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  Discovery Gaming Community Rules & Requests Rules
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Make Coalition Indie ID more better

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Make Coalition Indie ID more better
Offline Mímir
06-12-2015, 06:35 PM,
#51
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(06-12-2015, 06:15 PM)Highland Laddie Wrote:
Mimir Wrote:The good old days when SCRA was logging and shooting everything on the map are missed.

So, how about letting the indie Coalition ID shoot at any and all enemies of the revolution?

Okay smarty-pants, that's what you wrote and what I was addressing. If you have some flash of brilliance you stated that I may have missed, please enlighten me. Otherwise, I'm asking if you could be a bit more specific and maybe your request could be better approached.

Enemies of the revolution =/= "the working men & women that you're trying to attract to your cause."

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Offline Highland Laddie
06-12-2015, 06:46 PM,
#52
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Posts: 2,082
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Yes...now be more specific. What factions would you like to shoot that you currently can't? What ZoI?
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Offline JayDee Kasane
06-12-2015, 07:00 PM, (This post was last modified: 06-12-2015, 07:02 PM by JayDee Kasane.)
#53
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Enemies of coalition are House military/police/intelligences, corsairs, outcasts, rogues, hackers, xenos, golden chrysantemums, blood dragons, farmer alliance, nomads and wilds, BHGCore, unioners. Under certain circumstanses could engage at junkers, hogosha, order, BHG (if attacks allies only) and everyone who smuggle illegal cargo listed in coalition ID.
We dont engage at any corporations, zoners, freelancers, miners, traders and other kind of peaceful people.

EDIT: Blood Dragons may be sent into friends or neutrals soon however, some RP is going on.

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Offline WesternPeregrine
06-12-2015, 07:00 PM, (This post was last modified: 06-12-2015, 07:05 PM by WesternPeregrine.)
#54
Kusari Vanguard
Posts: 2,311
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Well, in pretty simplistic terms, I would suggest the following kill list:

House lawfuls: the remnants of the old enemies.
House corporations: the filthy bourgeois that go against the values of "The Revolution", and support group 1.
Corsairs: Opponents of your closest friends, Hessians and such.

Other folks should be more open ended, and evolve depending on the circumstances.

I mean, you probably would have no beef with Farmers Alliance or the Blood Dragons initially, but but their anti-government views probably wouldn't be enough to make you consider a longtime ally, since they also have a political agenda that goes counter to the Coalition goals.

Giving Coalition a line against pirates just because is somewhat akin to making them good guys, which I don't believe is what people want from the Coalition. Give that to the bounty hunters or something.

Edit: Expanding on the Kusari front, you will probably find many enemies and little to none natural allies. You would need a new conceptual pirate faction representing left wing farmers and workers to even consider having a persistent allied group in that region. IMG could give you base support, but they are not properly "in Kusari".

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Offline Highland Laddie
06-12-2015, 07:05 PM,
#55
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WPeregrine Wrote:House lawfuls: the remnants of the old enemies.
House corporations: the filthy bourgeois that go against the values of "The Revolution", and support group 1.
Corsairs: Opponents of your closest friends, Hessians and such.

A much better start. But what kind of ZOI are we talking about here? Sirius-wide? Doesn't that seem a bit much, considering they have only controlled system way out in the Omegas? Are we really gonna expect to see Coaltion warships wandering in Kusari engaging lawfuls there?
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Offline WesternPeregrine
06-12-2015, 07:12 PM,
#56
Kusari Vanguard
Posts: 2,311
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(06-12-2015, 07:05 PM)Highland Laddie Wrote:
WPeregrine Wrote:House lawfuls: the remnants of the old enemies.
House corporations: the filthy bourgeois that go against the values of "The Revolution", and support group 1.
Corsairs: Opponents of your closest friends, Hessians and such.

A much better start. But what kind of ZOI are we talking about here? Sirius-wide? Doesn't that seem a bit much, considering they have only controlled system way out in the Omegas? Are we really gonna expect to see Coaltion warships wandering in Kusari engaging lawfuls there?

If a zoi is required (for restricting Capital deployment perhaps?), then maybe a Omega wide zoi, together with some designated systems bordering the omegas. Couple that with a intelligence faction like "outside of zoi, cruisers and above can only act in self defense" line, and it should be workable, no? Or at least, good for experimenting an tweaking a more free range id.
For gunboats and below, some zoi-less Id lines could regulate what they can do against houses (which mostly are outside of this proposed zoi).

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========================
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Offline JayDee Kasane
06-12-2015, 07:19 PM, (This post was last modified: 06-12-2015, 07:19 PM by JayDee Kasane.)
#57
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Wow wow wow, before you going to rework entire Coalition lore, let me put this straight - the Coalition does not engage at corporations exept is under attack by them currently. We also threat Outcasts as even bigger threat then Corsairs, but Corsairs are closer so ofc most fights are with them.
Regarding enemies, exept for obvious house militaries, everyone who caught smuggling or pirating is a valid target, exept for unlawfuls who's goals is common to Coalition. Because as we all know M and RH pirate people no less then Corsairs or Rogues.

But I like the idea of capital ships ZOI. Id say the cruisers can be used in Bretonia-Omegas-Rheinland to help our closest allies against government forces. I never liked the idea of 5 typhoons in New York myself. Gunboats could be taken up to Liberty and Kusari plus Omicrons and Taus and Sigmas as well, they are small and agile craft after all. Snubcraft could go anywhere, even Gallia.

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Offline Tabris
06-12-2015, 07:53 PM,
#58
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Posts: 2,710
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I do not believe that this is a good idea. The Coalition Indy ID was made as it is to ensure no abuses of the ships nor lines from the SCRA ID could be abused Sirius-Wide. Alot of folks simply want to 'pew' rather than RP, that is not conductive to the server's health in any manner. The ability to shoot Military/Police already gives the Coalition ID a large range of targets that IRPly make sense and there isn't really a shortage in Liberty of such targets. Wink

The S.C.R.A. has it's extras as incentive for folks to try out for the official faction. To add those same perks to the independent ID will kill it off and cheapen the role-play.

That's my 2 Cents, I'll just leave it at that.
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Online Lythrilux
06-12-2015, 08:16 PM, (This post was last modified: 06-12-2015, 08:20 PM by Lythrilux.)
#59
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I came up with a c00l ID.

Current Coalition ID Wrote:Pilot carrying this unlawful ID is a member of the Coalition, who:

- Can attack any ship in self-defense or to protect an allied ship.
- Can attack any ship belonging to any house military or police.
- Can demand Slaves, Cardamine, Liquid Cardamine, Artifacts, Nox, Hypnotainment Bands, Nomad equipment, Nomad remains, and attack if ships refuse to comply.
- Cannot use any transports with more than 4,300 cargo.
- Cannot participate in unlawful actions except as described above.

Allowed ships: Fighters, Freighters, Transports, Gunboats

My proposal ID Wrote:Pilot carrying this unlawful ID is a member of the Coalition, who:

- Can attack any ship in self-defense or to protect an allied or neutral ship ships.
- Can attack unlawfuls, quasi-lawfuls and ships which belong to a house or organisation considered hostile by the Coalition, except transports
- Can demand Slaves, Cardamine, Liquid Cardamine, Artifacts, Nox, Hypnotainment Bands, Nomad equipment, Nomad remains, and attack if ships refuse to comply.
- Cannot bring Cruisers (or Battleships) into House space.
- Cannot use any transports with more than 4,300 cargo.
- Cannot participate in unlawful actions except as described above.

Allowed ships: Fighters, Freighters, Transports, Gunboats, Cruisers, (Battleships)

Looking at the current indie ID, I think it's absolute madness that they can't fully exercise the extent of their RP. IDs are supposed to be a way for factions to represent themselves through a given list of responsibilities and duties - the indie ID cannot fulfill this fully. Battleships are in brackets because the faction lacks those currently, though there is a carrier that is in the progress of being added into the mod.

Before people cry that my proposal will result in abuse I'll point out that this is essentially a slightly buffed Order ID. Rather than caps being restricted from systems with jump gates, Coalition caps will be free to roam outside of the houses which is where they should lie. The Coalition ID will not be allowed to simply engage transports (civilians) for the hell of it, but they will be allowed to demand contraband from them and shoot them if they do not comply. They will be allowed to assist allied AND neutral ships, meaning they can protect civilians as a means to convince them to join their cause.
I feel my proposal closes the holes whereby the indie ID cannot fully fulfill the RP of the coalition, and has enough freedoms to be able to provide fun and interactions for both the users of the ID and the people it interacts with. If people want to be even more strict with the capitals line, then perhaps it can be changed to 'Cannot bring Cruisers (or Battleships) outside of the Omegas'.

Here's the official ID for comparison. I don't think it needs any changes, and has more freedoms than the indie ID would:
[+]SCRA Sirius Coalition Revolutionary Army ID
Pilot carrying this unlawful ID is a member of the SCRA, who:
-Can demand Slaves, Cardamine, Liquid Cardamine, Artifacts, Nox, Hypnotainment Bands, Nomad Organics, and destroy ships if they refuse to comply with demands.
-Can destroy ships affiliated with enemies of the Coalition.
-May retrieve data.
-Cannot participate in unlawful actions except as described above.
-Cannot use any transports with more than 4,300 cargo.
Allowed ships: Fighters, Freighters, Transports, Gunboats, Cruisers
The SCRA ID still has some bonuses, and perhaps over time the official faction could request more.

Personally I think it's absurd that there's such large gaps between the official and the indie ID. It also doesn't help the official faction if there are no indies to gain an interest in the RP int he first place.


I do have to agree with Mimir though that it's dumb that the Coalition aren't more trigger happy on civilians. Sure, they want them to join their cause, but are they unable to tell the difference between communists, socialists and those good for nothing capitalist scum? Communism isn't the sort of thing whereby you can just get people aboard by doing good favors for them. You need to eliminate capitalism - all of it - civilian or otherwise. At least, that's the classic definition of it. If SCRA/Coalition wants to do it in a different way, I guess that's fine.

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Offline JayDee Kasane
06-12-2015, 08:31 PM,
#60
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Posts: 2,023
Threads: 51
Joined: Apr 2011

You know Lyth, I have proposed nearly same ID to admins. Yours only have extra line of notallowing cruisers in house space.
Admins told me that Coalition ID was meant to be against-military only, which is,tbh, STOOOOOOOOOOOOOOOOOOOOPEEEEEEEEEED idea. It is against the Lore of Coalition and its goals. And it doesnt gives any life to Coalition playerbase as you might see now, there is nearly no indies exept for some russians who barely can talk english.
The pit between SCRA ID and Coalition ID is larger then any other official/indie ID (maybe exept for Noms) and saying this ''its for sake of nobias'' is weak. Bias is everywhere, and nothing is protected against it. How about Junker who pirates in Magellan and when getting caught by merc or another pirate he docks on LPI base to escape? How about Corsair Legates in Stuttgart shooting at planet? Please, leave this ''for sake of no bias possible'' this is very poor exuse and only shows how much biased yourlsef are.

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