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Ideas for improving deception based RP/gameplay - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery General (https://discoverygc.com/forums/forumdisplay.php?fid=3) +--- Forum: Discovery RP 24/7 General Discussions (https://discoverygc.com/forums/forumdisplay.php?fid=23) +--- Thread: Ideas for improving deception based RP/gameplay (/showthread.php?tid=113793) Pages:
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RE: Ideas for improving deception based RP/gameplay - Lythrilux - 03-26-2014 The ID idea is pointless for tagged factions, as their tags will give away their affiliation no matter what ID they have. RE: Ideas for improving deception based RP/gameplay - lIceColon - 03-26-2014 Hmm. I guess - is it possible to have a separate player faction ID slot that is somehow linked to the tag? Or I suppose if you're trying to be sneaky you won't tag your ship anyway. RE: Ideas for improving deception based RP/gameplay - Lythrilux - 03-26-2014 (03-26-2014, 04:49 PM)lIceColon Wrote: Hmm. If that exists inRP, it still kind of gives away who they are. RE: Ideas for improving deception based RP/gameplay - lIceColon - 03-26-2014 Which is why a mechanism might be needed to prevent the ID from being exposed, and the idea of a scanner-shield might be able to solve that either through a delay, or perhaps being only scannable by advanced scanners, and that also possibly with restrictions such as range or power usage etc. And then to prevent everyone and their mother from getting an advanced scanner, factions could choose to restrict the gear to high rankers or specialists, or just make it really expensive, or make it use extra power as suggested in the spyglass thread. Another idea may be a password based scanning system (for a more spy-oriented warfare) in which eg. a faction could obtain its enemy's ID codes either by brute force or other means and use the code to scan suspicious ships and reveal their ID. |