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FL Hook--rep fixing

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FL Hook--rep fixing
Guest
12-23-2008, 07:39 AM,
#11
Unregistered
 

' Wrote:This has already been discussed among the Admins and mod developers and is being considered. The technical challenge of setting it up for 50 factions is a major impediment, however, and you shouldn't expect anything soon, if there is even a decision to create it.

Xoria, instead of the original idea of a command to set ALL Reps to a certain faction's hostile / neutral / ally sheet.

Swift's idea of a command to Reset the reputation of a target faction. Add to it, a cost per reset.
Say you have 0.9 (Full green) rep with Liberty Navy, and you want it reset so you can repfix quicker to an Unlawful.

/resetrep LN
Liberty Navy Rep gets set to 0 (Neutral)
900,000 credits deducted from character.

Same situation, except you have 0.5 (little over half full, green) with Mollies

/resetrep Molly
Molly Rep gets set to 0
500,000 credits deducted from character.

It could, im sure, be made to only Decrease reputations to 0. Making it unusable for people to Increase reputations for factions, in my opinion removing the chance for abuse along with the fact that theres a 100k-per-box cost.

Edit: Could also use a bit from the Renameme command in that you can only use it so many times, so often? Maybe.... 5 reputation resets, and then you have to wait 48 hours to do another 5 if its needed for your repfixing.
Edit2: In most games i've been a GM/Admin on, Character Editing of any kind was practically the same. Ex: The editting of a players name would be the same as editting a player's strength stat, the only difference being the "value" and "type of value" used. So with any luck, its the same in that aspect and it wouldnt actually take all that much to edit the renameme command into a factionrep reset command.
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Offline kacijon
12-23-2008, 07:50 AM,
#12
Member
Posts: 428
Threads: 36
Joined: Mar 2008

' Wrote:doesn't this eliminate the need for missions?

And couldn't you switch from rep to rep at any minute you want?

I think you need to earn your reputation, not find a way around the work.

I agree With Swiss Cross. This Will Elimenate Missions.
If you won't To have one repopulation Get it.....

That is the way. and Something else. You could smuggle Goods with CHANGING REP. So traders simply change their Tag and pirates leave them alone....

Former CEO of BMM
I had women, gold, luxury, carpets and luxury liner....
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Offline Barracuda-007
12-23-2008, 07:54 AM,
#13
Member
Posts: 94
Threads: 9
Joined: Dec 2008

I personally dont think its a good idea, exactly as said it will ruin the reason of Missions and some RP, That is done to get the rep needed. Makes the game too easy

[Image: RustProtector1copy.png]
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Offline swift
12-23-2008, 08:37 AM,
#14
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Posts: 2,838
Threads: 61
Joined: Jul 2008

Well I now ask only about my part of the idea. Decreasing(only decreasing) rep with some factions. There will still be missions required for raising rep and all, only the running around all of sirius dropping those missions will be eliminated, and I see no fault with this.

<span style="font-familyTonguealatino Linotype">
<span style="color:#000000">All morons hate it when you call them a moron.
</span></span>
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Offline Derkylos
12-23-2008, 09:27 AM,
#15
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Posts: 1,410
Threads: 48
Joined: Sep 2008

Maybe insert a "reverse bribe", which drops whatever faction to red, while leaving others unaffected.

There is nothing more annoying than setting up, say, a Corsair, running the missions against Hessians, then finding yourself white to Hunters, and green to Rheinland(!?!?).

My Hacker guard tagged gunboat is white to Xenos, because all the Hacker missions are against LN or BHG. And, if I go shoot Xenos, Liberty reps will go up as well...

I'm all for making people take missions to get tagged, it makes people get a sense for who their enemies are. But, once you are tagged, you shouldnt have such nonsensical things as Hackers with Xenos as friendly.

PS: I may have mentioned before that repfixing hostiles for a Xeno is hard...well, taking repeated Xeno missions will actually improveyour standing with Corsairs...

[Image: 2ecf33o.png]
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Offline Asgardian
12-23-2008, 09:39 AM,
#16
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Posts: 1,053
Threads: 73
Joined: Aug 2008

Would have been better if we had this before i spent an entire freakin' day rep-fixing all my [LN] ships to LN guard, but oh well:rolleyes:

Personally, I think if we had Guard missions, it would be a whole lot easier: Getting normal LN rep is quite easy, however with Guard rep you have to do dozens and dozens of normal LN missions. Just have guard missions and that'll max out first, easy.

That may make it too easy to get guard rep and there would be cap-ships galore. So what if you had a 'repbumber'? Once you get, say, LN guard to fully green, you just type in '/repbump Liberty Navy Guard', and it would bump LN guard to the top. Its just such a pain traversing the entire galaxy OoRP repfixing.

[Image: sigfinalresize.png]
Liberty Navy
Faction Status || Message Dump || Capital Ship Registration || Recruitment || Laws of the Republic of Liberty
Liberty Criminal Database || Liberty Criminal Registry || Ship Database || Trade Embargo
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Offline swift
12-23-2008, 09:55 AM,
#17
Member
Posts: 2,838
Threads: 61
Joined: Jul 2008

' Wrote:Maybe insert a "reverse bribe", which drops whatever faction to red, while leaving others unaffected.

There is nothing more annoying than setting up, say, a Corsair, running the missions against Hessians, then finding yourself white to Hunters, and green to Rheinland(!?!?).

My Hacker guard tagged gunboat is white to Xenos, because all the Hacker missions are against LN or BHG. And, if I go shoot Xenos, Liberty reps will go up as well...

I'm all for making people take missions to get tagged, it makes people get a sense for who their enemies are. But, once you are tagged, you shouldnt have such nonsensical things as Hackers with Xenos as friendly.

PS: I may have mentioned before that repfixing hostiles for a Xeno is hard...well, taking repeated Xeno missions will actually improveyour standing with Corsairs...
/signed

' Wrote:Would have been better if we had this before i spent an entire freakin' day rep-fixing all my [LN] ships to LN guard, but oh well:rolleyes:

Personally, I think if we had Guard missions, it would be a whole lot easier: Getting normal LN rep is quite easy, however with Guard rep you have to do dozens and dozens of normal LN missions. Just have guard missions and that'll max out first, easy.

That may make it too easy to get guard rep and there would be cap-ships galore. So what if you had a 'repbumber'? Once you get, say, LN guard to fully green, you just type in '/repbump Liberty Navy Guard', and it would bump LN guard to the top. Its just such a pain traversing the entire galaxy OoRP repfixing.


Yes, by the middle of it I was thinking zomg cap spam..But then I saw the end.
The part I bolded, I agree with. Take loads of missions until a rep goes up, and then use a command with which you select what tag you wish to have, from all the ones which are full green.

<span style="font-familyTonguealatino Linotype">
<span style="color:#000000">All morons hate it when you call them a moron.
</span></span>
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<span style="color:#33FF33">CFF Communication Channel and RP Collection</span>
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Guest
12-23-2008, 04:16 PM,
#18
Unregistered
 

' Wrote:I agree With Swiss Cross. This Will Elimenate Missions.
If you won't To have one repopulation Get it.....

That is the way. and Something else. You could smuggle Goods with CHANGING REP. So traders simply change their Tag and pirates leave them alone....

To the first part...You cant Smuggle goods regardless, All itd take is a cargo scan and your caught, Same as with any smuggler. As to the second part, No matter what a trader is subject to piracy. I know your getting at Traders changing their tag to "Zoner" in regards to the assumed Zoner Immunity.

Show my pirate a Zoner ID'ed Trader claiming to have Zoner Immunity, you'll get your tax doubled.....

--------------------------------------------------

' Wrote:I personally dont think its a good idea, exactly as said it will ruin the reason of Missions and some RP, That is done to get the rep needed. Makes the game too easy

RP done to get the rep needed? 99.999% of the time, to do a Rep Fix, the player is OORP.
Take another look at what I suggested, based on Swift's idea, a command to reset a faction that has any bit of allied rep (0.01-0.90, Green) to its neutral status (0.00, White)

--------------------------------------------------

' Wrote:Well I now ask only about my part of the idea. Decreasing(only decreasing) rep with some factions. There will still be missions required for raising rep and all, only the running around all of sirius dropping those missions will be eliminated, and I see no fault with this.

Exactly. a Rep-Reset command that only decreases a specified faction would do nothing to the need to do inRP Faction Missions for the faction you actually want reputation for.

--------------------------------------------------

' Wrote:Would have been better if we had this before i spent an entire freakin' day rep-fixing all my [LN] ships to LN guard, but oh well:rolleyes:

Personally, I think if we had Guard missions, it would be a whole lot easier: Getting normal LN rep is quite easy, however with Guard rep you have to do dozens and dozens of normal LN missions. Just have guard missions and that'll max out first, easy.

That may make it too easy to get guard rep and there would be cap-ships galore. So what if you had a 'repbumber'? Once you get, say, LN guard to fully green, you just type in '/repbump Liberty Navy Guard', and it would bump LN guard to the top. Its just such a pain traversing the entire galaxy OoRP repfixing.

Thats how luck, or well...Bad Luck works... now on a serious note:
That, would actually be a better idea, Asgardian... A command that lets a player specify a specific Faction Rep, checks to see if its at 0.9, and if that factions Is at 0.9, it bumps it up to 1.00 (Full 10 bars green)
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