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Official Faction rework and rules update - Printable Version

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RE: Official Faction rework and rules update - Spectre - 01-13-2026

(01-12-2026, 09:56 AM)SnakThree Wrote: Roleplay knowledge should tied to character and not the ship. So it would make more sense to lose audio/video evidence rather than lose the whole memory. So let's say, some trade ship gets downed and can bounty the assailant but cannot report the evidence to local authorities. "oh no, my ship got destroyed sometime, somewhere by someone" will be rather stupid roleplay. Corporate feuds (if there are any) would also be bland if the character can't even remember that it was attacked and destroyed. Consequences is what makes the roleplay fun because it creates continuity. Half of the charm of playing unlawful was to become the most wanted and to be feared and with current ruleset that would be kinda pointless if characters have no prior knowledge of getting destroyed by enemies.
+1 to all of this

Still not 100% a fan of restricting people's ability to document their activities, especially considering the lore implications, but this feels like a fair compromise.


RE: Official Faction rework and rules update - Groshyr - 01-13-2026

Time when Lemon was suiciding his "characters" into other players and then roleplayed the whole encounter as if he beamed out in the last moment is gone, but only now the required rules adjustments are being made


RE: Official Faction rework and rules update - Lemon - 01-13-2026

(01-12-2026, 03:44 PM)Eternal.Journey Wrote: As for the rest. I've spent a long time thinking about the OF rework and the added rule.

It's kiiiiiiiinda been a long time coming on all fronts. I think it's good to se proactivity rather than stagnation but that's just me. Liking the ideas that give OF's a bit more drive in story, flexibility, power and movement. This means a lot, to be able to possibly direct the future of the faction you represent. The new rule could probably do with better wording, but aside from that I don't foresee terribly many difficulties. If someone begins to use it as an exploit for PvP'ing people they don't like and removing them from roleplay then a 1.0 is all it takes to have that someone removed from the community.

From what I've seen, there's a couple people looking to dip their toes back in after this, and that's good. It means a step in the right direction.

The only flaw I do see in the new rule, is this:

If I enter a fight, shoot some people, pick up a few "Blues", but die in the PvP, would I still be able to claim potential bounties on these people I disabled or would I forget that I disabled any ships at all?

It seems to be something that might cause issues for bounty board claimants and some may end up bailing from fights in order to preserve their "Payouts". Clarification on this would be wonderful, please.
Oh yeah - I guess only if you survived a fight you can claim a blue :O


RE: Official Faction rework and rules update - Nodoka Hanamura - 02-21-2026

(01-08-2026, 09:03 PM)jammi Wrote: 2.3 - Dead men tell no tales - when you are destroyed during a hostile player encounter, your character loses all memory of that encounter, other than that their ship was destroyed.

I never thought I'd need to do this with regards to the admin team, of all fucking people, but the name of the game is

DISCOVERY FREELANCER

Not:

GARRY'S MOD DARKRP DISCOVERY SPACE 24/7 RP | FASTDL | 69+ JOBS | ARC9

This rule, which I've nicknamed the NLR rule, is as stupid is as stupid does, and quite frankly, I will continue to play, disregarding this rule, much as others have decided to do so.

Why? Plain and simple.

NLR and rules like it, DO. NOT. WORK. IN. DISCOVERY. They only work insofar as they provide a cooldown timer both for immersion, and to prevent fights from going on ad infinitum, and that is it. No Amnesia, just a 1 hour timer. That is all we need.

Discovery Freelancer is a persistent, ongoing and active roleplay world, where interactions, events and characters continue to exist in the world after the ships their players control leave the game server. NLR works in DarkRP because it's wholly transient - when characters leave the server, there's no consequences waiting for them later, 9 times out of 10, because the player base is so dynamic and varied, and there's nothing to keep track of it all. The forums serve as a record, that turns Discovery from a transient RP environment, to a persistent one - and the fact our userbase plays the same characters, defined by name and affiliation in the base game alone, also solidifies that persistence.

Memory Loss upon 'death' does not fucking work because it breaks causality for a lot of the events. It breaks causality for bounties issued by the players who issue them against people they were attacked by, completely killing off an entire avenue of roleplay and interaction. And as SnakThree said, this completely contradicts the rules about powergaming, by forcing characters to forget an engagement they otherwise would have clearly remembered, and possibly even had recordings of. This is the future, a pilot definitely has their guncam and radio comms recorded to a short term storage on their neural lace/BCI/whatever before being backed up to offsite storage somewhere.

When shot down, their fate can either range from being sent adrift after a blast disables propulsion, or a self-propelled escape pod yeets them in the direction of the nearest friendly base or capital for recovery. You want to tell me that after that, they forget *everything*? If Struikas gets blasted back to the Stone age and Bellamy was there to see it, If she reminds him about it later, is he just supposed to not fucking remember?

Did any of you who came up with this rule, think at all about the effects of it?


RE: Official Faction rework and rules update - Lobster - 02-21-2026

I apologize for being late to all this, however I would like to chip in with my two cents.

Bottom line up front: This rule benefits established and skilled players and discourages new players from participating in roleplay and the community in general.

The "dead men tell no tales" rule change is highly discouraging to the role-play health of this server. The whole reason we enjoy playing is to share interactions with eachother and build stories about and between characters. Sometimes, those stories can be friendly ones. More often though, they have some tension or even hostility to them (conflict is the essential driving force in the classical story structure). While some have ideas that this may discourage PvP and encourage roleplay instead, I have already experienced first-hand the stifling of roleplay due to this rule.

The newer players I have been introducing to Discovery and flying around with keep dying to more established and better-skilled players. This has lead to great frustration. Due to these deaths, we have an inability for to conduct faction diplomacy as we do not remember who we died to, an inability to post about our encounters/patrols in the faction message dump, and has encouraged many of these players to depart despite my attempts at conciliation. It also has the side effect of these newer pilots avoiding all dangerous encounters and running to stations when PvP does break out.

We should all be greatly disheartened by the systemic chilling-effect this new rule has on our newer players and thus the future of Discovery. I throw my voice behind the repeal of this rule so that we may re-enable the ability to tell and craft stories without promoting the avoidance of in-game death at all costs.


RE: Official Faction rework and rules update - A Magpie - 02-21-2026

No, my shady covert ops has to silence witnesses in a way that sticks. Someone getting blown up, to then broadcast what I shot them to keep quiet about anyway, would be mildly frustrating, to say the least.


RE: Official Faction rework and rules update - A Magpie - 02-21-2026

(02-21-2026, 03:50 AM)Nodoka Hanamura Wrote: Then don't say shit, shoot the shitter, and don't fly around in a ship tied to the people who want to shut the shitter up, Mags.

That takes so much risk out of it, though. Why not conduct all shady business in in-game PMs, or even over Discord if I want to keep a "secret" a secret? Someone comes up to us and hears something they shouldn't, suddenly it's gameplay and if they make it out with their skin attached, they have a prize of knowledge they shouldn't have. Taking away any element of risk makes the game more like darkRP where there are no real consequences. It opens up avenues for character development for everyone because there is that new element of standing to lose something at play.


RE: Official Faction rework and rules update - Nodoka Hanamura - 02-21-2026

(02-21-2026, 04:02 AM)Tantalum Wrote:
(02-21-2026, 03:50 AM)Nodoka Hanamura Wrote: Then don't say shit, shoot the shitter, and don't fly around in a ship tied to the people who want to shut the shitter up, Mags.

That takes so much risk out of it, though. Why not conduct all shady business in in-game PMs, or even over Discord if I want to keep a "secret" a secret? Someone comes up to us and hears something they shouldn't, suddenly it's gameplay and if they make it out with their skin attached, they have a prize of knowledge they shouldn't have. Taking away any element of risk makes the game more like darkRP where there are no real consequences. It opens up avenues for character development for everyone because there is that new element of standing to lose something at play.

That kind of interaction is less than 10% of all gameplay that is impacted by this rule change, the small bit of it that benefits. If you want things to stay a secret, practice good OPSEC, inRP and OORP. No one but TFP knew who Firebrand was, until he outed himself to Luisa Chiavallati because he was willing to die fighting her, or if you want to go by leaking his last name, that one time Locksmith did it by accident. If you're going to be speaking your business in the open, be ready to expect eavesdroppers. If you don't want to risk it getting blown, tell it over a secure line and tell it to people you or your character (or given the nature of disco at times, BOTH) trust with the information.

Also, if you're going to counter me, even if it's a legitimate argument, please don't sockpuppet, Magpie. (Unless you forgot to change accounts.)


RE: Official Faction rework and rules update - Kauket - 02-21-2026

(02-21-2026, 05:27 AM)Nodoka Hanamura Wrote: practice good OPSEC, inRP and OORP
it's a game bro.

we're here to make stories, have fun with others. not to play some RTS game of who has the bigger pixel epeen


RE: Official Faction rework and rules update - Nika - 02-21-2026

I don't usually post in this kind of threads but this time I feel like it's a crime to remain silent.

(01-08-2026, 09:03 PM)jammi Wrote:
Dead men tell no tales:


Quote:2.3 - Dead men tell no tales - when you are destroyed during a hostile player encounter, your character loses all memory of that encounter, other than that their ship was destroyed.

This is a very common rule that is applied in many other roleplaying game communities.

You are, however, overlooking the fact that this sort of rule exists primarily in "roleplay" (quotes intended) which has long since rolled down this slippery slope to become an MMORPG where "RP" in their naming is just a glorified excuse to attract additional audience. It by all means works but very few actually play it to the title of a roleplay environment, instead indulging in MMORPG mechanics. Grind, or pvp, you name it. Should I even mention the quality of roleplay in such a place - or, rather, the lack of thereof? This rule is ridiculous in current Discovery environment and must not exist at all - unless it is a deliberate staff course to become an MMORPG with RP flavor and introduce RPG progression and skill points next.

HOPEFULLY NOT.

Though we already have the factions who, in my opinion, had hit the rock bottom and are not only allowed to get away unscathed (warnings aren't a serious punishment) but also exist as Official Factions merely by merit of fulfilling activity requirements, which is frankly baffling. Though thankfully, one of these has recently lost it's status and it's my sincere hope another is on the way with these changes.

I very much ask that you reconsider the implementation of 2.3.