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Rule 4.1 - 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) +--- Thread: Rule 4.1 (/showthread.php?tid=7104) |
Rule 4.1 - sovereign - 03-27-2008 ' Wrote:Tonight, I participated in a battle. /SIGNED FULLY WITH CAPITAL LETTERS <rant> Seriously, enforcing the rule leads to a degenerative play experience. The point of any game is to have fun, and this server's method for doing so is RP. As long as each individual character RPs that individual character in a manner that is interesting and fun for all involved, there is NO PROBLEM. In fact, anything that interferes with that IS a problem. Like enforcing this rule. Of course, we could just create a clone faction (or even just group) of all system owning factions if it comes down to it (I'm not with TAZ, I just have a [TAZ] in front of my name and participate in their events!), but that's basically a huge "Screw you" to the admins, and distinctly unfun, despite being legal if said admins wish for respectable players to bother playing here. </rant> Enforcing the rule = making good people suffer. Don't do it. Rule 4.1 - Angelfire - 03-27-2008 ' Wrote:/SIGNED FULLY WITH CAPITAL LETTERS /Agreed Rule 4.1 - Edge - 03-28-2008 No offense Eppy, but a thing. If that rule is to be scrapped, you can join with 1 char the local police and the local pirates at once ?!? The rule is very precise, and imo, needed. You can rp that your char flies 2 ships, one for Outcast guards, and the other one, undercover, in the Kusari Naval Forces for example:) But really. To see a Sabre with KNF tag (for example) would be ludacriss imo:D Rule 4.1 - Teal - 03-28-2008 Good people do not break the rules they submit justification for change. Rule 4.1 - Vero - 03-28-2008 Amend some of it and scrap some of it. Id like to see the rule amended to one character can not join more than one faction unless those factions are friendly to each other and serve different roles. For instance; I roleplay John Vero as a retired LSF pilot who has signed on with Synth Foods to pilot Convoy|104. As the rule stands now Vero could not reenter service with the LSF unless he resigned from Synth Foods. Now if the rule were amended it would allow the LSF to reactivate Vero (similar to the US national guard) to active duty while still maintaining his position with Synth Foods. Of course that is a completely selfish reason for wanting the rule revised, but I do feel its a good one. Now obviously if I were fortunate enough to be accepted into the 66th fighter wing Id have to use Santigo Alvarez instead of Vero. As for one player having different characters in multiple factions; that should be up to the faction leaders about who they accept, not a general server rule. If you cant keep your characters separate then you have no business joining multiple factions anyway. Rule 4.1 - sovereign - 03-28-2008 ' Wrote:Amend some of it and scrap some of it. What I got from that and the last few posts is that the "one char, one faction" is either fine or mostly fine. Eppy's concern (and the concern which sparked the poll) is the second piece, the "Only 2 different server-owning factions per account? person?" which is hard to understand, mostly inconvenient, almost impossible to enforce, and harder still to enforce without alienating the community. Does -ANYONE- have a defense for keeping that part as is? Let's not get into specific revisions yet, but is there -ANYONE- who actually thinks it is good to have as is? Rule 4.1 - Unseelie - 03-28-2008 ' Wrote:Does -ANYONE- have a defense for keeping that part as is? Let's not get into specific revisions yet, but is there -ANYONE- who actually thinks it is good to have as is? People already in clans(only DW and A51) or factions(disco official factions) with prohibitions against multiclanning or multifactioning...but I suspect they're jealous. Really, though. I've done both. I've been in a faction while excluding all others. There simply isn't the sort of constant action to warrant it...people get bored, the switch to other characters. The multifactioning prohibitions will probably cause more Yanfs. Seriously. I got bored with HF, talked with Treewyrm, and we decided to make our own faction...to do things 'our way', that thing, thanks to treewyrm's insane dedication to his project, became Keepers. Point is, allowing people to be in multiple factions is a good thing, proven every which way. Rule 4.1 - Xing - 03-29-2008 I support a much more rigid rule, that I know wont be applied on discovery. The freeworlds rules, were in my opinion, the best and absolutely the best one to enforce maximum RP, while being very limitative to those with strong RP sense, but prefer to remains out of a faction. I say it is impossible, as the disco and fw systems are completely different, and a change would be too much a job. On FW, it was one player, one faction, nothing else. While extremely limitative, when you chose a faction, you wanted to go in it, you were dedicated to it, and rped only as that character with some passion I'd say. An imperial navy was an imperial navy, and I know quite a bunch that are indeed imperial navy ever since the mod first began. And they still love their place in the IN. the advantages, other than creating dedicated member to one faction, are diverse: we dont have floating characters for instance. I know kusari has a bunch of members. But if these members were ONLY allowed KNF, KNF would be much more active! This however, limits the "less cooler" faction to exists, such as the Xenos for instance. I don't think a lot of people would like to roleplay and fight ONLY as a Xenos. Disadvantages are obvious too, among other a very severerly limited rp potential. there are no independents. If you want to rp as imperial navy, you start from scratch, at the bottom of the ranking, and work your way up. There is no such thing as directly starting as a senior officer - truth be told, if it is possible, there are people, who would make a poor rp telling people they are some random admiral just to fly a star destroyer. But of course, there are those who knows how to restrain themselves. We have both here at discovery. Personally, I am not very sure of my own opinion. The ultra-restrictive FW has incredible advantage (heck, everyone had restrictive shilists imposed by admins, even for civilians who were virtually capable of going anywherem but were extremely limited to ships). There wasnt much of oorp etermination threads around at the time I was there. But I admit, we weren't as numerous as we are here. Smaller a server is, better the ambiance, lesser the noobs. On the other hand, I do love discovery's freedom of rp. But I always felt, the system was intended to a smaller server. Rule 4.1 - ScornStar - 03-29-2008 Does -ANYONE- have a defense for keeping that part as is? Let's not get into specific revisions yet, but is there -ANYONE- who actually thinks it is good to have as is? I know this is against the grain BUT, I think we should just have our one account anwith our 5 characters and be happy with that. Multiple accounts allow the possiblity of reengagement, or watching one faction while playing a none enemy and waiting for the best time to act against another of your factions enemies suddenly. For example lets say for arguements sake(forget the politics its only an example) a Keeper was leaveing Alaska, well then all of a sudden a bunch of liberty log off when it gets out of their ZOI and Log on as Order, then the Keeper heads to Kappa and the same folk log off and log on as Corsairs, all will have their RP for interdicting the Keeper but I feel it leaves a big window open for the metagamer to exploit. It gives you the option if you cant handle something one way you'll handle it another, and its harder to have believeable RP if some one just logs on with a preconcieved notion to do something. Additionally many have suggested in various threads to place certain items in guard systems to prevent unnatrual proliferation. Allowing people to have as many character in as many System owning faction as they want will defeat that notion for everyone who knows where the guard systems are. RP can be written to explain any ambition I can write an RP for a Cardamine breathing, Outcast hunting, Scorpion gunboat flying, Unioner, in Britonia, if I really wanted. And with the removeal of this rule That becomes very possible with some transfers. If the criuse rule is important enough to keep despite its restriction on RP then this is too. Beside the more characters you have the thinner you spread your self and the less quality you have for your RP if your faction gets boring then DO something. Not just long on and grab another character that has ready made action or conflict near by. This is how factions that should be extinct continue to exsist while not being around for anything but fights. Faction membership should not be a whimsical thing. If you bounce from faction to faction as the mood suits you then your just a independent with alot of different team colors. In fact its because of this, that there are so many factions that should have went the way of the dinosuar but, continue to linger. Thus in the faction request forums the phrase there are "too many already!" gets use unjustly squashing the new ideas that may or may not be good from ever growing. Some of those folk might have ideas like Sienfield and sound like crap at first but grow into something interesting(I'm going by rateing). Removeing this rule allows some folk to get their fingers into more pots and control more of Discovery politics and make the game theirs not ours. I know this is not a popular view point, and I may have accidentally stepped on some toes so, I'm sorry. Of all the rules that need to go and I'm normally the one saying LESS rules, this one needs to stay. To some it in one word. METAGAMEING. No ones perfect, let not make it legal and condoned to do this, even if it is next impossible to enforce. Rule 4.1 - Joshiee - 03-29-2008 My Opinion: People should be allowed to join a faction as long as they play a active part in it (This doesnt mean: "I joined a pirate faction because I ocasionally wanted to blow up lawful ships. Tehee ships"). This Purely because of the requirements of a faction. A faction is say its own "Community", its members are contsantly communcating, being involved. If a member is joining factions because they just wanted the ID or because they like to sometimes. That shouldnt be allowed. If someone is in a faction it is expected that they interact with other members, add to it or something. Take for example the KNF faction, we have a communcation forums were members can report incidents, enter reports; ACTIVELY role-play. So if people can activley roleplay (Multi-task characters from different clans) then it should be allowed. But if they just join factions for the heck: Oh war is starting I join faction so I can be in it, or so I can flash my cool id, blow up stuff; Than it shouldnt. |