Welp, with a new troll group of nomads engaging with one line of RP and attacking perhaps now is as good time as any to drag this from the depths and restart these arguments all over again
I believe that rule 3 and nomad silent engagement or almost silent engagement directly conflict with each other. Either all human vessels should be granted the ability to attack nomads on sight or nomads should be forced to fall within the purview of the rules and rp (more than one line) before an attack.
(06-11-2015, 02:21 AM)Captain_Nemo Wrote: Welp, with a new troll group of nomads engaging with one line of RP and attacking perhaps now is as good time as any to drag this from the depths and restart these arguments all over again
I believe that rule 3 and nomad silent engagement or almost silent engagement directly conflict with each other. Either all human vessels should be granted the ability to attack nomads on sight or nomads should be forced to fall within the purview of the rules and rp (more than one line) before an attack.
Honestly nomads lost that ability to be scary. I'm honestly glad to see an attempt of some deadly Omicrons. Remember this, they can't leave the Omicrons so avoid the Omicrons if you want to avoid them. Beyond that, if you go far enough back in the announcement thread, you'll find out that indeed Core and Order can silent engage Nomad (Indies only)
(06-11-2015, 02:30 AM)Shizune Wrote: if you go far enough back in the announcement thread, you'll find out that indeed Core and Order can silent engage Nomad (Indies only)
Which is why I suggested that all human vessels should be granted the ability to attack nomads on sight. If they can attack anyone they should be subject to attack from anyone
Remember, playing as an indie nomad is a no profit game. They can't make demands of cargo/credit and can't even tractor in cargo of destroyed targets. I am still personally torn on this subject but honestly I am leaning towards the Omicrons are dangerous and this provides danger in a way that doesn't apply to other sectors.
Anyone can attack a nomad if they see one, regardless of ID. It's not stated in the rules, but has been said multiple times by admins in different locations.
Also, yes. The indie nomad ID can engage without giving a notice. Space is dangerous.
(06-11-2015, 02:51 AM)Miaou Wrote: Anyone can attack a nomad if they see one, regardless of ID. It's not stated in the rules, but has been said multiple times by admins in different locations.
According to this that isn't the case, an engagement notice is needed.
A clear notice of engagement is quite hard, if you're RPing a nomad properly. Giving a clear indication that you are going to harm them can be done, but you can't just say *** ENGAGABUNG *** ... its far too human like
@Miaou: I think there are quite some factions out there that "may only act in self defense" - so a significant portion of people actually can not engage nomads on sight or even when threatened by their behaviour ( like gathering in sight for an obvious and immanent attack )
just because you said "Anyone can attack a nomad if they see one, regardless of ID."
in general...
I am surprised people argue that they need to be able to silently attack without prior notice in order to be scary. In my experience - real scary only works with buildup of tension and uncertainties... so it would be in the nomads best interest to extensively roleplay long before they actually take such mundane actions like pvp.
Sadly, one of the reasons I personally do not fly my K'Hara character all that much is exactly the problem with nomads as they are viewed by the general community as a whole.
Ever since the Keepers, which was a closed admin-assisted, invite-only faction, they have always held a high-grade roleplay presentation. And nothing screws more with a terrorist ID than a always-expected high level of roleplay. Especially if the amount of players that actually expect something from you other than being able to shoot you is very low.
I have seen this particular debate on the forums every year. Should nomads be made more dangerous? Heck, at some point we were outright told in green that nomads can attack and destroy their targets without ANY written text whatsoever.
This made many people very happy, as they thought "Hey, maybe now nomads will be feared!". That is...until you actually meet a nomad like that. Then you realize that getting shot on the spot and killed by a nomad player in that sort of manner is no different from a new player in a cap rolling up to you and killing you without a word.
After that happens to them, those people tend to change their minds fairly quickly.
EDIT: Funnily enough, I feel as though I can muster up the same tension for another player with a pirate character better than any nomad ID. Where they sit there with a cargo worth 50 million credits in ore and me floating around them, talking random pirate nonsense, while occasionally dropping a mine or two- that keeps people on the edge more than a permacloaked ***...oddspeaking...*** alien character could ever do.
Not always, obviously. But really, nomad roleplay would not be that big of a problem if the actual nomad speek was better designed. I realize they should be sounding pretty much like the Rachni from the ME universe, but in text it really ends up as highly pretentious attempt at RP. Not for everyone to do and not for everyone to work off of.
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