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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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New Roleplaying System

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New Roleplaying System
Offline Igiss
07-30-2006, 09:39 PM, (This post was last modified: 07-31-2006, 09:21 AM by Igiss.)
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Discovery Creator
Posts: 3,181
Threads: 578
Joined: Jun 2005

Faction ID general knowledge

Very soon, the first Discovery 4.80 beta will be availalbe for download. This is the first major mod update for many months, and it features important reorganization of roleplaying system.

As you know, current system of aligning NPC factions and player factions doesn't work efficiently, because achieving correct reputation is difficult, keeping it the same level even more difficult, besides, everyone wants some variety. Therefore, I've started to think about introducing licenses on server, like some other mods have. However, I've found another solution.

Now on primary planets/bases of each faction special items will be sold. Those items are called faction IDs and are similar to licenses, but are different for each faction. There are 51 IDs total, and they are divided into several groups:

Military
Police
Trader
Bounty Hunter
Pirate
Terrorist
Special (Freelancer, Neutral, Criminal, Administrator)

Each faction ID costs 1 million credits (special IDs are an exception), and all players are obliged to have one. Basic Freelancer ID is in starting loadout and can be bought anywhere for 500 credits. However, it's valid only before player reaches level 30-32. Then he/she must choose a faction to join, or buy Neutral ID (sold at Manhattan for same 1 million price) and thus declare him/herself neutral to all factions.

Logically, ID can only be bought if you are on max friendly terms with the faction you wish to join. Corporations (selling trader IDs) are slightly different, they allow to be almost max friendly. Neutral ID may be bought if you are neutral-friendly with Liberty Police. Neutrals are lawfuls, this should be clear.

Each ID grants its owner rights for certain roleplay activities (I'll cover this part later). These activities are briefly listed in ID descriptions in-game. For each group I listed above (Military, Police, Trader, Pirate, Terrorist) rights and obligations are nearly same. ID also limits ship types you may use. However, if you join a server faction, you may act differently from what's written in your ID - if your faction requires you so. For example, military cannot attack lawfuls, but in case of war owners of military IDs may attack fighters and even traders of the opposing side.

There are some differences in Traders and Pirates groups: Junkers, Hogosha, GMG, IMG and Zoners have IDs with different privileges than others.

Special IDs include: Freelancer ID (for all players under level 30), Criminal ID (for violators of server rules) and Administrator ID.

Faction ID role

IDs are not just marks, like licenses. They are actually tractor beams.

This was done for a purpose. Several purposes, in fact. First of all, tractor beam color depends on your ID, and it isn't necessary to scan cargo to know which faction this or that pilot belongs. You may see tractor beam color of the opponent even after death.

Not all 51 IDs have different colors, of course - police and navy have custom colors of their House, pirates have orange-green-purple colors, neutrals, freelancers and traders have default white color.

Second reason is that terrorists and criminal ID owners (those who violated server rules) have NO TRACTOR BEAM AT ALL. Terrorists are interested in killing, not loot (there's only one Terrorist license actually, Xeno one). Not interested? Join normal pirates, but your right to attack anything in sight will be gone. Unprovoked attack will become a violation of rules, and you'll recieve another ID without tractor beam.

Tractor beam properties (speed, length) for all factions, except for Xenos, are the same. Default.

Also, never forget to transfer your ID when buying a new ship. All ships are sold with scanners now, so you needn't transfer scanner if you don't want to. However, transferring ID is essential (it's done in the same section of inventory where scanners and tractors are).

Faction ID rules

There are two very basic rules.

1) You must have an ID and have it equpped.

Everyone under level 30-32 may have Freelancer ID, later you'll have to choose another one. Or, as an alternative, recieve a Criminal ID. Unequipping Criminal ID is also prohibited, obviously.

2) You must not carry any unmounted IDs in your ship.

This is imperative. Every player, every character earns IDs him/herself. There are no exceptions, even for faction leaders, even for administrators, even for me. Otherwise, we'll have to deal with loads of abuse.

Anyone caught with multiple IDs will be deprived of all of them, including his own, and given... you might guess which ID. Other sanctions depend on administrator's choice.

Giving money to buy IDs is allowed.
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New Roleplaying System - by Igiss - 07-30-2006, 09:39 PM
New Roleplaying System - by Igiss - 07-31-2006, 09:19 AM

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