its been there forever - capital ships as well as small ships will not be restricted or given out by factions.
Quote:2) Player factions cannot rule over other player groups and indie players affiliated with the same NPC faction.
Selected players may have special RP for them, player faction on the whole may also have some differences in RP from what NPC faction does. But this doesn't mean that other players should follow this example.
Some unofficial diplomacy changes may get hardcoded into the mod, IF they don't contradict official story and IF they are logical and suitable for further development.
Neutrality between Order and Liberty does contradict official story, and can be approved only for specific characters or groups, but not for The Order as whole.
As for The Order leadership, I'll leave that matter for future discussions. It should be clear enough acts of The Order players should be determined by Order's diplomatic status (hardcoded into the mod) and Discovery RP rules prior to everything else.
3) Player factions cannot prevent other players affiliated with the same NPC faction from using the guard system.
Another complex issue, and also requires further discussions. This will limit the rights of a player faction in their home space. However, it seems to be unavoidable for the future 4.85 release, since many capships are getting moved into guard systems.
Our general opinion is that player factions, regardless of their participation in server events, should not dictate how other players of other groups are playing. Special RP that differs from/expands on what's present in the mod is OK. Enforcing special RP for players who don't want it, and are not even supposed to be aware of it, is no good. Also, the fact that we allow this special RP does not guarantee that it will get hardcoded into the mod for future versions.
that freedom has always been applied to disco and shall hopefully remain there. good roleplay comes from within - forced roleplay ( as a prerequisite to get stuff ) can hardly match voluntary roleplay.
No player faction (official or otherwise) is allowed to prevent a correctly ID and tagged player from entering the guard system to purchase any ships, equipment or IDs that may be contained within the Guard system. They may, however, prevent anyone from entering if they have a hostile ship, hostile IFF or hostile or neutral ID to the NPC faction that owns the system. ( Kuraine )
about the OP:
illogical - and while it has its attraction, it may easily turn out to become a grind. - cause the believe that it gets trading factions busy is just guesswork. maybe it does nothing to the cooperation with trading factions but only increases the annoyance with the purchasing process - which is topped by a reward ( capital ship ) that is easy prey anyway. - its not like having a capital ship is an unbalancing factor that needs to be monitored strictly. for many people they are a lot easier to kill than a pair of fighters.
edit:
don t you EVER believe that ... if capital ships were given on "merit" - they would become as powerful as the may / ought to be! ( thats laughable, really ) ....
for the player that was just killed by a capital ship - it matter very little if the other player has earned any merits or is a basicly responsible person... what the enemy of this person cares for is how fair the combat was.
so if capital ships were only vulnerable to swarms of bombers ( compare to lets say nexus, freespace 2, darkstar one, sins of a solar empire etc. ) - it would totally upset the balance of any fight, no matter how great the player is.
so - even if battleships were only given once a year - by igiss himself... they wouldn t be as powerful as they "ought" to be - thats reserved to stationary NPC battleships.