• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Rules & Requests Rules Faction Rules
« Previous 1 2 3 4 5 6 Next »
Faction power

Server Time (24h)

Players Online

Active Events - Scoreboard
Kusari Super Alloy Shipments - 323,050 / 2,000,000
LSF Arms Shipments - 48,250 / 2,000,000
LSF Munition Shipments - 62,830 / 2,000,000
Pirate Black Market Shipments - 237,450 / 1,000,000
Dragon Bounties - 5 / 10,000
KOI Bounties - 12 / 10,000
LSF Bounties - 8 / 10,000
Samura Bounties - 3 / 10,000

Latest activity

Poll: Should faction powers be reduced?
You do not have permission to vote in this poll.
Yes, reduce the power of factions
19.23%
20 19.23%
No, keep factions the way they are
80.77%
84 80.77%
Total 104 vote(s) 100%
* You voted for this item. [Show Results]

Pages (8): « Previous 1 … 3 4 5 6 7 8 Next »
Thread Closed 
Faction power
Offline Guyton
05-28-2012, 07:52 AM, (This post was last modified: 05-28-2012, 08:09 AM by Guyton.)
#41
Member
Posts: 383
Threads: 48
Joined: Dec 2006

' Wrote:So you are against FR5's being suggested to admin by factions, that's fair enough.
Any group of people on this server, whether they are an official faction, unofficial faction, group of friends or troll squad may do the rest.

P.S. Hey Guyton, long time no see, good to see you again *waves*

No I truly believe factions should have that right. I was simply responding to the quoted statement. Factions[Navy/Police] do have power. Primarily the only ones who may not have power over anything are corporations. Granted I'm enjoying my time with EFL, but there is nothing I see what benefits between official/unofficial other than forums. We can still submit roleplay, make allies, participate in politics, and make suggestions.

P.S. Add me to skype if ya got it "guyton2671"

Discovery Freelancer [9.5 Years]
Offline JayDee Kasane
05-28-2012, 08:00 AM,
#42
Member
Posts: 2,023
Threads: 51
Joined: Apr 2011

No.

Just because it is way how we doing staff here. No powers for Officials - faction not a faction anymore. Indies shouldnt roll over it, but officials. especially about FR5 and such

[Image: 6FadQ6bTk_g.jpg]
Offline Ceoran
05-28-2012, 10:16 AM,
#43
Member
Posts: 1,867
Threads: 34
Joined: Sep 2008

' Wrote:

In my opinion, official factions have too much power in this community. The power they arrogate and the real estate they claim is disproportionate with the tiny responsibility required of them. The monopoly on NPC IDs stifles roleplay.
  • Remove 1-faction-per-ID rule for non-House factions (corporations, criminals, etc.)
  • Remove FR5, and handle things like OORP docking with rules 1.2 and 6.9
  • Reduce faction input regarding tech decisions
  • No. Join the faction rather than go "Icanhazfactiontoo?" Oh, I forgot you prefer to troll OFs with a gang of indies instead just to avoid the existing "powers".
  • So you can piss off factions without them having any means to get back at you? No. Anti-troll tools are necessary.
  • Everyone having a say instead including people who haven't spend any notable amount of time with the lore of the faction they are giving their input to? No.

[Image: signaturr.gif]
My Stories Outcast laws and structures Join Samura|-
' Wrote:Go play the game, within the given limitations. That is how role play games are played. Not by trying to work around those limitations or whining about them.
bloogaL
05-28-2012, 10:30 AM,
#44
Unregistered
 

' Wrote:
  • Remove 1-faction-per-ID rule for non-House factions (corporations, criminals, etc.
No. What do you do when it comes to diplomacy if there's more than one faction for the same group? Let's say, there's a new smuggling faction, and they're asking permission to land on Liberty Rogue bases, which faction for the rogues do they contact? Do they have to get permission from all Rogue factions? Or just one? Something that will make this even worse, is if we get rid of 1 faction per ID then factions are bound to pop up because they don't the way the first is run, there will be ooRP hate and they'll disagree in diplomacy for the sake of disagreeing. Basically, it breaks diplomacy.
Offline Guyton
05-28-2012, 12:40 PM, (This post was last modified: 05-28-2012, 12:58 PM by Guyton.)
#45
Member
Posts: 383
Threads: 48
Joined: Dec 2006

' Wrote:
  • No. Join the faction rather than go "Icanhazfactiontoo?" Oh, I forgot you prefer to troll OFs with a gang of indies instead just to avoid the existing "powers".
  • So you can piss off factions without them having any means to get back at you? No. Anti-troll tools are necessary.
  • Everyone having a say instead including people who haven't spend any notable amount of time with the lore of the faction they are giving their input to? No.

1. I'm not sure if this was before your time, but at one moment there were always multiple factions for a single NPC faction. Never more than one for House Militaristic or Police, following a single chain of command when dealing with those politics will always do wonders. Other factions such as Zoners, Bounty Hunters, Corsairs, and Outcasts often had multiple factions that were highly successful. With this we always had leadership to answer any existing problem in a short time.

My Opinion: Zoners should never be limited to a single ID their NPC information states the name Zoner is nothing more than a way of life not a single individual government/organization.

2. Factions should have that right to deem any player hostile if proper proof is available with warnings. House hostilities should go "Hostile to Military - Hostile to All". I see a usual occurrence factions hostile to Gallia docking on corporate stations (Report Report - I don't even bother).

3. No insight on this really, common sense and research could make a reasonable answer everyone can agree on.

Discovery Freelancer [9.5 Years]
Offline Ceoran
05-28-2012, 01:53 PM,
#46
Member
Posts: 1,867
Threads: 34
Joined: Sep 2008

' Wrote:1. I'm not sure if this was before your time, but at one moment there were always multiple factions for a single NPC faction. Never more than one for House Militaristic or Police, following a single chain of command when dealing with those politics will always do wonders. Other factions such as Zoners, Bounty Hunters, Corsairs, and Outcasts often had multiple factions that were highly successful. With this we always had leadership to answer any existing problem in a short time.

My Opinion: Zoners should never be limited to a single ID their NPC information states the name Zoner is nothing more than a way of life not a single individual government/organization.

2. Factions should have that right to deem any player hostile if proper proof is available with warnings. House hostilities should go "Hostile to Military - Hostile to All". I see a usual occurrence factions hostile to Gallia docking on corporate stations (Report Report - I don't even bother).

3. No insight on this really, common sense and research could make a reasonable answer everyone can agree on.

1. Most of those factions died out way before the 1 faction per ID rule was introduced. And while multiple factions might have offered a certain amount of variety to some of these factions they often only resulted in people doing exactly the same as the existing officials for what they don't need the official status themselves. I can agree that the Zoners would need multiple factions. However, that already causes issues with base IFFs and docking rights.

2. That would allow the military factions to dictate RP and diplomacy of the other house factions, especially the corporations who often don't share the view of the government. After all most corporations have dealings with less legal entities.

3. Disco is a fire pit, for most people common sense holds no value if you can screw someone over to your own advantage. Otherwise Hoodlum wouldn't have to keep preaching it all the time.

[Image: signaturr.gif]
My Stories Outcast laws and structures Join Samura|-
' Wrote:Go play the game, within the given limitations. That is how role play games are played. Not by trying to work around those limitations or whining about them.
Offline fencore
05-28-2012, 02:54 PM,
#47
Member
Posts: 1,585
Threads: 322
Joined: Jun 2010

' Wrote:I find a faction with the ability to create their own laws, tax and charge fees, make common materials contraband, deem an individual player or group hostile, and consider even areas such as "Independent Systems" bordering considered their "territory" subject to their laws pretty much is all the power they need.
The issue here, and one that I think is important, is that none of these regulations are enforceable in the context of the server rules.

In fact, server rules don't recognize House Governments in any way, shape or form. The highest level of the hierarchy that's covered are official factions, and those are groups we're looking to both give more ability and responsibility; more freedoms but also more regulation in exchange.

The House Governments aren't a given entity - they're created and supported by the official factions. As such, those factions are the ones driving things, but their decrees in terms of laws do not count as binding by server rules. They're entirely InRP constructs which can be changed, mucked about with, or eliminated, if the official factions were so keen to.

These "abilities" which are so lauded, frankly, don't even really exist. It's more of an agreement among the factions of a certain house to say "This is how we'd like this to work." You're perfectly capable of saying "Nope, don't wanna" and doing your own thing, provided you have the firepower and the server rules don't get broken. You run the risk of a FR5, of course, should the factions you offend so desire to file one, but other than that, the only laws you're required to follow are server rules, and the FR5s are quite rarely permanent repchanges.

In short, it's the players which have empowered the factions in such a manner, not the rules. As much as I think house governments can often muck things up, I'm not inclined to step on the roleplay if the factions in a given house are willing to support it, as that's it - it's just roleplay.
 
Offline Benjamin
05-28-2012, 02:59 PM,
#48
Member
Posts: 1,794
Threads: 9
Joined: Jan 2009

Haha oh, didn't see this thread. My post in the 48 hour thread would be way more appropriate here. Joy of posting from phone.

But yeah, lol at factions having power.

Prowlerpc hit the nail on the head, every other faction leader who's posted in here has echoed it.

If yr going to moan about things pls have it be real actual things and not stuff you've just imagined in your heads. Pls all get a faction made official and run it for a while before any more of this.

Join Cryer Pharmaceuticals
Offline Ingenious
05-28-2012, 03:01 PM,
#49
Member
Posts: 1,815
Threads: 123
Joined: Aug 2010

' Wrote:Pls all get a faction made official and run it for a while before any more of this.

All the IDs are taken and I don't have 500mil to waste
 
Offline Benjamin
05-28-2012, 03:05 PM,
#50
Member
Posts: 1,794
Threads: 9
Joined: Jan 2009

All the IDs are not taken and I'd sponsor anyone who actually had a decent idea for one of them and was willing to put the work in

Join Cryer Pharmaceuticals
Pages (8): « Previous 1 … 3 4 5 6 7 8 Next »
Thread Closed 


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode