• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
« Previous 1 … 312 313 314 315 316 547 Next »
Guard Systems - A flawed concept?

Server Time (24h)

Players Online

Active Events - Scoreboard
Kusari Super Alloy Shipments - 223,950 / 2,000,000
LSF Arms Shipments - 44,650 / 2,000,000
LSF Munition Shipments - 54,930 / 2,000,000
Pirate Black Market Shipments - 212,250 / 1,000,000
Dragon Bounties - 5 / 10,000
KOI Bounties - 11 / 10,000
LSF Bounties - 8 / 10,000
Samura Bounties - 2 / 10,000

Latest activity

Pages (10): « Previous 1 … 5 6 7 8 9 10 Next »
Guard Systems - A flawed concept?
Offline Mr.Fabulous
04-20-2010, 01:40 PM,
#61
Member
Posts: 1,033
Threads: 144
Joined: Apr 2009

' Wrote:Well, Sprolf pretty much covered my thoughts on guard systems, with extra emphasis on the "Why fight for your own system when you have a super-awesome 'Guard' system?" bit.

Guard bases, on the other hand, I'd accept. Things like the research facility in Frankfurt are good. Baffin is set up nicely; it's got its "Freeports", it's more or less a reg'lur Zoner-filled system, but it's also got the one guard base. It's also got the Pentabarf, but that's not really an issue here, in my opinion.

But a secret 'Guard' base tucked away in a nebula somewhere? Sure, as long as it has some believable purpose for being there.

' Wrote:of course it is nice to "own" a little spot for your faction, but i think too that less systems will for sure force more roleplay opportunities.
a more or less hidden guard station/planet(or both for the greedy or stronger guys like house militarys) could fill the role as well, to have a little "own" spot for pewpew practise and buying the good equipment, or whatever the people do in their systems.

Guard bases I like. You could still have the comforts of a safe haven deep within a nebula, asteroid field, or even just ELEVATION ABOVE THE MAP would be a bit more realistic, and you could STILL have your own pad, base AND place to train. It also answers the question about small factions or pirates. It would just need some creativity and planning, and you could have a base of operations while still being "accessible" to the public.

[+]Factions Involved In

[Image: Golden%20Oaks%20Tours_zpspoqc1yoj.png] | [Image: avatar_30918.png?dateline=1449208332] | [Image: mgasxy7.png]
[Image: bM9dE4l.png]

[Click the logos to learn more]
:::
Click the links below for more of my content!
>>> Roleplay Info & Character Feedback Thread
>>> DeviantArt
>>> Youtube
  Reply  
Offline Muad'Dib
04-20-2010, 02:02 PM,
#62
Member
Posts: 93
Threads: 4
Joined: May 2009

We don't need to get rid of all the bases, just move them out of the guard systems and make most of them non guard. there more than enough useless planets, what could be orbited by stations or being colonized.
that means more possibilities of different traderoutes in one system. otherwise all jumpholes/gates will be overpopulated by pirates.


<span style="font-family:Century Gothic"><span style="color:#000000">Zoners Trading Consortium | Message Hub | Consortium characters &amp; stories | Recruitment | Faction Feedback | (]c[)Leonardo - Chapter 4
</span>
</span>

[Image: rfk2ql72.png]
  Reply  
Offline Carlos_Benitez
04-20-2010, 02:17 PM,
#63
Member
Posts: 829
Threads: 45
Joined: Aug 2007

When we put Omicron-94 together (Benitez home system), we were focused on making a useful system for the server and for general RP, whilst also making sure that it fitted into the mod (rather than simply cramming in everything that was uber).
Because we wanted trade, we decided it shouldn't have guard-repped patrols or defences. The bases we installed were modest, but we stamped our individuality on the system using natural features (planets and fields etc). We wrote into the RP of the system justifications for the limitations on growth that we'd seen; the shipyard was small because it was difficult to get materials into the system, the asteroid base occupies only a small percentage of the asteroid's internal volume. Hopefully, we succeeded in making a system that fitted into the game, rather than being stapled onto it.
That being said, I can see why people try to make their systems overly impressive; they want good value for the money they've paid. In addition, defences must be formidable enough to keep enemies out, and maintain the RP secrecy of the system. This is difficult to achieve.
In Omicron-94, we've had the problem of people exploiting our efforts for plausibility by breaking into our system while we were absent, and tearing our RP apart by plastering the locations and details of all bases in the system on this server. On one occasion, the indi-outcast's gloating topic was deleted and he was sanctioned for meta-gaming. Another case, involving SCRA, was dealt with, but the post remains on their message dump.
The sad fact is that many players on the server have little respect for other people's hard work, or established RP. The system-builders and involved parties are protected by an ambiguous server law, but it is often preferable to prevent such situations occurring by having system defences powerful enough to entirely prevent incursion. Unfortunately, it is rarely plausibility to do this without sacrificing the plausibility of the system's contents.

Home systems should be less exclusionary, but enemy factions need to be more respectful of the RP of the factions to whom the systems belong. Just like it is unreasonable for an enemy to RP the destruction of a home-planet, it is unreasonable for an enemy to destroy the secrecy of a home system without first clearing it with the system's designer or owning faction.

[Image: H1mZW7e.md.png]
  Reply  
Offline ProwlerPC
04-20-2010, 02:18 PM, (This post was last modified: 04-20-2010, 02:18 PM by ProwlerPC.)
#64
Member
Posts: 3,121
Threads: 104
Joined: Jun 2008

It's true, GMG| does intend to open it's guard system to the public (with the exception of those we are hostile to). I only hope we our system included for the economy. We have a pretty good idea what we want bought and sold but it's something that needs to be cleared first. The fact that it's a guard system and the way guard systems work actually fits our GMG RP quite well. If your allied, friendly or neutral to GMG it still requires a bribe or some missions to get neutral with our guard NPCs and thus access Sigma-59. This works well in our view as we like the money (consider it like a one-time liscence fee handled by the NPCs, this isn't about making this faction rich it's about adding a system that fits with the general NPC RP) or are happy to have hired help (missions also handled by the NPCs). I'll be instructing my members to patrol it normally as any other GMG system and not to kick out anyone they see unless they are directly hostile to us or are pirating (this is more plausible these days when player count is high and NPC is low). We'll see how it goes, we submitted the system already but have to do some touch up work on the rumours. Also note, being neutral to our guard lets you dock and buy and sell commodities, to see our rumours or buy our equipment it takes full guard to achieve it. This is fine for a player to do in my opinion but be warned that in RP you are heavily aligning your char to GMG that way...

[Image: GMG_banner.png]
Reply  
Offline Veronee
04-20-2010, 02:39 PM,
#65
Member
Posts: 233
Threads: 37
Joined: Feb 2010

Guard systems do strike me as excessive as well.
Would be a lot simpler to just have a few bases high above the plain, perhaps surround them by something akin to the liberty supermines. Only the official faction knows how to get in or out that way they can monitor lolwut behaivour. For that matter I would say they need to prove they can RP before they get a massive capital to abuse.

Another gripe I have is guard I'd's. It takes a few missions and pooof! You done.

They should be missions that require you to go DEEP behind enemy lines to sabotage something (such as BAF might have to go kill a battleship under construction in new tokyo).

At the moment people see it as a "omg need guard I'd. Now to grind missions. Ffs takes ages"
Joining the guard in a day or two defeats the point in my book. You should need to raise a group for these kinds of missions. Not to mention avoid enemy players.
Scrap the guard system imo, bring out the truly hidden guard station.

[Image: sdlogo1copy.png]
Reply  
Offline SMI-Great.Fox
04-20-2010, 02:44 PM,
#66
Member
Posts: 2,670
Threads: 364
Joined: Mar 2009

Having cross sirius missions only available to get guard ID....dude thats heavy duty plus would make it alot tougher to get the ID...It could work..

-"If we do not learn at least one thing a day....Our minds turn to stupor"- Kyle Sparrgrove -2005
[+]
http://i849.photobucket.com/albums/ab53/Vandread010/BAF_1_FltAdm_zps4239822d.jpg
http://i849.photobucket.com/albums/ab53/...e32039.jpg
http://i849.photobucket.com/albums/ab53/...89ade0.jpg
While the signature did not break any rules before, the lack of third party hosting caused your signature to take up over half of the page. Until the problem is fixed, I'll have to revert those images to links. ~Inferno
Ships Log of the Maverick IV Logs of the Maverick.V  The.Maverick.IV & Maverick.V Feedback Lot How it all began...
Reply  
Offline kuth
04-20-2010, 06:15 PM,
#67
Member
Posts: 1,201
Threads: 66
Joined: Sep 2009

Guard systems. Guard IDs. Flawed concepts.

Also what Sprolf said.

Lurker
  Reply  
Offline DAnvilFan
04-20-2010, 10:33 PM,
#68
Member
Posts: 1,250
Threads: 64
Joined: Apr 2009

' Wrote:Guard systems. Guard IDs. Flawed concepts.

You're talking to a wall there, bud.
Reply  
Offline Dab
04-20-2010, 10:54 PM,
#69
Member
Posts: 9,570
Threads: 320
Joined: Aug 2005

Guard IDs aren't likely to be taken away anytime soon, but hopefully some things will change regarding Guard systems and their regulations.

[Image: DFinal.png]
Reply  
Offline Dusty Lens
04-20-2010, 11:15 PM,
#70
Member
Posts: 6,664
Threads: 438
Joined: Dec 2007

' Wrote:Guard IDs aren't likely to be taken away anytime soon, but hopefully some things will change regarding Guard systems and their regulations.

Lord knows I've tried so many times to have Guard IDs removed =/

Originally the Xeno Guard system was just going to have an ENORMOUS wang built into it. On order with the dyson sphere. But it took up too much file space so we decided with a combination of Londonderry, Vespucci, the CR, GC and Hessian Guard systems.

It has 18 colonized planets, each with a population of billions, of which most are defected upper echelon Navy personel kept forever immortal by the version of cardamine we grow which isn't addictive and lets you fly.

Our shipyards, of which we have 192, produced 18 battleships a second which are eco friendly and made out of a crystal matrix which is impervious to Sirian weapons.

Also we've a fleet of mind controlled nomads which we ride like dolphins.

We also have an awesome Hockey team.

Sadly the jumphole is so small we can only exit the system with our crumby fighters =/
Reply  
Pages (10): « Previous 1 … 5 6 7 8 9 10 Next »


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode