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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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Suggestion: Guard ID's

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Suggestion: Guard ID's
Offline Booster
06-19-2008, 06:49 PM, (This post was last modified: 06-19-2008, 06:55 PM by Booster.)
#1
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Posts: 6
Threads: 2
Joined: Jun 2008

I'm not sure if this has been mentioned before, or if this is even possible, but I have a few suggestions that could improve RP. I play an LSF indie, and it is near impossible to keep my faction reps the way I want to... Either the Rogues hate me and the corsairs love me, or the xenos hate me and the other criminals are neutral... it makes it near impossible to keep the people I want hostile. My suggestion is this (and again I dont know if this is hard-coded):

- In addition to having regular ID's (ex- LSF ID, Trader ID, Liberty Rogue ID) which would keep our reputations constantly fluctuating as they are now based on who we kill, have Guard ID's (which would only be for specific factions and not general ID such as Freelancer, and you would need full guard reputation to buy them) which would fix your reputation to certain values. For example, I finally am friendly with Liberty Navy Guard, purchase their ID, and my reputation is instantly changed to being how it should be RP wise (FULL hostile to all criminals, low neutral to rheinland, FULL hostile to Order, maybe neutral-friendly for non Libery corps, etc.)...
Looking at the various player factions, we could set up each guard faction according to their hostile/friendly lists to make it easier for RPers to keep true to their faction's enemies and friends (and neutrals). It would force us to work to get the guard ID, but still allow the regular ID for both people who are not as into RP (not as valid a reason for me, because this is a RP server), but more to allow people to switch tags if they ever need to change their reputation for RP reasons (such as a Navy defector going over to the Order).
Again, I don't know how much of this is coded (and I know nothing about coding), but would it be possible to put a script for player having a guard tag to "reset" to default rep each time they dock/leave the game? In SP each mission would change the rep drastically, and it makes sense to me that we could do the same in MP.

Just an idea I had... It is pretty annoying to run into green Corsairs and Xenos because I slaughter Outcasts - it just seems way OOC for my LSF guy. And again, this would be a choice of the player to completely align himself with the faction's enemies and friends. It could technically be used for exploitation by killing your own faction's traders and having your rep always reset, but I think that anyone that would really work to get this ID is not the kind of person that would be so OORP. Any thoughts?


EDIT: Maybe move this in Discovery RP General forum? This mainly applies to this specific server, and I would imagine there would be more feedback...
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Offline Dusty Lens
06-19-2008, 07:37 PM,
#2
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Posts: 6,664
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Joined: Dec 2007

Here you go! Hopefully we'll see these next mod!
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Offline Booster
06-19-2008, 08:01 PM, (This post was last modified: 06-19-2008, 08:02 PM by Booster.)
#3
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Posts: 6
Threads: 2
Joined: Jun 2008

' Wrote:Here you go! Hopefully we'll see these next mod!

Doh!! Didn't see that one... I didnt see anything about setting the player's reputation to a fixed value though, and that was what I thought would improve the game most (I just figured a Guard ID would tie the player with the faction more strongly than regular, RP wise).
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Offline Robert.Fitzgerald
06-20-2008, 04:39 AM,
#4
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Posts: 1,727
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Joined: Feb 2008

Well Booster, the only way you will get a new Guard ID is to have full Guard rep with the faction of your choice. That'll pretty much sort out your rep anyway, with the exception of Liberty-Rheinland relations and some Criminal-criminal relations. Those can easily be fixed by a few npc kills.

Any process which automates things like ship choices and loadouts, reputations and so on are detrimental, I believe, as they prevent the opportunity for exceptional roleplay to occur. IE: the Fantasia, the Outcast-Bretonia dealing and so forth.

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Offline Booster
06-20-2008, 08:21 AM,
#5
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Posts: 6
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Joined: Jun 2008

' Wrote:Well Booster, the only way you will get a new Guard ID is to have full Guard rep with the faction of your choice. That'll pretty much sort out your rep anyway, with the exception of Liberty-Rheinland relations and some Criminal-criminal relations. Those can easily be fixed by a few npc kills.

Any process which automates things like ship choices and loadouts, reputations and so on are detrimental, I believe, as they prevent the opportunity for exceptional roleplay to occur. IE: the Fantasia, the Outcast-Bretonia dealing and so forth.


I see your point, but a few npc killed of one faction will always raise another factions, so it is a never-ending battle to keep your reputation the way you want them (at least for me)... I have no problem making factions friendly; I have a problem keeping who i want as enemies. And I don't think it would necessarily hamper RP. The Outcast-Bretonia deal could still happen, as it is between players. In your case, the two factions are still hostile, but two players meeting could decide whether to deal with each other or attack.. the NPCs (and the faction as a whole) would still be hostile, and you would know it was an enemy on your radar (instead of seeing a green player pop up only to find it is a Corsair whom you are supposed to be enemies with... setting enemies could give you more time to prepare what you plan to do).
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Offline Robert.Fitzgerald
06-21-2008, 09:08 AM,
#6
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Posts: 1,727
Threads: 32
Joined: Feb 2008

The rep system isn't really that hard to tinker with, you just need to know about the relations between factions (known and invisible) and how to easily modify them for your purposes. I believe there should be a guide included with the mod package, at least with the rep system in it. The amount of Bounty Hunter Battlecruisers with corporate or House lawful tags is just astounding.

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