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Official Faction rework and rules update - Printable Version

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Official Faction rework and rules update - jammi - 01-08-2026

Today we're launching the Official Faction rework, which sets out how we would like to see Official Factions function going forward. To make the rework, well, functional, we're also introducing some rule changes too. We'll address those first before moving on to the main announcement.


Dead men tell no tales:


Quote:2.3 - Dead men tell no tales - when you are destroyed during a hostile player encounter, your character loses all memory of that encounter, other than that their ship was destroyed.

This is a very common rule that is applied in many other roleplaying game communities. Here are some examples of how this might work in practice:

1. A Freelancer attacks an Official Faction corporate transport in Sigma-13 to claim a bounty. If the transport is destroyed, the player “forgets” the entire encounter leading up to the destruction and knows only that their ship was destroyed by a hostile force. They cannot then report the freelancer to local authorities, apply FR5, set a bounty on them, or otherwise roleplay based on knowledge of their assailant’s identity.

2. The transport sends out a system-wide message identifying their assailant before their death. The transport loses knowledge of their assailant upon being destroyed, however a 3rd party witness could contact them to provide copies of the message. The transport player can now roleplay based on provided 3rd party evidence (although the assailant will probably argue that this is circumstantial at best, unless the witness caught them red-handed).

3. A Freelancer attacks a freighter to claim a bounty. The freighter successfully flees, and docks on a station. The freighter is a combat ship, so docking means it is "dead" for PvP rules. Despite this, the freighter was not actually destroyed during the encounter, meaning it remembers its assailant.


Rule definitions:


A minor adjustment to the definition of Allied, and an addition defining Hostile.

Quote:“Allied”: Ships of the same non-Generic affiliation or ID; Ships defined as your ID's allies on the in-game faction rep sheet; friendly or neutral Ships you are currently flying in group with.

“Hostile”: Ships defined as enemies on the in-game faction rep sheet; Ships rephacked red by your ID; Ships affected by an Official Faction's use of Faction Right 5.


The Official Faction rework:


The Official Faction rework has tried to put a focus on what we want these groups to be - people who embody the best the server offers, who make the game more fun, who create characters and roleplay that engages and entertains others.

There is a revised list of faction rights and perks, however with rights come responsibilities - these are now explicitly set out. One of these responsibilities is submitting a quarterly faction activity report (template below), which is an opportunity for the faction to highlight their roleplay, projects, and goals, and set out their desires for the NPC faction's development direction. These have to be submitted in the third month of the quarter (March, June, September, December).

During assessments, staff will first look at whether the faction has met the 3 objective criteria (activity, membership, quarterly report). After that, qualitative factors are looked at, with some potential positive and negative factors being described below. The community also has a role to play here, with feedback threads being an important tool for praising great interactions (similar to the Kudos thread), but also for raising constructive concerns.

We want to see Official Factions where their tag being online makes people go to log in because they know they're going to have a fun time, one way or the other. This aims to empower those kinds of groups, while ultimately, clearing out those groups that are just treading water.

Some major changes:
  • Active member is now defined. This is someone who logs at least an hour a month on their own personal faction ships. This means a player who solely uses shared ships and doesn't have any personal ships of their own, wouldn't count as an active member of the faction.

  • Faction Leaders are now required to be an active member. It is expected that if a Faction Leader is no longer intending to play the faction / game, they step down and nominate a replacement. If the OFL doesn't meet the criteria to be counted as an active member, their spot is automatically made vacant. Faction members can now also carry out a majority vote to replace an existing Faction Leader.

  • Law enforcement factions / governments are no longer prevented from applying "roleplay consequences" outside House core space. Instead, certain faction rights are disapplied in those systems, and law enforcement players have to directly witness encounters / law breaking to act on them.

    This effectively disallows acting on 3rd party reports of criminal activities outside House space, as that would destroy many avenues of quasi-lawful and corporate gameplay. This does however, allow patrols or Intelligence agencies to roleplay based on what they actually observe, rather than developing rule-based amnesia the moment they pass their borders.

    This also clarifies that in areas where Houses can enforce their laws outside their core systems, they are unable to force POBs to seek their approval for construction. Other kinds of laws may still apply however, for example if the POB is caught harboring hostiles, etc. It is likely that law enforcement ID lines will be extended to the border systems between Houses, as a result of these changes and "dead men tell no tales".

  • Official Factions formally have a role in helping to guide the development of their faction. Factions must include their requests / suggestions for faction development in their quarterly report, which is publicly viewable. Developers will then give these requests weight when considering the mod's direction. As noted above, rights come with responsibilities, and this right is not a one way street. If factions want to have an impact on the story, the quality of their conduct and contributions will also be under the microscope.

Some of the rights described below are flagged as WIP. This is because they are pending a patch to be implemented, or they rely on functionality that is still being developed. The first faction review under this system will take place at the end of March.


Well, this has been a big thread with a lot of material. If you have any feedback, please do share. It's likely that we'll need to make adjustments or fine tune, so if we've missed something do say.


RE: Official Faction rework and rules update - Toaster - 01-08-2026

The new rule and its explanation should be published in a separate thread as anyone not interested in official factions might skip right over this one.


RE: Official Faction rework and rules update - Spectre - 01-08-2026

(01-08-2026, 09:03 PM)jammi Wrote: 2.3 - Dead men tell no tales - when you are destroyed during a hostile player encounter, your character loses all memory of that encounter, other than that their ship was destroyed.
Going to be very blunt here, this feels like not just a headache to enforce, but also radically illogical given the tech of the Disco universe. This rule implies that live guncam footage, which has been used in the past inRP, no longer exists. This also implies that in game death messages, which were changed a while back to reflect that people's ships are simply disabled instead of being actually destroyed, are no longer truly accurate. 'Put out of action' does not imply that your ship is completely destroyed; This goes doubly so for any cap pilot.
Really not impressed with this change, tbh.


RE: Official Faction rework and rules update - Chronicron - 01-08-2026

(01-08-2026, 09:03 PM)jammi Wrote: 2.3 - Dead men tell no tales - when you are destroyed during a hostile player encounter, your character loses all memory of that encounter, other than that their ship was destroyed.
This one in particular would've been very dangerous to implement if the roleplaying environment was anything it was like back in a day because people who simply wouldn't want to see certain someones during their roleplaying sessions (for one ooRP reason or another) would simply /1 /2 them and carry on (you know who you are).

That being said. For an example - there's a huge roleplaying session going on, including a hostile ship. That hostile ship is later being joined by more ships and a fight begins during which the side opposing that one hostile ship is completely eliminated. Does the side that died lose the memory of the entire roleplaying encounter that happened, no matter how long? Are we certain that cases like these will not promote sea urchinism of the roleplaying part of the community even further?


RE: Official Faction rework and rules update - TheSauron - 01-08-2026

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RE: Official Faction rework and rules update - Lolipop12 - 01-08-2026

It is a nice rework that I can gladly enjoy as 1ic of my faction.

And regarding of Deaths, in the case a character has multiple body at once inrp and one got destroyed, it is quite- commendable that the character forgot what happened. I suppose this rule might be applicable if for example it is a human loosing a fight or something? I just try to see this rule's limit in terms of RP.


RE: Official Faction rework and rules update - Emperor Tekagi - 01-08-2026

Very cool. Thank you.


RE: Official Faction rework and rules update - Maik - 01-08-2026

The first quarterly report will be amazing.


RE: Official Faction rework and rules update - Enkidu - 01-08-2026

Great! I'm stoked by all of this.


Thank you, Admins and Devs, for putting in the work required to make this possible.


RE: Official Faction rework and rules update - Locksmith - 01-08-2026

Will it be necessary to retcon things that have already been roleplayed out based on those post-death "memories" that, according to the new rule, should be "forgotten"?
Frankly, I don't remember if I have such things and will have to check a lot of things, but still.

(01-08-2026, 09:03 PM)jammi Wrote: Faction members can now also carry out a majority vote to replace an existing Faction Leader.
I strongly feel like this should be "active faction members", not just all faction members.