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Post by Cory Trese on May 27, 2011 16:37:32 GMT -5
Honestly I've been off playing with Templars and Leviathan Assault Armor. Attachments:
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Post by HateSolstice on May 27, 2011 19:56:09 GMT -5
I wasn't aware you were a 40k fan.
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Post by absimiliard on May 27, 2011 21:00:13 GMT -5
Oooohhhhh.
Space Hulk!!!!!!!
-abs
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Post by Cory Trese on May 27, 2011 21:12:03 GMT -5
lets just be really frank -- it is NOT Space Hulk (tm)
This is "Templar Assault: Redemption" it is NOT a 40K or Games Workshop.
Totally different stuff.
=)
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Post by absimiliard on May 27, 2011 21:16:24 GMT -5
Okay, fair cop.
But it reminds me of Space Hulk.
It's a good thing. I believe in space marines assaulting aliens, whether they be in 40k or fighting alongside Sigourney Weaver in Aliens. Any way you put it it's pretty cool.
-abs
{edit} I kinda dig the whole military defending the people against horrible aliens thing. Might be because I'm a vet, but it's probably more that I'm a sci-fi fan and it's kind of iconic. {/edit}
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Post by HateSolstice on May 29, 2011 0:17:41 GMT -5
Still looks like a space marine to me. I've also never heard of this game before.
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Post by oldalchemist on May 31, 2011 12:58:39 GMT -5
I don't like the idea of the factions caring about what you trade to and from independent worlds. Short of someone selling them very specific Records, what happens in an Indy Exchange stays in that Indy Exchange. They don't participate in the faction system, right?
Why not make Trade Wars and Embargos cause revocation of Trade Permits? Right now, once you've got the permit, it's good until you hose your rep with bad trades. If there's a Trade War, a faction might cancel all permits to force independent and unallied traders to reapply for permission to trade. (Nice bonus for Merchants who get a discount.)
How about a big Records boost to Smugglers who trade against a ban, embargo, or trade war, regardless of the legality of the goods. Smugglers get a bonus for trading goods that inherently boost rep. You have to make trading that hurts your rep look tasty. Control for balance by playing off a captain's greed. You want to maintain 6 permits and 6 ranks? Play it safe. You want to make a lot of money fast? Enemies come with it.
Also, Trade Wars still seem weird. They just seem like a booster for Pirates and other than that, have little effect.
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Post by slayernz on May 31, 2011 18:00:59 GMT -5
Nah, you shouldn't have to reapply for a permit even in a trade war/embargo. That would be penalizing the many honest traders because of the acts of a few. Oh wait, that happens with Earth laws too ... Given the scenario where Javat and Cadar have a trade embargo going on, you should be able to happily trade between Cadar and other more friendly planets without having to pay for a Cadar permit again. It's only when you trade to Javat should your Cadar permit get revoked. Smugglers should be able to take a risk trading with embargoed factions without the risk of RP or Trade Permit revocation. This is because, lets face it, they aren't the most legit players at the best of times, so should know of ways to deal such that the local government doesn't get involved.
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Post by HateSolstice on Jun 1, 2011 6:39:39 GMT -5
Another idea could be that a smuggler with trade permits suffers no rep loss when trading in illegal goods, but makes less money with that particular faction. To keep said permits, he'd still have to follow the laws and not trade during embargoes.
However, the counter to that would be that, if the smuggler doesn't have said permit because he either refused to get one, or it was revoked, he can still trade in the illegal goods at the cost of large rep loss, fines and possible incarceration. The upside would be that, since the local government isn't getting their portion of the sale, the deal is worth considerably more money to our friendly pedler of exotic goods.
So, as said before, he can either play it safe and not make as much money as, say, an actual Merchant captain, or he can chance the jail time, fines and loss of rep(as well as loss of illegal goods)for some sweet dough.
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Post by Cory Trese on Jun 2, 2011 20:19:25 GMT -5
I'm a little confused here ... are you talking about Trade Wars the Conflict? That's all about killing Merchants for like +5 Rep a pop =)
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Post by slayernz on Jun 2, 2011 21:25:51 GMT -5
Ooo ... you get +5 RP per merchant kill ...?! There are more and more incentives to kill Steel Song and Thulun merchants every time I read this forum.
"Captain, you realize that Steel Song currently are not in any trade ware with any other faction?" "Yes, my esteemed political officer, I'm just doing research into how strong their hulls are for when they ARE in a suitable conflict."
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Post by oldalchemist on Jun 3, 2011 10:54:08 GMT -5
Trade Wars pretty much only have an impact on Pirates (or captains who do piracy.) I think it should also become a pain in the ass for trading classes as they have to get permits reissued. A Trade War should be a galactic paperwork shitstorm for merchants who are already dealing with other difficulties. One of the things that makes smuggling preferable could be a disregard for such paperwork.
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Post by slayernz on Jun 4, 2011 4:40:35 GMT -5
Because in most Crazy+ games I strive to be the best diplomat, I don't really take advantage of trade wars to boost RP. Same with the Spy wars when you have oodles of records.
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Post by jameskuyper on Jun 7, 2011 9:01:32 GMT -5
As for in-game, it seems to me that smugglers should still be able to benefit from trade embargoes without rep loss, or at least make more revenue than normal on illegal contraband. Perhaps they should have a percent chance of not taking a rep hit when using embargoed markets, since they're doing a lot of their business out of view of the law. Or, like the second option, a percent chance of getting higher value for their contraband than normal. I've just started the game, so I haven't gotten around to playing a Smuggler yet. I would normally expect that, whenever a planet is subject to a trade Embargo, prices of affected export goods would drop, and prices of affected import goods would rise. Specifically, the prices should drop/rise just enough to provide excess profits that are sufficient to encourage enough smugglers to violate the embargo to meet the needs of those willing to sell at such low prices, and to buy at such high prices. This is just standard economics. There's no need to make this a special smuggler ability; non-smugglers who choose, or are forced, to trade in embargoed goods at embargoed ports should face those same price effects. Smugglers should simply have better skills for getting away with it. Does this game actually implement such effects? You comment implies that it does not.
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Post by HateSolstice on Jun 7, 2011 13:02:54 GMT -5
The difference here is that Smugglers are what they are because they deal in illegal, hard-to-get products. And because they put their necks on the line to make a profit(as opposed to merchants that play it safe and legal), they should be able to do back-door dealings and make a bigger profit.
As the game is right now, Smugglers basically operate the same as Merchants(they just make records off of the "licensed" good rather than normal goods). The discussion isn't so much about what abilities to give Smugglers, it's about trying to give them(and essentially, the player)feel more like a Smuggler. Ordinary Merchants are going to want trade permits wherever they call port at, so they can sell their textiles and spices. Smugglers are going to meet their clientele in secret, sell them those warheads they either stole or purchaed from "a good friend".
But more importantly than that, they should just play and feel different from a merchant.
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