' Wrote:Mkay, the proposed quickfixes are implemented for update 4 which should be soonish:
- Kusari Exiles and Bretonian lawful factions fully neutral to eachother. Should prevent one going red with the other.
- Nagasaki has been moved northwest until it is about 3.5k from stokes, which is outside the range of it's weapons aside from the odd pulse cannon. This will prevent anyone docking/undocking from Stokes from getting blown up by it.
My ears were burning a week ago! Sorry, was in the field then. Funny to come back and see how the old place is holding up, to find it all the same as before.
As a ghost from a bygone era I'll weigh in: is it possible to code factions so that two factions can be at odds with one another without a third bouncing in and taking sides? I seem to remember Bounty Hunters and Junkers being safely killable in lawful/unlawful space without turning the place into a laser-filled charnel house. I don't know about that side of things and our code monkeys are overburdened as is, so that isn't a rhetorical question. That snippet of code that makes Bounty Hunters/Freelancers/Junkers fair game? Apply it to Exiles. Job's done, milord.
I understand some people will just say 'deal with it' and the like, but unless this is established RP then it's a Known Issue and should be dealt with when feasible. Until then, players can either ignore the elephant in the room or poke fun at said elephant, both of which together comprise about 90% of server RP anyway.
Also, final note: the Admin Conspiracy to overthrow indy players, make the entire server faction-dominated through the leadership of a shadow council of old guard and their vassals, nerf caps into oblivion, destroy Corsairs/Order/Liberty/Junkers/Zoners, and keeping you from forming your own Monkey player faction based on Gammu is real. It is real and it is Zelot, Now you all know. Wake up, Discovery!