One thing i would say is to make sure the ID doesn't give full power to the leader over the indie's, but make it so that *mabye* have the power to keep them in line? ( make sure they are following the rp unless got special rp?)
Though how would it work in the Outcasts for example? that has many factions within it?
Or has a council of some sort?
"Time is too precious to be idle." - Saigo Watanabe "Death is something that is inevitable, Something you cannot run away from." - Katharina Hildegard
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Well I remember there being talk of FL Hook commands being linked to an ID like this.
Found it:
' Wrote:Brainfart incoming:
Create a new set of "Leader" IDs for each and every faction. For example: "Liberty Navy Admiral ID", "Liberty Rogue Boss ID", "Corsair Elder ID", "Red Hessian Commander ID", "Kishiro CEO ID" etc. These IDs would be given out to leaders of official factions by the admins. Normally they would be a carbon copy of the normal faction ID, however these IDs would enable their "wearers" access to a bunch of nifty flhook commands, like for example:
- A repfix applicable to any player that will turn them to hostile/neutral/friendly for his own faction and/or guard faction.
- An ability to lock down select bases.
- Anything else that you can think of (within reason).
' Wrote:Speaking of IDs, do guard IDs have any purpose?
It was an unfortunate attempt to try and get a handle on the ideal that there was too many caps in usage. Never worked though. If it takes longer to trade for the money and do missions for the rep people will still do it. There really isn't more caps then other ships being used on the server anyways from what I hear.
As for the Leader ID idea, I've heard the topic come up before in a thread sometime back. The quote of Blodo above is from that discussion and it was an interesting idea to place on the table. If it does get implemented with flhooks can I suggest to not just look at how it can be used against others and look how it can be used with others. Let's look at the repfix example. Sure lowering rep of enemies illegally using our bases is handy but so is the ability to raise a friends rep like a new recruit or the membership of another faction after diplomacy changed.