Posts: 1,947
Threads: 175
Joined: Feb 2013
Staff roles: Systems Lead Server Administrator
(10-30-2023, 11:52 PM)TheSauron Wrote: I would implore you to rethink the removal of Hogosha and Alliance technology from the Gaian ID, as it makes no sense. Both factions are mutual allies of the Gaians, and have been for many years. Yes, I know the excuse is "but they've never done anything together", but that is on the story team neglecting both groups for the past ten years.
It's something that I've gone back and forth on. Story perspective is more or less right now that Gaians have loose friendships with Corsairs and Hogosha, and not much else, and I more or less went off of whatever story said combined with whatever infocards I could scrounge up.
I also don't know much if anything about a Maquis - Gaian connection, beyond Maquis I guess being impressed at the Planet Gaia royalist killcount.
Posts: 1,947
Threads: 175
Joined: Feb 2013
Staff roles: Systems Lead Server Administrator
(10-30-2023, 11:57 PM)Demonic Wrote: Okay, so, does that mean that Freelancers can now freely use zoner transports for up to 3600 ?
How exactly does it work with ships over that limit? Is it possible for freelancer to gain access to up to 4300 cargo other than the Pirate train and L'Ane? Or is this handled by a different system?
ID limitations still apply.
(10-30-2023, 11:59 PM)Groshyr Wrote: What ships exactly are Zoner Ships if you don't mind listing them? Is it literally just Osprey and their gunboat or there something else?
The Osprey Mk II and the Conference / Zoner Gunboat, yes.
(10-31-2023, 12:14 AM)Megaera Wrote: Excuse me? How many threads do you want where we tech RPed with the OCs for use of their technology?
We literally did RP for every ship we had that didnt belong to the GC native tech cells
We have had 100% on OC tech for 2 years through our RP and because staff approved of the request.
You are saying a huge chunk of our ships are suddenly useless?
Who do I talk to to fix this insanity?
File a techexempt request for them. It's a more lenient process now that no longer requires SRPs. @Wildkins's OP specifically mentions this sort of thing.
(10-31-2023, 12:14 AM)Megaera Wrote: Excuse me? How many threads do you want where we tech RPed with the OCs for use of their technology?
We literally did RP for every ship we had that didnt belong to the GC native tech cells
We have had 100% on OC tech for 2 years through our RP and because staff approved of the request.
You are saying a huge chunk of our ships are suddenly useless?
Who do I talk to to fix this insanity?
File a techexempt request for them. It's a more lenient process now that no longer requires SRPs. @Wildkins's OP specifically mentions this sort of thing.
Link?
Because I am sure there is already an approved request somewhere that I posted 2-3 ago that made OC tech go from 75% to 100%
(10-31-2023, 12:14 AM)Megaera Wrote: Excuse me? How many threads do you want where we tech RPed with the OCs for use of their technology?
We literally did RP for every ship we had that didnt belong to the GC native tech cells
We have had 100% on OC tech for 2 years through our RP and because staff approved of the request.
You are saying a huge chunk of our ships are suddenly useless?
Who do I talk to to fix this insanity?
File a techexempt request for them. It's a more lenient process now that no longer requires SRPs. @Wildkins's OP specifically mentions this sort of thing.
Link?
Because I am sure there is already an approved request somewhere that I posted 2-3 ago that made OC tech go from 75% to 100%
(10-30-2023, 11:26 PM)Wildkins Wrote:
• With the exception of individual SRPs and fringe cases, faction tech cells are no longer split into 100%, 90%, 75%, etc. You either have the tech, or you do not.
• If a faction had a 75% cell and no strong justification for increasing it to 100%, it was removed.
• If a faction lacked tech options compared to contemporaries, new options were added where possible.
The system overall attempts to be much simplified from both an administrative and end-user point of view, but I am nonetheless aware of many cases where this might restrict player roleplay and agency. As such, I've also put forward a rework of Techcompat Exceptions, not the least of which because 75% cells no longer exist. In short, if you have a character looking to fly a ship that is unavailable to your ID's tech but is otherwise legal for you to fly, then it falls under a techcompat exception. These exceptions now no longer require that you make contact with an OF, although that is still the easiest path forward. ID line changes, including flying ships of a greater class than an ID allows, or acquiring ships and/or equipment that are unique, restricted, or otherwise limited still falls under a standard SRP request as before.