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1 Faction per ID rule - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Rules & Requests (https://discoverygc.com/forums/forumdisplay.php?fid=6) +--- Forum: Rules (https://discoverygc.com/forums/forumdisplay.php?fid=25) +---- Forum: Faction Rules (https://discoverygc.com/forums/forumdisplay.php?fid=46) +---- Thread: 1 Faction per ID rule (/showthread.php?tid=58791) |
1 Faction per ID rule - VoluptaBox - 04-22-2011 Voted to remove it, where it makes sense, at least. 1 Faction per ID rule - Durandal - 04-22-2011 Get rid of it. Sucks. Creates grudges, power struggles, etc. 1 Faction per ID rule - Petitioner - 04-22-2011 RID OF IT RID OF IT RID OF IT. Been saying this since it happened. If a faction wishes to become official they should expect a good yes or no answer with valid reasons as to why not. For example, something like TF7 never needed to be official because it was not intended to represent the main wing of the Navy. They couldn't ever do something like FR5's because they aren't, irp, soldiers on stations that would handle docking at that sorta thing. They were a special task force. House military and police groups should not have multiple factions under any sort of circumstance. The only possible exception to this might be the LPI, since they're a private corporation. I don't see why the government would refuse to contract a second corporation to do something that the Liberty Police, Incorporated, seems incapable of doing themselves, but that's not really related to the idea of multiple official factions, so... However, to take an example that's near and dear to my heart, a group like the IMG could easily have more than one "large" group (represented OOCly by official factions, I always think of "official factions" as simply the "largest branch" of whatever NPC group they are representing. In-RP I always refer to the IMG| as the "main branch of the Guild." Just as an example.) since it's not quite such a unified group. I always thought of the IMG, when playing vanilla, as a group that basically stands under a common banner because it's how they survive - in the houses, they're a more unified corporation because that's the easiest method to advance their interests in a structured environment. In the border worlds and edge worlds, they're more, as the infocard says, a loose confederation of miners that go by the "you scratch my back, I'll scratch yours" sort of thinking. Different "branches" would easily develop. That's just one example - I love the way Kruger RP'd independents - they were "non-unionized workers." Groups like Zoners, it's pretty obvious why they should be able to have more than one "large group." I don't think I need to go into much detail about this. And, like mwerte said, things like corporations could easily get by RPing different factions as "different RP divisions of the company." This is all just my own opinion, so feel free to flame and snipe me. In PMs. (I know that somebody will, so may as well welcome it, right?) I don't want this thread to be derailed, as it's the only constructive one I've seen on the matter in a while. And a quick edit to the people that say there's too many factions around already - please try and think about RP. There's nothing stopping a bunch of people from getting together and making a large group of their own. Your own OOC worldview of how everything ought to be structured does not exist IRP, and if it did for some silly reason, it would not be an all-powerful force. 1 Faction per ID rule - Hone - 04-22-2011 Keep it because freelancer factions are programmed to all act as one e.g. shoot one zoner npc all turn hostile. To counter problems, bufff generic ID (merge all into freelancer) and give nation factions such as corsair/outcast more IDs E.G. corsair trader, corsair miner ect. 1 Faction per ID rule - elrica - 05-30-2011 Keep it but let unofficials recruit on the forums please please please! ' Wrote:Graaaavvvvvvve Diiggggggggerr!Sorry, it was in my "view new posts"? *shrugs* 1 Faction per ID rule - Dwarf - 05-30-2011 Graaaavvvvvvve Diiggggggggerr! 1 Faction per ID rule - lukasz_r128a - 05-31-2011 Rule in actuall meaning is one big fail. One faction per one ID should be applied only for factions like Liberty Navy, Rheinland Military, LSF or organisation like them. To rest like Zoners, Sairs (well they are maybe not good examples coz they have 3 official factions) and other kinds of pirates, traders etc should be allowed to have few official factions per ID. Maybe limit that no more then 3-4 official faction in their cases will be reasonable, bur restiction 1 faction per 1 ID is wrong way of progress for server. 1 Faction per ID rule - rupturex - 05-31-2011 Remove It... Like lots of people said, this rule should be applied just for core defensive factions like Navy's, but when we talk about corporations and etc it should be allowed to have more than 1 official faction, they can have different focus and approaches unlikely any Navy one. Just to make myself clear lets use as an example the real Mitsubish corp, it's a bank, automobile, fishing, aerospace corp. etc and they produce even weapons.. so different focus and approaches with different sectors but same corp. 1 Faction per ID rule - stardust47 - 05-31-2011 I voted to get rid of it, but like many have said, only where it makes sense. Could we get an admin here please? 1 Faction per ID rule - Dennis Jameson - 05-31-2011 Ditch it! It's not like the XTF are going to become official anyway. And perhaps after they realize that they're their own worst enemy, they can start getting their act together. (sun) Besides, I'd really like to see the 13th become official someday. |