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Admin Notice: Community Rules Updated

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Admin Notice: Community Rules Updated
Offline Binski
10-15-2013, 05:10 PM, (This post was last modified: 10-15-2013, 05:12 PM by Binski.)
#9
Member
Posts: 1,531
Threads: 96
Joined: Jun 2013

Quote:Every player must have one ID equipped on their ship. Actual ID items do not exist in roleplay and players must be treated based on their IFF, however, every player should follow the restrictions and allowances listed in their ID. In cases where these restrictions and allowances conflict with the server rules, the ID overrides the rules.

Questions first:Must we have an IFF at all ? Can no IFF be construed as independent or ok for freelancers? What if you prefer no affiliation? If you have just a faction ID but no IFF you're a...no body? (still following the rules of your ID). To be honest, has it always been this way... ID's not being inrp? And IFF is the new ID when referring to ships basically, since if i see a ship with an IMG ID but colonial IFF, Id say I saw a member of the CR, not the IMG. I forsee this will cause some problems and a lot of confusion.

Examples:
If you see an Order ship (fighter or gb or whatev) with a freelancer ID but Order IFF, he is a member of the Order, but follows freelancer rules. Or with a zoner ID, he gets treated like the order, but not obliged to have an Order ID, so wouldn't even be able to demand nomad remains or have them.

Therefore it would make sense that whatever ID you sport you'll have automatic IFF of. And again, what if you don't want to display an IFF? Seems like the IFF should be made to reflect ID, or just fix it so if you want to display an IFF, it will show as 'friendly, neutral, or hostile' to anyone around you based on the rep, not any faction in particular. That way you could, from 10k away, get a beat on a ship, see its color for rep, its IFF would say 'friendly, neutral, hostil, and the ID would tell you what kind of char it is. You could have ships that are neutral to you rep wise, but belong to a 'hostile' faction faction, and be able to see that from outside of scanning range (not needing to see ID to determine next action, but still need it to determine your ultimate stance, meaning you must get within scanning range to carry on if you want to engage)

OR,

Suggestions:
instead of 'friendly, neutral, hostile' it could be 'lawful, quasi, unlawful' or some abbreviations of those, so simply show what kind of char the person is using at that time. having the ability to ID as one faction yet display from a distance as another has always allowed for some slippery actions by some. This way it does more than just add another way to show what group you work for, by showing a sort of character status instead.

This way you can see a transport in the distance, you get its name, its white, and a 'quasi' IFF, once you get close enough, it may be a freelancer or zoner etc, depends on your personal rep. Instead of seeing a 'bmm' iff and finding out it flies a freelancer id, you'd treat it as a freelancer unless it had a bmm ID. ID's totally should be inRP, and the IFF will soley be determined by ID flown. NO IFF would indicate no ID flying, or no affiliation chosen.

I think my main point is, what's the point of showing a faction IFF, and being treated as that, when you may not necessarily need to ACT like that since you may not be flying the corresponding ID.

[Image: G38aJ6J.jpg]
The Further Exploits of Captain Antares (August 2015) │ (alt) JonasHudson
*Argo | Special Operative ID (Approved Request)* | Argo Compilation Video
################ *Proposed OF Challenge System* ################
############### The Book of Piracy (Piracy Tutorial) ###############
############### Binski Alamo (Youtube Channel) ###############
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Messages In This Thread
Admin Notice: Community Rules Updated - by aerelm - 10-15-2013, 11:59 AM
RE: Admin Notice: Community Rules Updated - by aerelm - 10-15-2013, 12:00 PM
RE: Admin Notice: Community Rules Updated - by Mercarryn - 10-15-2013, 12:17 PM
RE: Admin Notice: Community Rules Updated - by aerelm - 10-15-2013, 12:22 PM
RE: Admin Notice: Community Rules Updated - by Fyodor - 10-15-2013, 12:28 PM
RE: Admin Notice: Community Rules Updated - by aerelm - 10-16-2013, 07:45 AM
RE: Admin Notice: Community Rules Updated - by Eduard - 10-16-2013, 04:35 PM
RE: Admin Notice: Community Rules Updated - by Knucklehead - 10-16-2013, 06:05 PM
RE: Admin Notice: Community Rules Updated - by Lonely Werewolf - 10-15-2013, 03:06 PM
RE: Admin Notice: Community Rules Updated - by belarusich - 10-15-2013, 08:14 PM
RE: Admin Notice: Community Rules Updated - by Just.Dave - 10-15-2013, 03:19 PM
RE: Admin Notice: Community Rules Updated - by AlphaWolf215 - 10-15-2013, 05:00 PM
RE: Admin Notice: Community Rules Updated - by Binski - 10-15-2013, 05:10 PM
RE: Admin Notice: Community Rules Updated - by Cælumaresh - 10-16-2013, 04:52 PM
RE: Admin Notice: Community Rules Updated - by Switchback - 10-15-2013, 05:56 PM
RE: Admin Notice: Community Rules Updated - by Nerva - 10-15-2013, 06:25 PM
RE: Admin Notice: Community Rules Updated - by Knucklehead - 10-16-2013, 06:58 AM
RE: Admin Notice: Community Rules Updated - by Govedo13 - 10-15-2013, 05:57 PM
RE: Admin Notice: Community Rules Updated - by Thyrzul - 10-15-2013, 06:40 PM
RE: Admin Notice: Community Rules Updated - by Echo 7-7 - 10-16-2013, 01:18 AM
RE: Admin Notice: Community Rules Updated - by Duvelske - 10-16-2013, 07:53 AM
RE: Admin Notice: Community Rules Updated - by Xoria - 10-17-2013, 06:06 PM
RE: Admin Notice: Community Rules Updated - by Coin - 10-17-2013, 08:05 PM
RE: Admin Notice: Community Rules Updated - by Fluffyball - 10-19-2013, 08:57 PM
RE: Admin Notice: Community Rules Updated - by Echo 7-7 - 10-20-2013, 01:51 AM
RE: Admin Notice: Community Rules Updated - by Fluffyball - 10-20-2013, 10:59 AM

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