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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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Restrictions on capital ship use

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Poll: Should further restrictions be put on capital ships?
You do not have permission to vote in this poll.
Yes, capital ships should be for approved factions only.
19.17%
23 19.17%
Yes, require permission from the dominant PC faction.
25.83%
31 25.83%
Yes, have a council who would reveiw members for their purchase of a capital ship.
4.17%
5 4.17%
Yes, just put them in guard systems.
21.67%
26 21.67%
Yes, just make them more expensive.
7.50%
9 7.50%
No, its fine the way it is.
17.50%
21 17.50%
No, They should be easier to get and we should all fly them.
4.17%
5 4.17%
Total 120 vote(s) 100%
* You voted for this item. [Show Results]

Pages (10): « Previous 1 2 3 4 5 … 10 Next »
Restrictions on capital ship use
Offline Robert.Fitzgerald
02-27-2008, 01:20 PM,
#21
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Posts: 1,727
Threads: 32
Joined: Feb 2008

One unfortunate result of most of these restrictions is the massive reduction of traders. If the amount of capital ships is reduced by a RP board or player factions, pirates won't have much pirating to do...

Keep that in mind.

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Offline ParanoidAndroid
02-27-2008, 01:24 PM, (This post was last modified: 02-27-2008, 06:39 PM by ParanoidAndroid.)
#22
Member
Posts: 365
Threads: 5
Joined: Jan 2008

' Wrote:i voted for "make them more expensive"

you guys have no rights to tell another member what they can and can not fly.

as long as they follow the rules laid down by Discovery they are fine.

This is another example of bully boy tactics by members who think they should has something that no one else can have.

such a restriction will kill the fun for some while may stop a handfull of PvP abusers.

Sorry Guys this is silly.

Cheers

Expenisive..? Hmm why not, let's force players factions to focus on trading/smuggling much more, double or triple the prices and just let them forget about RP. Non-faction dudes will keep trading anyway just to get that cap, it won't change anything for them, just 1 or 2 weeks of trading more.

BULLDOGNK just give me please your opinion about such situation: 3 Hackers in fighers teamed in Cali, pirarting traders for about 5minutes, and just a while later you see 5 independent capitals jumping from NY ships with assistance of a GB. They engage without even a 1 word of RP before. After some time we just flee couse there was no point of continuing it. Second after we hear in system chat from them thing like this: "You cruised away, now leave the system, dock and log off!!!" Or situation from today's night: 4 Lane Hackers: 3 Fighters and 1 Bomber engaged by totaly number of 11 ships with caps assistance of course. At least they said sth before. I could mulitply such siutuations endlessly..

I'm not complaing about it as a mature player, I'm doing it as a newbie with only 2 months of expirence with Discovery on his back.

Anyway your answer convinced me that there no further point for such disccusion about this matter so from my side that was ny last respone to such a topic.

Atm I'm just totaly annoyed couse of that but I hope I won't become discouraged at all in some near future...

'Gronath' Wrote:I think the capital vessel issue can be solved in RP and in game.
Your blind faith in that just get me down..

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Offline Angelfire
02-27-2008, 01:49 PM,
#23
Member
Posts: 768
Threads: 87
Joined: Jan 2008

Focusing on the Capital ships is merely focussing on the fruit of the tree...

The root is of course RP players and OOC Players!

Those who seriously want the game to balance towards RP need to proactivley do something that will inspire the ooc players to easily participate in the RP!

It's amazing what a massive reward or active story can accomplish...

Just with my silly little log I have fellows that usually converse with me in ooc slowly learn RP and in next to no time they are participating.
There are some awesome fellows who just need a bit of guidance on this server!

It is far better to guide and inspire change than force it down on others!

I like the idea of people registering via the forums to get into a server, but that is not happening here so we need to do what we can with what we have.

My advice to the larger factions and those with good financial resource, is to set ludicrous rewards (like 500 000 000) for players that can find certain information in the forums and to make it public knowledge somehow... like maybe hints for a ship that will appear at a certain time and place or summin...

What I understand about the Bulldog's response to this thread is that the Admins are not interested in limiting the player flow into this server by imposing restrictions on ships, but rather leave the atmosphere and gameplay up to the players themselves...

Use it/Don't use it.

:)
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Offline Xoria
02-27-2008, 01:52 PM,
#24
Black Hat Economist
Posts: 2,122
Threads: 244
Joined: Oct 2007
Staff roles:

I can't vote because my preferred option isn't in the poll :
*The problem is capships that do not roleplay. Factions should investigate, teach, and discipline those who affiliate with it.*
For example, if a Spyglass shows up that goes around blowing up traders, attacking any ship that is within range, treats system chat like their own Instant Messenger service, or other acts of lack of roleplaying, then that Spyglass is going to be regarded as being piloted by an insane maniac by The Lane Hacker Clan, and we are going to do something about it.
I have no problem with independents flying capships. We will regard rogue agents as hostile no matter their surface "affiliation".
We did this last night to a fighter with a police tag, pirate ID, and in an Avenger fighter. He started talking after we had to shoot him up to get his attention (after 5 minutes of talking to him with no response). The result was that he got a good friendly education about reps and the rules, and hopefully he can have some fun now without getting himself sanctioned. He was thanking me at the end, and another newbie got straightened out by players before the Admins have to.
The key concept here is : MENTOR
Do it, it works better than complaining.

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Offline Angelfire
02-27-2008, 01:55 PM,
#25
Member
Posts: 768
Threads: 87
Joined: Jan 2008

' Wrote:I can't vote because my preferred option isn't in the poll :
*The problem is capships that do not roleplay. Factions should investigate, teach, and discipline those who affiliate with it.*
For example, if a Spyglass shows up that goes around blowing up traders, attacking any ship that is within range, treats system chat like their own Instant Messenger service, or other acts of lack of roleplaying, then that Spyglass is going to be regarded as being piloted by an insane maniac by The Lane Hacker Clan, and we are going to do something about it.
I have no problem with independents flying capships. We will regard rogue agents as hostile no matter their surface "affiliation".
We did this last night to a fighter with a police tag, pirate ID, and in an Avenger fighter. He started talking after we had to shoot him up to get his attention (after 5 minutes of talking to him with no response). The result was that he got a good friendly education about reps and the rules, and hopefully he can have some fun now without getting himself sanctioned. He was thanking me at the end, and another newbie got straightened out by players before the Admins have to.
The key concept here is : MENTOR
Do it, it works better than complaining.

//Agreed!

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Offline tfmachad
02-27-2008, 01:58 PM,
#26
Member
Posts: 1,245
Threads: 32
Joined: Oct 2007

Military faction players should refuse interference from any uninvited parties in any engagement they're undertaking. Non-affiliated military characters aren't an exception, if they refuse to submit to a clear chain of command, there's nothing militaristic about their roles anyway. If such parties refuse to stand down and not engage, they should be charged for disobeying military/police orders. If they were supposed to be aligned with those organizations in the first place, they should be subject to court martial and marked as traitors.

You don't like them. Don't play with them.

Seriously, if I was in an even fight as an unlawful and some 5 random capital ships show up to aid the lawful side I'd just contact the original players and have them sort that out before continuing. There's no use playing in a silly environment.

As a mercenary I do not aid in fight unless invited and paid for. Someone correct me if I'm wrong, but I can't understand bounty hunters/mercenaries jumping to a fight with nothing to gain from it, it's a waste of good H-Fuel. Military characters should obey orders and respect the chain of command. Tell them to stand down.

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Offline Etaphreven
02-27-2008, 01:58 PM,
#27
Member
Posts: 2,773
Threads: 37
Joined: Sep 2007

I'll pass.
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Offline Ash
02-27-2008, 02:04 PM,
#28
Member
Posts: 2,261
Threads: 265
Joined: Feb 2008

Capital ships should be restricted to so many per faction but it may take too long to ask the dominant PC for permission. Thre shouldnt be a player with two characters of the same faction, one character, one ship.

So obviously only official factions should be allowed cap ships but independant players should have cap ships once they have played Freelander MP for so long, like a month of game time or somthing.

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Offline Eppy
02-27-2008, 02:05 PM,
#29
Member
Posts: 3,865
Threads: 162
Joined: Apr 2007

The whole 'Teach Them!' thing is all fine and nice, and I regularly try to do exactly that when I'm aimlessly trading on the Cash Cow. I'll pick up somebody whom I have seen as having potential and will engage him in conversation about what the server is and what he's supposed to be doing here. I try to help them set up parameters for a Roleplay and get on their feet. Problem? Only about a third of the people I talk to actually care enough to take an older player's advice, or indeed to RP at all here. They just want to blow stuff up, as I have been told many, many times...

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Offline tfmachad
02-27-2008, 02:11 PM,
#30
Member
Posts: 1,245
Threads: 32
Joined: Oct 2007

As usual I agree with Xoria.

I had a Corsair gunboat in New Berlin the other day. I can't really remember his tag, but he was IDed trader. I RPed with him in system about he being an enemy for flying a Corsair vessel. After some three minutes I noticed he clearly didn't understand a lot about how we play here. I spent some five more minutes in PMs explaining to him why my character considered him hostile, why that wasn't personal against him and why his choice of ship/ID affected how I interacted with him. A couple of minutes later he bought another ship and changed his ID. I'm certain that guy is not only now trying to practice what we understand as good RP form, but will be inclined to help other people like him.

' Wrote:The whole 'Teach Them!' thing is all fine and nice, and I regularly try to do exactly that when I'm aimlessly trading on the Cash Cow. I'll pick up somebody whom I have seen as having potential and will engage him in conversation about what the server is and what he's supposed to be doing here. I try to help them set up parameters for a Roleplay and get on their feet. Problem? Only about a third of the people I talk to actually care enough to take an older player's advice, or indeed to RP at all here. They just want to blow stuff up, as I have been told many, many times...
Eppy, for the other 2/3rds of them, they'll either find their ways to the admin desks or will give us enough RP reasons to shut and shoot them.

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