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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? - Spear - 05-26-2009 ' Wrote:Spear ... you might wanna sit down for this ... I actually agree with you ...:) It was a good job I was sitting down lol! See we can find common ground even when we seem to be polar opposites! Just to nitpick your post because I am sad, if you are a "Civillian ID" in a Rhienland ship then you can't be touched:D The merc ban was enforced in Rheinland before Liberty adopted it, in both cases it was more hassle than it was worth. The embargo has good RP basis but again, given the ratio of unlawful's to lawful's at the moment it's impossible to enforce, I rarely jump on my Xeno these days because the law men are already being ganked, which makes me sad, I used to enjoy attacking Liberty with odds against me, and to be honest I am of the opinion that house forces should be stronger than unlawful's. I know I am a well established lawful player, but I am also a well established unlawful one, hell my forum name is named after my first and fav char here, a Xeno. I'm going to disagree on the ship ban issue you raise though, Rheinland combat ships in Liberty and Liberty combat ships in Rheinland have to be viewed with suspicion under the current RP. *Swinging back on-topic: Not a bad idea Korrd, although I personally do favour 1 official faction per NPC group, and that effects me, I am in several factons that are duplicates, for example XG, I would favour XG being merged into the XA instead of a Xeno council. Should official factions have more power? - tazuras - 05-26-2009 @Korrd's Idea - Well, you know I like councils, so yes, I like the council idea Korrd. It should definitely include indies, indies that are willing to represent all the indies, which means they have to talk tot hem in game about things. As you know I am also a fan of more organization so perhaps there could also be a council for different areas of space with representatives form each NPC faction council that operates there. This could probably be achieved in RP though, unless they were given some kind of power that was OORP. Should official factions have more power? - Korrd - 05-26-2009 Attention: I've split the topic as my last post has little to do with it, and deserves a topic of its own to be debated. The new topic can be found here: http://discoverygc.com/forums/index.php?showtopic=38990 Should official factions have more power? - SigCorps - 05-26-2009 OK 15 pages read...dang Off all the ideas that have been presented here I do like Korrd's the best. I think a council for each NPC faction so they and discuss what is going on is an excellent idea. This keeps all the folks who have similar RP on the same page. One big council would never work, and would be over worked since you would have too many differing sides. A prime example is the Council of Zoners. Myself being a member, we all play different type of Zoners, we all have different agenda's, but we all come together to make decisions that affect all zoners. Our council works because we respect each other as individuals and we try not to step on each others toes. Now it can take time to make decisions but it still works and has worked for a long while. As for more power to official factions. I like the idea of moving the cap ships out of guard systems putting them on a guard aligned base with guard patrols and letting the factions control the guard system. Then again I also liked the idea that Official factions can have exclusively, 1, ONE, BS that they can have for only faction members, heck make a new one that they can design, just like they can mod the guard system. Those are my 2 cents Should official factions have more power? - Baltar - 05-27-2009 ' Wrote:It was a good job I was sitting down lol! See we can find common ground even when we seem to be polar opposites!Well ... wherever the Merc ban came from ... it destroyed my chance to play a lawful. The FIRST lawful character I ever had was Baltar (an independent merc). And he kept getting ganked by ubercaps. He flew a Bretonian Gunboat and offered escort services to traders. But thanks to the ban ... I deleted the character. So much for me playing a lawful character. The other semi-lawful was A'den Jango with the Mandalorians. So ... I woulda liked to have a lawful character but Liberty and Rheinland "role play" destroyed that option. On the ship ban ... I totally agree with the capships and such. You should never find a Rheinland battleship in Liberty just hangin about. But I'm flying a Kiith Somtaaw (a vessel with unknown origins "discovered" by Rheinland) ... hardly makes you a Rheinlander by flying it. Or how about the Advanced Train ... its not built in Liberty is it? And the Container Transport (Kusari)? My first character ... still sitting down? My first character was Archelon ...:mellow:... I've also had Agisdi Vlenidohv and Atalawohisdi ... :cool: But anyway ... I don't mind official factions having power and I totally agree that only one official faction can be the authority. Just need to make sure they don't let the power go to their heads. Should official factions have more power? - Rogue63 - 05-27-2009 I read the first couple of pages on this. I will vote yes to more power with certain restraints. If the group in a zoi for there represented npc faction is just acting like a bunch of punks, pvp'ing and killing first then asking questions to all but there buds or known allies that would be unacceptable. Basically dont want to see roving hordes or gangs whacking people for there own amusement. With power comes responsibility. And I am all for keeping destroyers and up for factions in there zoi, Liberty cruiser for Liberty navy faction etc etc. Having a watchdog group to monitor or checkup on these groups randomly to check on how they operate, maybe an undercover admin in a secret charactor doing spot checks on random encounters with them. If a group goes through the process and is made official there should be some nice benefits, as they will become a rp force (in theory) rp'ing there selected faction. Should official factions have more power? - hack - 05-27-2009 I agree on the one official faction per NPC for the house Militaries, Police, and covert group. As I pointed out in the other thread, trying to get mulitple wings/ Divisions/ precincts to agree on something is going to be nuts. Plus most Police factions barely have enough players as it is, new members are needed just to keep the regular one flying. It would be Silly to have 100 players in Precinct a, whilst only 5 players are in Precinct b. Now when it comes down to something, say like Ageria, DSE, ALG, those companies are large enough to have sub divisons where one faction can handle escorts, another sub divison can handle the freight moving, etc...... Should official factions have more power? - Spear - 05-27-2009 ' Wrote:Well ... wherever the Merc ban came from ... it destroyed my chance to play a lawful. The FIRST lawful character I ever had was Baltar (an independent merc). And he kept getting ganked by ubercaps. He flew a Bretonian Gunboat and offered escort services to traders. But thanks to the ban ... I deleted the character. So much for me playing a lawful character. The other semi-lawful was A'den Jango with the Mandalorians. So ... I woulda liked to have a lawful character but Liberty and Rheinland "role play" destroyed that option. Hahah! I actually had suspected you were Atalawohisdi in the past :laugh: Don't give up on lawful char's, I think everyone should play all sides of RP, makes you appreciate other peoples perspective's. The ship ban only covers combat ship's, there is nothing wrong with flying a Container Transport in Bretonia or an Adv Train in Liberty, you wont be asked to leave because of your transport ship type, you may be asked to leave if you belong to a faction based in a house that is at war with house you are in. The Kiith Somtaaw is a civilian fighter, so I don't think you should have been assumed to be a Rhienlander if you fly one, it should be the ID that dictates people's behaviour towards you in that ship. If you were assumed to be an enemy in that ship I think that was unjustified. Should official factions have more power? - tazuras - 05-27-2009 ' Wrote:I agree on the one official faction per NPC for the house Militaries, Police, and covert group. I think completely denying new factions the right to exist is pretty nuts. In police.military covert groups it should not be first come first serve. If a new faction in one of these NPC factions meets the requirements to become an official faction then they should be able to. If you dont think those requirements are sufficient (as in perhaps you think more than 5 active players should be required) fine, but I think that is a separate issue. I do think that any new official faction in any of these faction has to serve a unique purpose. They have to fill an RP niche that any current official factions in the NPC faction do not. They cant just divide up the territory, thats not a good enough reason for a new official faction. As for trying to get different factions to agrre on things, there are several councils in game which seem to work pretty well at agreeing on things. Of course I can think of at least one that doesnt, but it really doesnt seem like they talk to each other, so as long as you keep the lines of communication open I dont see this as an issue. Should official factions have more power? - hack - 05-27-2009 ' Wrote:I think completely denying new factions the right to exist is pretty nuts. In police.military covert groups it should not be first come first serve. If a new faction in one of these NPC factions meets the requirements to become an official faction then they should be able to. If you dont think those requirements are sufficient (as in perhaps you think more than 5 active players should be required) fine, but I think that is a separate issue. Well then, this is where we are going to have to have a difference of opinion. I am going to start with the police factions: We don't need 3 official factions for one police department running around when most police departments in game now not fully staffed for 24/7. The RFP and KSP are working on becoming official, the LPI and BPA are official but cant be staffed 24/7. I can't see how a new police faction can be so unique, so different than the official NPC faction that they would be needed. Military or Covert groups? Do we really need 2 Navies? 3 different Covert groups? There is going to have to be some sort of standard met to ensure that a new official faction in addition to an existing faction that already represents the NPC faction is so unique, so different, that it indeed is warranted. |