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  Discovery Gaming Community Rules & Requests Rules
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Faction Rights Revision

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Faction Rights Revision
Offline teschy
05-22-2019, 08:19 AM,
#7
20yrs & I Only Got This Title
Posts: 2,471
Threads: 24
Joined: Jan 2007

(05-21-2019, 03:54 PM)Riehl Wrote: I kinda' think faction right seven would be cool. Just restrict it to a specific system for each group.

Guard systems were training grounds back when you couldn't beam to Connecticut. Since that's no longer the case, there isn't any point to that rule, it was an OORP thing anyway.


(05-21-2019, 04:06 PM)Lythrilux Wrote: The only guard system left is Phi. Virginia could potentially be one as well, however, it has a Xeno base within it. FR1 is more of a case of removing the last traces of guard systems in the mod.

There is no definition of guard systems in the server rules, so FR1 has no basis anymore. And to be fair it was always pointless, since everyone, not just official factions, could kill/tax anyone on sight in guard systems. And they can still do so in some cases which are specified on the faction's ID (Alaska, Zone 21, Westerwald etc. ).
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Messages In This Thread
Faction Rights Revision - by teschy - 05-21-2019, 03:20 PM
RE: Faction Rights Revision - by SnakThree - 05-21-2019, 03:41 PM
RE: Faction Rights Revision - by Enkidu - 05-21-2019, 03:54 PM
RE: Faction Rights Revision - by SnakThree - 05-21-2019, 04:04 PM
RE: Faction Rights Revision - by Lythrilux - 05-21-2019, 04:06 PM
RE: Faction Rights Revision - by teschy - 05-22-2019, 08:19 AM
RE: Faction Rights Revision - by Xeno Alliance - 05-21-2019, 04:25 PM
RE: Faction Rights Revision - by Champ - 05-22-2019, 08:44 AM
RE: Faction Rights Revision - by Lythrilux - 05-22-2019, 11:04 AM

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