• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Rules & Requests Rules
« Previous 1 … 14 15 16 17 18 … 198 Next »
Official Perks - Military IDs

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Thread Closed 
Official Perks - Military IDs
Offline Fluffyball
05-13-2015, 09:10 AM, (This post was last modified: 05-13-2015, 09:13 AM by Fluffyball.)
#1
Banned
Posts: 2,426
Threads: 222
Joined: Jul 2013

In regard to this topic:

I have been wondering, reading and thinking about the problem and I think I have a solution. Current ruleset would stay as it is on "NPC" faction ID and only official faction members of House Police, Navy, Military, Armed Forces and Naval Forces would be allowed to enforce laws, while indie players of these factions would stay inside the designed area in the new version of their ID.

Reasons behind it:
- Official factions have earned their position through hard work.
- Official faction members are usually more experienced in RP.
- Official factions possess their own ID, which may have more perks than indie ID.

User was banned for: http://discoverygc.com/forums/showthread.php?tid=138636
Time left: (Permanent)
Offline Lythrilux
05-13-2015, 09:13 AM,
#2
Edgy Worlds
Posts: 10,361
Threads: 737
Joined: Jan 2013

Kind of pointless. Doesn't matter whether it's a perk to officials or not (though one could argue it could be better to have it as an 'indie perk' lol) it doesn't solve the 'problem' that the change tried to address.

[Image: Lythrilux.gif]
Offline Laura C.
05-13-2015, 09:15 AM, (This post was last modified: 05-13-2015, 09:32 AM by Laura C..)
#3
Member
Posts: 1,445
Threads: 51
Joined: Dec 2011

As I said elsewhere
(05-13-2015, 09:08 AM)Laura C. Wrote: Why should be factions forced to use (in fact waste) perks for something what they already had and was removed from them regardless of any their action? Going to extreme, you could declare "from now on, every faction gets only one system as ZOI. If you wanna have bigger space, use perks.

Also, if the Blodo proposal gets approved, I think this is void because IDs can stay just as they was.

On a ragebreak. Or ragequit. Time will tell.
Offline Fluffyball
05-13-2015, 09:16 AM, (This post was last modified: 05-13-2015, 09:18 AM by Fluffyball.)
#4
Banned
Posts: 2,426
Threads: 222
Joined: Jul 2013

I was more thinking about giving official police and militaries more freedom to enforce law. As a result, if indie was in Kepler, he wouldn't be able to act there, UNLESS there's an official faction member. (Except for defending other vessel.)

Think about it like a form of official factions being commanders and indie players being soldiers and lower rank officers. Mere captain cannot order push into neutral territory by himself, but it could be requested by his superior.

User was banned for: http://discoverygc.com/forums/showthread.php?tid=138636
Time left: (Permanent)
Offline Lythrilux
05-13-2015, 09:18 AM,
#5
Edgy Worlds
Posts: 10,361
Threads: 737
Joined: Jan 2013

I think this is a good time for me to leave my opinion of how the perks system needs to be looked at again and re-presented with a clear ToS along with some other tweaking, as the implementation leaves a lot to be desired. It isn't exactly what official factions were promised....

[Image: Lythrilux.gif]
Offline Laura C.
05-13-2015, 09:22 AM, (This post was last modified: 05-13-2015, 09:28 AM by Laura C..)
#6
Member
Posts: 1,445
Threads: 51
Joined: Dec 2011

(05-13-2015, 09:16 AM)Fluffyball Wrote: I was more thinking about giving official police and militaries more freedom to enforce law. As a result, if indie was in Kepler, he wouldn't be able to act there, UNLESS there's an official faction member. (Except for defending other vessel.)

Think about it like a form of official factions being commanders and indie players being soldiers and lower rank officers. Mere captain cannot order push into neutral territory by himself, but it could be requested by his superior.
That change was made only because of official factions. Problem which this change was aimed at primarily wasn´t that police/military are enforcing laws in borderworlds ingame, but consequencies of actions made there from official law factions and house governments after wrongdoings which happened when no law enforcer was around are screened and reported.

Indies which go ingame into borderworlds to enforce laws never were a problem, official factions which enforced them via screenshoted reports were.

Also, forcing indies into anything which involves "you can do this or that only with official faction member by your side" is going to create tension sooner or later, because indies will feel inferior.

(05-13-2015, 09:16 AM)Fluffyball Wrote: Think about it like a form of official factions being commanders and indie players being soldiers and lower rank officers. Mere captain cannot order push into neutral territory by himself, but it could be requested by his superior.
That´s exactly idea which some indie players really don´t like. Especially when the faction member is first rank above recruit, so basically the low rank officer himself. Also that´s why only official faction leader and 2iC have authority over indies by rules.

On a ragebreak. Or ragequit. Time will tell.
Offline Fluffyball
05-13-2015, 03:49 PM, (This post was last modified: 05-13-2015, 03:49 PM by Fluffyball.)
#7
Banned
Posts: 2,426
Threads: 222
Joined: Jul 2013

I understand this, after rereading everything. One of the perk of being indie player or unofficial faction is that you do not need to follow official factions.

Topic is to be closed, unless other idea can be brought here.

User was banned for: http://discoverygc.com/forums/showthread.php?tid=138636
Time left: (Permanent)
Offline Fluffyball
05-13-2015, 03:53 PM, (This post was last modified: 05-13-2015, 03:57 PM by Fluffyball.)
#8
Banned
Posts: 2,426
Threads: 222
Joined: Jul 2013

TO BE CLEAR:

I see nothing bad in limiting Militaries to their own home systems, yet few exceptions should be added. On the other hand, there might be collisions of powers in some systems, like Cortez (two completely different laws regarding "bad" goods) or Kepler (that POB is a bit too far from Liberty and too close to Kusari - if not completely out of legal reach due to the nature of the system.

Kepler and Galileo are problematic here, since in neither is House any base and neither Liberty nor Kusari is (in lore) interested into these systems - they are border zone.


From political point of view, Liberty taxing that base in Kepler would make Kusari think about some retaliation against Liberty Navy for being too close to the Kusari territory.

As for base defending, POB taxes should be done this way: you pay us, we are ought to defend the base. You don't pay us, we don't give a damn if anyone would destroy it - i.e. we won't do it as a retaliation.

User was banned for: http://discoverygc.com/forums/showthread.php?tid=138636
Time left: (Permanent)
Offline Pavel
05-16-2015, 10:39 AM,
#9
On leave
Posts: 2,018
Threads: 197
Joined: Jan 2012

Closed on OP request.
Thread Closed 


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode