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Should official factions have more power? - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Role-Playing (https://discoverygc.com/forums/forumdisplay.php?fid=9) +--- Forum: Unofficial Factions and Groups (https://discoverygc.com/forums/forumdisplay.php?fid=67) +--- Thread: Should official factions have more power? (/showthread.php?tid=20981) |
Should official factions have more power? - FooFighter - 05-25-2009 Absolutely yes (although of course in a semi-controlled environment). I'm second in command of a player group that does not base itself on any NPC faction. One of the most enjoyable aspects of that is not being bound to RP which somebody else (who does not actually RP as a member of our group) dictates you to follow - instead, our diplomacy is bound on our own interaction as both individuals and a group towards other players. We aren't told "you're now at war with House X and allies of Group Y". We decided to ally with group Y, and did that through both IC and OOC talks. Since we're only a small group both in RP and in actual player numbers, this player-made diplomacy has been rather limited so far, but still held great RP potential - now imagine how awesome this potential would be for a whole House. In my opinion, the mod itself should mainly be a structure to build RP on. Mod lore is nice and fine, but I think official player factions should actually have huge impact on it. At the moment, official factions do not really have much rights unofficial factions lack. Essentially, all they have is prestige status (and in some instances, their own system in which they can pewpew everybody not carrying their ID and IFF). What if we gave official factions the right to shape the NPC faction they're aligned with? Let's take the example somebody in this thread made up about Rheinland. Place a autocratic Gottkanzler in charge of the RM and the government itself. Tell players that if they dislike that, they should join the Hessians or Bundschuh, and have them lead their revolution against the Gottkanzler. If they are successful, have *them* overtake the government and style their own Rheinland house government. The remnants of the old RM and the Gottkanzler, in turn, could now either be assimilated into the new government or form their own faction. Such a takeover could even be highly dynamic: at first, you schedule an event. Side B achieves victory through both RP and PvP, so they are told to write a new infocard for the base which - along with various other adjustments - will be inserted with using the awesome autoupdater we have. The big House wars could have actual front lines, and player-created news agencies would keep the player base up-to-date. Control should exist, though, through admins and/or the community itself. Nobody is served when faction leaders declare random people (or even entire factions) KoS just because of "personal preference". But it should never be like what has been done to the Order faction (which made an attempt at player created diplomacy and where not allowed enforcing it - something which IMO is very much contraproductive to RP on this server). ' Wrote:Note: This does not, in any way, indicate any complaints towards Jimmy Patterson's [1st] group, because he actually does it correctly. Hey, *I* am the 1st's leader...although since Jimmy is the only other active member, that does make him second in command, so you're not that far off the tracks xD. But yeah, he's awesome indeed (and I bet he's flattered as well now);). Should official factions have more power? - BaconSoda - 05-25-2009 ' Wrote:Bluntly, yes. I don't believe such a dictatorial approach should be taken. Official factions should have complete control over their guard system, yes, but not in the way in which the 101st did it. Restrictions from guard systems should be done on a Roleplay basis after the independent messes up. There is no reason for an Outcast to be restricted from his own guard system because the 101st said so. He's doing his RP the way he wants to do it, and unless that is completely OoRP or completely contradicts what is in place, he should be allowed to do it. ' Wrote: Dang it, Athenian, stop being so insightful. The first priority of any faction should be to set a great example of both roleplay and fairplay on the server. To these ends, a faction leader needs to set a great example for their faction and actually lead them to be both great roleplayers, and players in general. For doing this, Official Factions get the ability to drive the mod storyline forward, to some extent. They get credibility in official diplomacy with other official factions. They get to buy a system and mod it however they like (Within certain limits). Official factions are the backbone of discovery. Without factions, there would be no indies. There would be no Roleplay for everyone else to take after. That is what makes an official faction. That example to everyone else. Everything else is secondary to that. If someone here thinks that a faction is here to boss around other factions, he should rethink his outlook on factions. EDIT: In other words: Factions are fine. Should official factions have more power? - Eternal - 05-25-2009 There are many reasons why official factions should have some more "power" over the independent part of the server , many of them where , as I am sure , stated here. I suggest that something should be "given" to the factions who have been approved , from the moment of approval and that something is " The factions guard system " . Honestly , I see no reason why factions have to pay even more money , money which most factions must earn for a long time , meaning that they get to spend less time actually playing their faction. I suggest that from the moment a faction is approved , the factions guard system is given to it. Of course , there are some factions which have more then one player faction , Outcasts are a very good example of this. In this case , sharing is always an option , but giving the faction a choice , which system it wishes to own , is also an alternative. Should official factions have more power? - Baltar - 05-25-2009 ' Wrote:Heh I knew you were going to vote "No" mate:DSpear ... you might wanna sit down for this ... I actually agree with you ...:) I've got no problem with official factions like house lawfuls having more control of their houses. I fully support them having the authority to role play as their lawful NPC's do. For example ... Liberty Navy, LPI, LSF, etc should have authority to uphold the laws of Liberty. My objection comes when these official factions stray from their role play as the official faction and start adding new laws that really do not exist in traditional freelancer. Merc bans are crap ... embargo's might work ... ship bans are crap too. I've got a Civilian ID on a vessel that you purchase in Rheinland ... but the infocard of the ship states it is of "unknown" origin. Banning me from Liberty because I fly a ship you think is a Rheinland vessel is crap. So ... to gain my full support on this issue ... guidelines need to be established that the official factions only have the authority that the NPC's they role play have. In other words ... no flipping merc bans. Making me into an unlawful simply because I have a Merc ID is total crap. Go after the guys that violate Liberty laws (or whatever house you are) ... but don't freaking ban an ID because a few guys and gals are being jerks. EDIT: With great power comes great responsibility. Should official factions have more power? - tazuras - 05-25-2009 Well, that was a lot of reading. After all that here is what I think: Official factions should have more powers, but in return should face a greater degree of independent regulation. I propose the establishment of a faction regulatory council, (henceforth referred to as the FRC) :
And here are the powers I think official factions should have that the council will regulate:
Here are the powers I think they should not have:
There needs to be control of OORP docking. I dont think it should be by the faction alone. I would preffer some kind of FL hook command that doesnt have a ton of power but that will prevent OORP docking, especially by smugglers. Perhaps a seize cargo command that if used will remove any unlawful cargo if a smuggler lands on a lawful base within one minute of it being used. More than one Faction per NPC faction needs to be allowed, simply to allow variety and creativity in RP. Another solution to this would to be to allow sub-factions that must go through the faction approval process and can have somewhat different RP than the main faction but still fall under their jurisdiction. Official factions that dont represent NPC factions can exist, but they will not have as much power. This will maintain canon RP because it is really the primary factions that will maintain the most power unless igiss or the dev team changes them. Any other faction would be like a small business when compared to a corporation. And that's all I got for now, hope you enjoyed. Should official factions have more power? - Eppy - 05-25-2009 Quote:I don't believe such a dictatorial approach should be taken. Official factions should have complete control over their guard system, yes, but not in the way in which the 101st did it. Restrictions from guard systems should be done on a Roleplay basis after the independent messes up. There is no reason for an Outcast to be restricted from his own guard system because the 101st said so. He's doing his RP the way he wants to do it, and unless that is completely OoRP or completely contradicts what is in place, he should be allowed to do it. U r doin it wrong. His RP shouldn't contradict ours. We are many; he is one. That entire system was, until we were forced out of it, RPed as a 101st installation. Restricted Military Airspace. I paid a billion credits out of my pocket for that system, and quite frankly, it's private property. I didn't pay to sponsor a park, I paid so that the 101st would have its own little plot to work in where nobody we didn't want, including other Outcasts, should need be, wouldn't be able to go. Land creates power. Factions, as it is, are not allowed to own land. See the problem? Screw the indies screwups. If we see a need to completely lock down any and all players within the system we should be able to do so. Faction Regulation Committee? What happened to minimalism? The slimming down of the rules? This FRC would be ridiculously complex, and its members would be ridiculously busy. Should official factions have more power? - ArthurDent - 05-25-2009 Ok, this is page ten and I`ll try to keep it short. I have been reading lots of good ideas, but I think this hasn`t been mentioned yet: As I started to play Discovery I was overwhelmed by the amount of player faction tags. I mean, every Jimbo can write anything in front of his name. You shouldn`t wonder about new players not identifying you as an official faction because you look quite the same as every other player out there. Even some faction leaders seem lost in the flood of player faction tags. I know that there is a list of official factions, but it`s like learning a periodic table, don`t expect every independent player to know you. Official factions want more respect? Give players a chance to identify them as such. Why don`t you give official factions the exclusive right to wear specific symbols? It would help a lot if official factions would have tags like [faction] or {faction} or whatever may suit. Doesn`t solve all problems, but at least it would be a first step. (Just the opinion of one of those noobs out there) Should official factions have more power? - ophidian - 05-25-2009 I voted yes. I believe that the official factions should have some kind of a power, if not a majestic one, to alter certain way of things. I have seen diplomatic agreements being made only to be cancelled by an indy wing saying "we dont care / we are not bound" and continuing, ruining the general RP of two interracting factions / player groups and so. I have seen indy wings creating fuzz while the general RP is about "relations being tender" stuff, ruining RP in general Therefore I believe that both INDY and FACTIONIZED players should follow the same path under certain command HOWEVER, this power of command should not be like: "I am Order| you will do as I say". No, in order to prevent this, I either want the factions to have a command group of 2-3 people, at least one being INDY OR to have EXPERIENCED AND RANKED members to have the right and power of giving commands and decisions for both wings. Like, an ensign of a faction shouldn't be deciding for an indy wing. I see indies as a sub branch but branches do get connected to the main trunk. That trunk, body part shall be Admirals, Colonels, Captains whatever. Should official factions have more power? - Xoria - 05-25-2009 It's too bad that in the midst of hullabaloo and/or hysteria, people refrain from actually reading about what they not only can do, but are explicitly encouraged to do. 99% of the complaints about faction's so-called loss of power are not just inaccurate, but are flatly contradicted by the same Admin Notice that they think stripped those powers away. Time and time again in this thread people are saying that factions ought to be able to do x,y,z, when they already can, and always have. Reread Del and Blodo's posts in this thread, since I won't repeat them, although I will quote myself. ' Wrote:None of these decisions prevent a player faction or non-player faction members of an npc faction from exerting influence (including gunfire) on characters belonging to their npc faction who are behaving contrary to the accepted roleplay for that faction as created by the mod and described by the Administration. In other words, if a Corsair affiliated character is behaving contrary to the way a Corsair should behave (for example, allying with BHG and attacking The Order) then other Corsairs may consider him hostile and act accordingly. Should official factions have more power? - kingvaillant - 05-25-2009 More powers would mean, to me belief, giving the ability to official faction to order some troublesome indies out of battle if they are unbalancing the event Like a BS joining a previously balanced fight... If the concerned player does not want to cooperate and play fair, he can be tagged as rogue until he contact the leadership or understand that fairness is a prerequisite to play here. Kinda like what we used to do in Liberty during a brief period. |