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In game kills affect RP mechanically - Printable Version

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In game kills affect RP mechanically - lIceColon - 01-23-2014

Specifically, a tag-to-tag kill counter that also has an affect on the official lore due to the statistics it provides

the kill counter will be on a spreadsheet or something, showing kills made by factions and the factions that got killed

For a kill to count, the person killed has to be tagged, so does the person doing the killing, Goes without saying it has to happen in the RP environment and not conn.

If both players are official tagged, eg. LN killed RM, then it counts as a official kill
If one of the players are official tagged but the other is an indie, eg. RNS killed BAF or RM killed LNS, then it counts as 3 indie kills
If both players are indie tagged eg. HMS killed RNS then it counts as 1 indie kill
if the kill does not involve a tagged player, then it does not register

Possible lore consequences,
eg. In a War between houses
15 official tagged faction kills = inRP loss of 1 battleship
100 indie kills = inRP loss of 1 battleship

And since there aren't a lot of battleships lore-wise, then the loss of 1 battleship would affect the lore severely.

eg. In a pirate - lawful war
30 official tagged faction kills = inRP reduction or boost in traders/patrols/pirate activity

And then, like it or not in game actions will at least have some sort of lore consequences and everyone may be more involved or even encouraged to join factions or at least be less oorp

3. Ways to counter abuse:
If a report involving a kill is made, the side at fault will get a severe reduction in kill count as penalty or something
Since some of the players will be official tagged, they will hopefully be on a good behavior and not be oorp
And officials might encourage the indies to be more inrp


RE: In game kills affect RP mechanically - Curios - 01-23-2014

Nope.avi


RE: In game kills affect RP mechanically - Diana Dumitrescu - 01-23-2014

Too many conditionings based on tag-to-tag kill. If LN kill RM... or RNS kill BAF...
So... no. Will never be implemented.


RE: In game kills affect RP mechanically - Sabru - 01-23-2014

(01-23-2014, 11:28 AM)Curios Wrote: Nope.avi

*repeats on a loop*

(01-23-2014, 11:28 AM)Curios Wrote: Nope.avi
(01-23-2014, 11:28 AM)Curios Wrote: Nope.avi
(01-23-2014, 11:28 AM)Curios Wrote: Nope.avi
(01-23-2014, 11:28 AM)Curios Wrote: Nope.avi
(01-23-2014, 11:28 AM)Curios Wrote: Nope.avi



RE: In game kills affect RP mechanically - Jack_Henderson - 01-23-2014

No. Seriously, no.
Big factions with skilled players would be ruling all of Sirius in a few months.
This is not a pvp server where you define yourself by frags/death ratio.

Drive the storyline by intelligent roleplay instead of senseless death/kill count.


RE: In game kills affect RP mechanically - sindroms - 01-23-2014

Remove blue messages.


RE: In game kills affect RP mechanically - Birdtalon - 01-23-2014

(01-23-2014, 01:31 PM)sindroms Wrote: Remove blue messages.

No. To both ideas. I like my album of lns indie blue messages.


RE: In game kills affect RP mechanically - roadrunner - 01-23-2014

go play COD
This is a RP server
so no


RE: In game kills affect RP mechanically - Slavik - 01-23-2014

The only way to make lore changes enjoyable is through prior discussion with the people you want to alter the lore with.

For instance if sairs and OC want a lorechanging war in the sigmas they got to talk on what is going to happen. Or what might happen if said event is won with X condition.

Killcounters will just turn this server even more into a pew fest. It already is to much PVP oriented if you ask me


RE: In game kills affect RP mechanically - Papa Oomaumau - 01-23-2014

No
We really don't need more scripts running.

Also, punishing people for who they choose to hang around with, or worse, new recruits to a faction is...

...just no.