How to keep indies at bay

Yeah, they are ruining Disco, I swear.

On a related note, they must return to the omicrons, sure, but they can defend themselves. That alone creates the same loophole as the Pirate ID, which cannot attack anyone.

--------------
PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
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Offline Treewyrm
02-20-2014, 03:00 PM,
#3
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Posts: 2,084
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Joined: Jul 2007

The title is quite misleading though - one might think it's one of those where two "camped mindsets" bash each other and nothing comes out. It still remains to be seen what can come out of this one though, but at least it's not about bashing anyone, at least shouldn't be.

Anyway, the one part I don't like myself is this one:

"But officials have to answer for everything what indies do"

Why? If say I take harby for a flight to Bretonia and, following this idea, I have to answer for everything what indies may do - I'll simply take none of them along then, for such clause would essentially mean I have to put same amount of trust into them as I would into members of the faction. But I would not. With members there is control and there is a very real possibility of being kicked out if a person decides to do something bad, with indies however there is none, a character might be expendable to the person playing it, and a such they wouldn't care what they do - responsibility, as you put it this way, would befall on a faction instead.
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Offline Spud
02-20-2014, 03:07 PM, (This post was last modified: 02-20-2014, 03:10 PM by Spud.)
#4
Karlotta
Posts: 126
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Instead of letting indies escort the officials to where the officials want, I'd be more in favor of making the omicrons more active so they can be a new activity hub. If New York is the only place where everyone goes because its the only place where they are sure to find action, it getting both dull and chaotic there.

Fix the omicron fast. Fast fast fast fast. Don't wait. Do it nao!

Remove zeta. Make minor smaller. Add BHG and nomad bases closer to the order ones. In the same system as them even.

System with Order dockable battleship + BHG base + nomad hive = action.

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Offline Jaika
02-20-2014, 03:09 PM,
#5
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Posts: 478
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What if they aren't allowed to defend themselfs on the way back to the Omicrons. They're confused and stuff so they're not able to concentrate on a target...blah blah blah. RP exuses...we can make tonns of them why they aren't allowed to do it, and what is more fun than shooting jellys.......shooting fleeing jellys!

There is no such thing as too much firepower.
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Offline chase.way
02-20-2014, 03:12 PM,
#6
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Posts: 211
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(02-20-2014, 03:07 PM)Spud Wrote: Instead of letting indies escort the officials to where the officials want, I'd be more in favor of making the omicrons more active so they can be a new activity hub. If New York is the only place where everyone goes because its the only place where they are sure to find action, it getting both dull and chaotic there.

Fix the omicron fast. Fast fast fast fast. Don't wait. Do it nao!

Remove zeta. Make minor smaller. Add BHG and nomad bases closer to the order ones. In the same system as them even.

System with Order dockable battleship + BHG base + nomad hive = action.

Trough the end of 4.84 and beginning of 4.85 delta was always full, omicrons were active from all sides, not sure what happened but as most of the things, probably just players happened.

(02-17-2014, 02:27 AM)Papa Oomaumau Wrote: Either way - when you let go, and stop holding on so tightly, life can actually be fun - you can't steer a train, but you can RIDE it!
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Offline Treewyrm
02-20-2014, 03:13 PM,
#7
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(02-20-2014, 03:07 PM)Spud Wrote: Fix the omicron fast. Fast fast fast fast. Don't wait. Do it nao!
It takes plenty time to fix legacy mess there. And I'm not in the rush to do half-assed job there either just because some might be impatient.
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Offline NonSequitor
02-20-2014, 03:53 PM,
#8
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Posts: 911
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(02-20-2014, 03:07 PM)Spud Wrote: Remove zeta. Make minor smaller. Add BHG and nomad bases closer to the order ones. In the same system as them even.

System with Order dockable battleship + BHG base + nomad hive = action.

I like this idea. I was actually thinking last night about suggesting a Nomad base in OD, somewhat off the beaten path, but in OD nonetheless. It would reduce the time of flying from Iota and 99 significantly.

Maybe Zeta could collapse into a singularity? Or the devs could sprinkle more Nomad gates around to facilitate rapid transfer from Iota to OD.
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Offline NonSequitor
02-20-2014, 04:02 PM,
#9
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Posts: 911
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About the OP.

I think the Nomad ID is fine as is. I get the impression that it's designed for more casual players in mind. On the other hand it could work for some players as a source of potential recruits. My only suggestion would be to add the cruiser to the ID, as I've already addressed in another thread.

The K'hara gets the big ZoI, the big toys and the power to shape overall Nomad RP on the server. With membership you get privleges and responsibilities. So be it. Let the indies splash around in a smaller pond.
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Offline ProwlerPC
02-20-2014, 05:34 PM,
#10
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Why would officials need to answer for what Indies do? Who do they answer to about this? What happens if they don't answer?

They dont, no one, nothing.

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