• 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 General Discovery RP 24/7 General Discussions
« Previous 1 … 211 212 213 214 215 … 780 Next »
Restricting a faction from using gates, lanes and jumpholes

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (4): « Previous 1 2 3 4 Next »
Restricting a faction from using gates, lanes and jumpholes
Offline SparkyRailgun
08-11-2012, 08:05 AM,
#11
Member
Posts: 1,454
Threads: 26
Joined: Jan 2012

' Wrote:Someone brought this up in a thread about keeping smugglers from using JGs and it turned out to be too much coding work if I remember correctly.

I'm almost certain it's not.

[Image: TQBpX.png]
Reply  
Offline Quorg
08-11-2012, 08:52 AM,
#12
Member
Posts: 1,508
Threads: 93
Joined: Jan 2009

If you don't want your faction to use gates or holes, then don't use them...

ATTENTION SMUGGLERS
The Midnight Express: A Slaver <strike>who doesn't completely realize what he's doing.</strike> (video)
Merged to trim sig Wrote:Quorg, you're officially a moron.

...mongs like Quorg being like a malignant little cancer...

Way to be useless, Quorg.
Reply  
Offline sindroms
08-11-2012, 08:53 AM,
#13
Member
Posts: 9,437
Threads: 985
Joined: Feb 2008

' Wrote:If you don't want your faction to use gates or holes, then don't use them...

You still did not read the OP, sir.

--------------
PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
----------
Reply  
Offline lw'nafh
08-11-2012, 08:56 AM, (This post was last modified: 08-11-2012, 08:59 AM by lw'nafh.)
#14
Member
Posts: 2,648
Threads: 115
Joined: Dec 2006

Y'all naysayers are failing to understand that the point of the proposition. (from what I see) It's Spazzy trying to balance out being able to use Zoner ships in House space with the inability to exit systems or move within them quickly using conventional means.

вellυм ѕe ιpѕυм aleт
  Reply  
Offline SnakThree
08-11-2012, 09:03 AM,
#15
Member
Posts: 9,092
Threads: 337
Joined: Mar 2010

' Wrote:I don't see the point in adding mechanics for one faction when they could quite easily police themselves and achieve the same result.
If they can't be trusted to police themselves... Well, noone really cares but them, so no harm done.
"Only half of nomad guns on certain faction ships" clause went really well at self policing, no? :laugh:

[Image: rTrJole.png][Image: LJ88XSk.png]
[Image: ka0AQa5.png][Image: QwWqCS8.png]
  Reply  
Offline SparkyRailgun
08-11-2012, 12:10 PM,
#16
Member
Posts: 1,454
Threads: 26
Joined: Jan 2012

' Wrote:"Only half of nomad guns on certain faction ships" clause went really well at self policing, no? :laugh:

Well that was a stupid thing in the first place, regardless of it being policed.

[Image: TQBpX.png]
Reply  
Offline Jinx
08-11-2012, 01:22 PM, (This post was last modified: 08-11-2012, 01:31 PM by Jinx.)
#17
skipasmiður
Posts: 7,685
Threads: 313
Joined: Sep 2007

imo

- cannot use jumpholes / gates
- can dock in house space if access is appropriately RPed
- cannot use any ships but pure zoner vessels
- can only act in self defense

thats fine already but i d also like to see something along the following lines

- can only jump zoner ships ( no jumping of other faction ships )
- cannot jump other factions capital ships

the last one is a bit foggy, i guess - but it would be to prevent such a group from acting as a hub for an invasion by the rules - which protects others - but the faction itself from being accused to do so, too.

actually i d also like to have something like "cannot mount WEAPONS on their jumpships" but i guess that takes it a bit too far.



since we have a precident - i don t see ANY reason why JZ shouldn t get their own ID at some time - AND be allowed to dock 5k in house space, giving up regular jumpgate/hole travel appears a fair enough deal.

with all those custom IDs - not only this hypothetical one - but also the ones we just got - i m not sure why it needs to be "zoners" anymore.

those are not zoners - they are custom IDs for a reason - the reason being ... they are not zoners, they are different - hence, custom ID. - the only faction benefitting from the NPC zoner lore should be the generic zoner ID, all others can build on that lore, but shouldn t consider it "theirs" - its a heritage but thats where it ends -they moved on. so - yea, you can call yourself "jumping Zoners" - but you d be as much "zoners" as those gaians who are not about protecting Gaia anymoer - but are rather mere pirates under that gaian banner.


edit:

about becoming stranded without fuel without a refuel station - well.... i call tough luck and poor planning. - and the group in question would be forced to get a deal with a local cooperation - which may - if they are smart - rip them off. - free economy for the win. however - a faction that knows that it must always have enough fuel to get back to a refuel station should plan around that very crucial fact.


edit2:

and cause i do care about some minor things in that respect - i d love to restrict such a group from taking a Nephilim into house space - that shiptype is not supposed to go there - Aquillon is fine, Nephilim is not.

[Image: just_a_signature_by_sjrarj-d63yjsx.png]
Shipdesigns made for DiscoveryGC
Reply  
Offline sindroms
08-11-2012, 04:59 PM,
#18
Member
Posts: 9,437
Threads: 985
Joined: Feb 2008

Thank's for the input, Jinx. Gonna try and answer all the points made.





' Wrote:imo

- cannot use jumpholes / gates
- can dock in house space if access is appropriately RPed
- cannot use any ships but pure zoner vessels
- can only act in self defense

thats fine already but i d also like to see something along the following lines

- can only jump zoner ships ( no jumping of other faction ships )
- cannot jump other factions capital ships

the last one is a bit foggy, i guess - but it would be to prevent such a group from acting as a hub for an invasion by the rules - which protects others - but the faction itself from being accused to do so, too.

Zoners can already fire only in self defense. However, about the non zoner ships....it sort of shuts off a large part of roleplay opportunities. The JZ in the past were contracted to move two barges, for example and to help the IMG with a mining operation. Neither one was income-worthy, but we did it for the RP.

I can see what you are trying to say with it, because we have seen house navy BSs or even zoner ones jumping around house traders and that, yes, needs to stop. But at what cost?
As for the capital ships, this is nice, but if someone intentionally tries to hitch a ride, would that give the offender a chance to sanction the group?


Quote:actually i d also like to have something like "cannot mount WEAPONS on their jumpships" but i guess that takes it a bit too far.
since we have a precident - i don t see ANY reason why JZ shouldn t get their own ID at some time - AND be allowed to dock 5k in house space, giving up regular jumpgate/hole travel appears a fair enough deal.

with all those custom IDs - not only this hypothetical one - but also the ones we just got - i m not sure why it needs to be "zoners" anymore.

those are not zoners - they are custom IDs for a reason - the reason being ... they are not zoners, they are different - hence, custom ID. - the only faction benefitting from the NPC zoner lore should be the generic zoner ID, all others can build on that lore, but shouldn t consider it "theirs" - its a heritage but thats where it ends -they moved on. so - yea, you can call yourself "jumping Zoners" - but you d be as much "zoners" as those gaians who are not about protecting Gaia anymoer - but are rather mere pirates under that gaian banner.

We need the guns for fending off npcs. They are very annoying sometimes. The Mother Whale, for example, is literally the only JZ which has guns on it.

As for the not being zoners thing. Why? I mean...weren't the whole custom ID thing to allow groups to fully utilize their NPC faction? I mean, it is not just about the RP, look at the current Zoner ID. The no docking in house space section was put there not because of RP reasons, but rather because of balance. To cut down on the massive amount of 5k zoner traders.

So a zoner faction applying for a custom ID would be actually using their RP material to get full benefits of their factions RP.
In other words, the part about being able to dock on house space would not make the JZ non-zoner. Since it was not an RP related limitation in the first place, correct me if I am wrong.

Custom IDs can be created basing off the parent npc faction, obviously. But some IDs have the same RP as the parent, but have different limitations. In this case, we give up game mechanics in favor of being able to dock on house space. While doing so, we do not change our RP (Rp required with the house institutions withstanding).

Quote:edit:
/
about becoming stranded without fuel without a refuel station - well.... i call tough luck and poor planning. - and the group in question would be forced to get a deal with a local cooperation - which may - if they are smart - rip them off. - free economy for the win. however - a faction that knows that it must always have enough fuel to get back to a refuel station should plan around that very crucial fact.
edit2:

and cause i do care about some minor things in that respect - i d love to restrict such a group from taking a Nephilim into house space - that shiptype is not supposed to go there - Aquillon is fine, Nephilim is not.

Indeed, if we get stuck somewhere, then we need to get some RP done with whoever is in charge of the space. Or contact another jumper to jump us out.

Also, we do not use nephilims. They are mobile freeports, as such, have no RP reasoning to be used as jump ships for trading.

--------------
PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
----------
Reply  
Offline AeternusDoleo
08-11-2012, 06:12 PM,
#19
Ex-Developer
Posts: 5,744
Threads: 149
Joined: Nov 2009

I'd say "can't use gates or lanes with any ship except fighters and freighters". That gives you a RP out if you get stuck somewhere - you can resupply your ships with some emergency freighter relief. Besides, the fighters and freighters would not carry said "jump sensitive equipment" anyway. They'd be docked with your carrier.

Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.


Mostly retired Discovery member. May still visit from time to time.
Reply  
Offline монолит
08-11-2012, 06:24 PM,
#20
Member
Posts: 139
Threads: 7
Joined: Apr 2012

' Wrote:official

:lol::lol::lol:
  Reply  
Pages (4): « Previous 1 2 3 4 Next »


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2026 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode