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ID's and bases - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37) +--- Thread: ID's and bases (/showthread.php?tid=20752) |
ID's and bases - Fletcher - 05-20-2009 I have an idea, coupled with a rant. When I see pirates and the like dock on lawful bases. Or Outcasts docking on an IMG base. I get a wee bit annoyed when the use the safe warm womb like safety of a base they shouldn't even be allowed on. My idea is thus. Make it so that if you have a Corsair ID for example, you are not even allowed to dock there at all via game engine mechanics. For example: A Pirate ID ship regardless of reputation attempts to dock at Manhattan and he will receive the message "Dock denied, destination is hostile." This would cure a massive ulcer in the OORP world. Off course, smugglers will still be allowed since that is what they do. Buy illicit and sell at legal market under a cop's nose. I doubt this is the first time this is brought up, but there must be a way. For those thinking of the setting up issue, use a Recruit ID with normal game mechanics. This may cure Gallia somewhat from what I hear its hell over there. Feedback? ID's and bases - n00bl3t - 05-20-2009 ' Wrote:I have an idea, coupled with a rant. You mean with FLHook? ID's and bases - Cellulanus - 05-20-2009 While I would support this, I think it would probably be easier to implement an auto repper into IDs, since that is how docking is controlled in the game engine. ID's and bases - VincentFerrex - 05-20-2009 If the idea could be implemented, it would be awesome. Less work for the admins as well, and less headaches for the players who are indeed RPing. ID's and bases - Fletcher - 05-20-2009 ' Wrote:You mean with FLHook?If it is possible via FLHook then yes. Speaking of which, where can I learn more about FLHook? So I know the boundaries of what can and can't be done solidly. ' Wrote:While I would support this, I think it would probably be easier to implement an auto repper into IDs, since that is how docking is controlled in the game engine. I have thought of this, but it could be blatantly abused. Once a Corsair, then Outcast, then Junker, then Navy pilot... It could spiral some things out of proportion, but its uses are their in legal uses I admit and support. ID's and bases - Fellow Hoodlum - 05-20-2009 There is a 'rep fixer' currently in the process of being completed. It is tied to faction NPC empathies, and hostility will be tied to your ID card. I'm sure you will be informed when it is all up and running. Hoodlum ID's and bases - Fletcher - 05-20-2009 ' Wrote:There is a 'rep fixer' currently in the process of being completed. It is tied to faction NPC empathies, and:mellow: Sweet, this sounds good. Thanks for the update on that Fellow Hoodlum. I assume it will be tied into the final release? ID's and bases - Zapp - 05-20-2009 The question to be asked is, as it has always been in this case, how would this work with generic IDs? Pirate IDs, Freelancer IDs, Merc IDs, etc. Maybe someone's an outlaw in Liberty, but friendly with the Rheinland authorities? Or something? Too many hypotheticals. ID's and bases - Fletcher - 05-20-2009 ' Wrote:The question to be asked is, as it has always been in this case, how would this work with generic IDs? Pirate IDs, Freelancer IDs, Merc IDs, etc. Maybe someone's an outlaw in Liberty, but friendly with the Rheinland authorities? Or something? Too many hypotheticals.More than likely it is being discussed. My theory is it will be linked to your ID and a voluntary /autorep command or something. They must realize generic ID's come into play. ID's and bases - Fellow Hoodlum - 05-20-2009 Each ID is entirely exclusively, and separately able to be programmed. Parameters will be thought out before anything final is hard wired. Hoodlum |