• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Bug Reports
« Previous 1 2 3 4 5 6 … 8 Next »
[Server Config] Wendigo (Central) ID is missing techcells

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

[Server Config] Wendigo (Central) ID is missing techcells
Offline Oggdo Bogdo
08-27-2025, 03:19 PM,
#1
Math is life
Posts: 124
Threads: 16
Joined: Sep 2018

Type: Server Config
Bug: Wendigo (Central) ID is missing techcells for Borderworlds Ships and Lane Hacker Ships/Equipment.

Reproduction Steps:
  • Buy ID
  • Buy ship / equipment

Additional Information: All other regional Wild and Wendigo IDs have access to every unlawful tech cell within their local region as well as the Borderworlds line. This would bring them more in line with the other regional infected IDs balance and gameplay wise.

[Image: uWBBUOp.png]
Reply  
Offline jammi
08-27-2025, 04:23 PM,
#2
Badger Pilot
Posts: 6,549
Threads: 360
Joined: Aug 2007
Staff roles:
Story Dev
Economy Dev

Borderworlds should be added, Lane Hackers probably not. Wild shouldn't have access to Bundschuh guns either (there are no ships, sorry Luna).

[Image: redon.gif]
[Image: f0D5b.png][Image: O2Zu5.png][Image: IlS2I.png][Image: yNeaK.png][Image: 9zbjr.png][Image: D7RGg.png]
News article library, feedback and content requests.
Reply  
Offline Oggdo Bogdo
08-27-2025, 05:58 PM,
#3
Math is life
Posts: 124
Threads: 16
Joined: Sep 2018

https://discoverygc.com/forums/showthrea...pid2302930

It was Connor's idea to just give all the regional techcells to the respective infected IDs and that's why they have Bundschuh tech.

If you start scrutinizing which ones are supposed to make in-roleplay sense from the perspective of infiltration, I think you will find a lot of the infected IDs will become severely gimped. There really isn't much roleplay justification for a lot of the techcells that infected factions have.

If we start saying any faction working with the Order is difficult to infect, then we also have to get rid of Xeno, Hessian, and Blood Dragon techcells. We can start questioning the validity of Wendigo (western) having all the Bretonian and Gallic techcells, considering that there's no representation of their unlawfuls being infected and that as Houses they are supposed to be less infiltrated than the other Houses. Going down this road while being "fair" creates a lot of needless asymmetry between the infected IDs.

From the perspective of thralldom, I don't really see how it can be so difficult to enthrall a random Hacker or Bundschuh, especially if you allow their allies to be infiltrated. You can't really stop someone from roleplaying one anyway if they just want to use civilian tech while doing so.

Please just put the new ID in line with what the others have.

[Image: uWBBUOp.png]
Reply  


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode