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  Discovery Gaming Community Rules & Requests Rules
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Jumping in Combat...

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Jumping in Combat...
Offline Sanguines
02-12-2013, 09:24 AM, (This post was last modified: 02-12-2013, 09:25 AM by Sanguines.)
#51
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Posts: 262
Threads: 18
Joined: Feb 2011

(02-12-2013, 08:15 AM)sindroms Wrote: Imho we need to have change to go rogue without too much complication when it comes to IDs. People have done it before, even with capital ships, but the process of actually defecting from your faction was always the risque part, because it involved shooting greens. It could only be done via mutual agreement oorp, and since pre-planned RPs suck, there should be an alternative to this.
For an indie to do that its significantly harder to do it.

I did it once, but only because I could. I had one of my IMG| chars back in the day treason due to aggression towards smalls (Morphs), turning Outcast in process.

If you are a member if said player faction, and official too, and the guys are actually Rping, then there is no problem.

However, just blatantly turning unlawfull is a gray zone. pre-discussion, whether you like it or not, should be done. Opposite players may not want your stuff, while others may want to participate.

Sindroms, What you are advicing would break rules, and the term would be for that is god modding. RP is all about storys and such, but these are in a gray zone. Consent isnt hard to get actually for this type of RP.

IF you have an indy char that wants to turn unlawfull, get in an RP with official faction after you told them you want to defect oocly.

Back to topic:

Jumping is considered fleeing as a transport imho.

[Image: Sanguines2.jpg]
Wiki: http://discoverygc.com/wiki/User:SonyaSilverfall (My chars, etc)
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Offline Veygaar
02-12-2013, 10:48 AM,
#52
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Posts: 4,212
Threads: 158
Joined: Jan 2011

(02-12-2013, 09:24 AM)Sanguines Wrote: Jumping is considered fleeing as a transport imho.

Good thing fleeing isn't PvP death in the rules then.

Veygaar for Admin Moderator 2013!!!
[Image: tumblr_mhigevrWmO1qh09nho1_500.gif]
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Offline Echo 7-7
02-12-2013, 11:45 AM, (This post was last modified: 02-12-2013, 02:47 PM by Echo 7-7.)
#53
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Posts: 4,077
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(02-12-2013, 08:11 AM)Vigilia.Procuratio Wrote: Well, Echo said about pushing for a cool-down timer so I guess this can be left to the development team now.

I forgot to add the standard tagline: "No promises". Tongue (Edit: To be precise, I cannot promise the manner in which JDrives get balanced - but I will try.)

This reminds me to file some proper documentation for the issue, though.


Edit 2: After reviewing this topic, most of it does come down to one person being incredibly annoying and breaking actual rules, for which he was sanctioned. Due to the scattering effect, even if he had a refueler waiting to top him up after each jump, he wouldn't be able to arrive exactly in the location he was minutes before, thus giving his opponents time to escape, restock, and dock or get backup. Has this loljumping situation occured in any instances of actual combat that occurs legally and within the bounds of the roleplay environment?

On the topic of fleeing; JDrive use is unlikely to be considered as fleeing, as it is quite different from F1'ing in space. In the latter situation, you disconnect from the server in order to evade a player interaction, which is against the rules. However, by utilising a Jump Drive, you have used the tools available to your character to escape without breaking the fourth wall. Yes, this is a drastic change in the playing field - but the game is still being played on the same field. New tactics require new countermeasures. If this means you need Jump Drives or Cloaks of your own, so be it. Instead of complaining about it, you may just have to join in on the arms race until the people up the top decide "this isn't how we want our game to be played any more".

Now go come up with a good rebuttal to that perspective while we continue to discuss.

There was a sig here, once.
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Offline Vigilia.Procuratio
02-12-2013, 04:58 PM,
#54
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Joined: Sep 2011

Nobody can expect promises, yet the effort would by all means be greatly appreciated no less!

I have to say though, that the old fleeing rules were put in place in order to prevent constant re-engaging and endless battles, and that is essentially what was occurring on that day with this carrier. Now we have things like power drain upon cruising to balance things out, so I guess we do need some rebalancing again for this scenario. The trouble is that we can't really have heavy capital ships roaming around with impunity, there must be some means of countering them and I'm afraid that three bombers and a battle cruiser just isn't going to cut it when the opposing battleship has top-grade armour, whereas previously it would have been purely down to skill. This is a bit like having an infinite amount of "Get Out of Jail Free" cards. There are only two of those on a Monopoly board, after all.
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Offline Sanguines
02-12-2013, 05:36 PM,
#55
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Posts: 262
Threads: 18
Joined: Feb 2011

(02-12-2013, 10:48 AM)Veygaar Wrote:
(02-12-2013, 09:24 AM)Sanguines Wrote: Jumping is considered fleeing as a transport imho.

Good thing fleeing isn't PvP death in the rules then.

There's a difference between docking to flee, then to jump/cloak to flee.

[Image: Sanguines2.jpg]
Wiki: http://discoverygc.com/wiki/User:SonyaSilverfall (My chars, etc)
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Offline Knjaz
02-12-2013, 05:42 PM, (This post was last modified: 02-12-2013, 05:48 PM by Knjaz.)
#56
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Posts: 1,648
Threads: 80
Joined: Dec 2010

(02-11-2013, 12:25 AM)Echo 7-7 Wrote: Knjaz, the Admins write IDs, not the Devs. An open traitor ID would probably be a disaster, honestly. We don't need more hordes of capitals that are unaccountable for their actions. That's the realm of SRP requests.

Well, I did mention something around 30-40% energy efficiency on it's powercore. That was the whole point - the ship still would be somewhat (not too much) useful in combat, but it'd be totally wrecked by any opposing ship of same class.*

*Might not be the case with snubs, since the player skill's impact is just too high.

As for JDs, I'll repeat it once again, basically what most experienced players are saying here - it is possible to counter a jumper, and I've experienced it several times. It's a question of firepower and organization - and you do not need insane firepower for that.
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