• 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 1 716 717 718 719 720 … 780 Next »
Faction jurisdiction

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Poll: Should factions be allowed to control all the zones of influence that the NPC they are aligned to control? Or should they be strictly limited to the home system they bought only?
You do not have permission to vote in this poll.
Yes, a faction controls all the space the NPC they are aligned to control.
81.40%
70 81.40%
No. A faction must only control the home system they bought, and nothing else.
18.60%
16 18.60%
Total 86 vote(s) 100%
* You voted for this item. [Show Results]

Pages (8): « Previous 1 2 3 4 5 6 … 8 Next »
Faction jurisdiction
Offline Malaclypse 666
06-03-2007, 03:53 AM,
#31
Member
Posts: 3,634
Threads: 87
Joined: Sep 2006

Yes on the poll,

and my two pieces of flax on Zoner "ZoI's": Don't worry much about em. The Freeports are usually "influenced" by the Bounty boys anyway. It behooves any zoner who wishes to be welcome at Freeports to keep both their fellow zoners and the BHG happy.

AW has special rights and priviledges. They've earned em. and the resulting problems, conflicts, responsibilities and sundry headaches that goes with them.

TAZ for the moment are "squatters". We've invested quite a bit in Gran Canaria. The system is not up for ownership, so we're typical footloose "homeless" zoners who've chosen to make Port Canaria home. Whether this constitutes an "SoI", or even a "ZoI", is probably a discussion for another time. We're fond of O-49, and plan to aid, assist, and protect zoner and friendly traders and other "unthreatening" visitors there; at least until we're informed we're out of line.

Great coffeeand pies, fine cheroots, and the best K.G. in the known Paradigm!


[Image: malsig_alt1.png]
  Reply  
Offline Archelon
06-03-2007, 08:12 AM,
#32
Member
Posts: 406
Threads: 11
Joined: Mar 2007

Yes, factions should control their realm of influence. But factions that share a system and are on good terms with one another - such as Tau 37 where IMG and Zoners share - control would be split between them.

And yes, Rogues and others do have influence in several systems. Here are some examples of inner systems:

- Hudson is occupied by Xenos and Rogues
- Bering is occupied by Zoners and Unioners
- Galileo is occupied by Rogues and Hackers
- Cassini is occupied only by Rogue Guard (Rogues non the less)
- Magellan is occupied by Zoners and Hackers
- Cortez is occupied by Rogues and Spa & Cruise

Another question has been raised on this issue that I would like clarified. Are we going to limit faction movement. By this I mean, if I'm a Rogue, are we going to start saying that a Rogue can only go where Rogue NPCs are found in the game? Same for LSF, KNF, RM, Outcast, Order, Zoners, Hackers, Xenos, etc etc etc?

If we're gonna force this on folks, we'll need to ask the question regarding how some factions ended up gaining the ships they fly and the weapons they use. For example, how can a Rogue be enemies of the Order if there are no Order ships in systems you find Rogues? How can Rogues be allied with Mollys if there are no systems you find both of them in? I'm sure some don't like to see a Rogue flying around in the Omicrons or in other house systems, but there are allies of the Rogues in systems outside Liberty space. And there are enemies of Rogues outside Liberty space. And a Rogue being a pirate isn't gonna go to the border of Liberty space and say, "hmm, I must stop following that freighter because he went into Rheinland space." In fact, to get a Rogue Gunboat, you must go into Bretonian space (Newcastle). And to top it off, New York is non-PVP so that's just one less system to have fun in (just happens to be one of the most populated systems at that). So - bottom line - get over seeing my Rogue ships outside Liberty. There's legitimate RP to back it up.

Rant over...
  Reply  
Offline Korrd
06-03-2007, 08:47 AM,
#33
Member
Posts: 3,714
Threads: 241
Joined: Aug 2005

No movement limitations.

As many NPC factions share systems, we will have to define which NPC faction is the predominant on a system, and give control to that one.

House space is going to be controlled by police and military for example..
But border and edge worlds will be a different story..

[Image: 3cfefe54.jpg]

Server Status | Server Rules | Players Online | Player Rankings | Freelancer Account Manager
(If you find any mistake in my English, please let me know via a PM)
(Really, I speak terrible English, so please, tell me if I make mistakes. I'd like to improve it a bit Smile)
  Reply  
Hylden
06-03-2007, 11:04 AM,
#34
Unregistered
 

I voted for no. This can be used for power gaming, and freelancer characters should obey various kind of rules of everyone. This is out of Freelancer spirit... it's Freelancer, not Clanlancer or Freeclanlancer. The player factions should be elite forces of the NPC, not to control the NPC systems. That's all.
Reply  
Offline Yngen
06-03-2007, 11:47 AM,
#35
Member
Posts: 637
Threads: 41
Joined: Oct 2006

' Wrote:Hmm. Rogues do not control any systems. Just a handful of bases. So they would not be able to take control over a system, except the guard system, and maybe some of the border worlds..

It could be argued that since the Rogues have a base in NY, that the lawful liberty factions don't completely control it either.

Total control of a system to me would mean no enemy bases-like a guard base. I like the idea of multiple factions having influence or control over one system. Remember that just because a faction tells you to leave, doesn't mean you have to pay attention to them.

[Image: Tex3.jpg]
[AU]Anton_Blix
-Signature by Doom
  Reply  
Offline Yngen
06-03-2007, 11:50 AM,
#36
Member
Posts: 637
Threads: 41
Joined: Oct 2006

' Wrote:No movement limitations.

But please please please come up with a good role play reason to be out of your ZOI. Don't just go where the fight is and cozy up to the lawful or unlawful other faction because you are bored.

[Image: Tex3.jpg]
[AU]Anton_Blix
-Signature by Doom
  Reply  
Offline Denelo
06-03-2007, 01:00 PM,
#37
Member
Posts: 1,816
Threads: 77
Joined: Feb 2007

Yoted yes.

Why? Well, it makes sense RP-wise for, for example, RM to patrol all of Rheinland, not just New Berlin. After all, they're part of the NPC faction in RP. I really don't see any excuse in RP for limiting them from patrolling and ordering people out of their NPC ZoI. HOWEVER, I think that the guys they ordered out would, of course, be able to stay in and face the consequences.
  Reply  
Offline Coyote
06-03-2007, 01:10 PM,
#38
Member
Posts: 4
Threads: 1
Joined: May 2007

I voted no and primarily for the reasons given by Hylden. Movement for all, especially independant freelancers, will be too restrictive and could infact lead to god modding.

[Image: coyotelld0.gif]
  Reply  
Offline Nadir
06-03-2007, 01:36 PM, (This post was last modified: 06-03-2007, 01:40 PM by Nadir.)
#39
Member
Posts: 166
Threads: 9
Joined: Jan 2007

' Wrote:voted yes... need more control of system...

@Korrd, sorry about the mix-up with the traders and navy...
also wanted to ask...

yesterday we scanned a few traders carrying contraband, and as such were marked as smugglers. they refused to drop their cargo, did not stop to be scanned, and did not pay fine...

can we fire after our request were not fulfiled?

can we open fire after they undock not carrying contraband?

IMHO: absolutely. Take a screenshot of a scan as collaboration in case things get ugly but House police and military have a duty equal to NPC factions to enforce the law, scan for contraband and attack ship that refuse to drop their illegal cargo. If they flee before you can scan, they win: no evidence, no charge. If the goods get sold on a base you could consider demanding offending traders pay an infringement fine rather than killing them after the fact. Here the screenshots of the scan would be useful to prove they were acting illegally.

' Wrote:This is all getting way to complex. Fairly obvious which systems house security factions can police. Pretty
much everywhere they have bases. They are the four major military factions within the FL universe.
The rest really just have ZoIs around respective bases, and SoIs for those lucky enough to own their own
systems. The three exceptions are The Outcasts, the Corsairs and the Order, all have their own system or
two, in vanilla.
If we want this to run as true roleplay, the militaries must have the right to police home ... The rest are just
going to argue over a few asteroid fields, ice crystals and one or two planets. Its a way of life ...
This is not a big enough situation to empire build, if you want to do that, go play Eve ... This is all about trying
to integrate within the existing parameters, and factions, and about using a bit of common sense ...
Pretty damn obvious who lives where ... If you want to get in the crap, just go hang out in the wrong places.

Hoodlum

I agree. At least in my case, with the KNF, our duties and areas where we do what we do (whatever that is) is defined by existing conditions in the game and are obvious.

(BTW The only exception where I've wondered what the hell was going on was when a pilot demanded my KNF ship leave a Kusari system after I lost a battle and respawned in the same system. If I'm not interfering with them - being dead - nowhere near them, out of sensor and visual range, it's weird to have someone making demands of me in my character's home space.)

I don't want to see a complex, unnatural and restrictive set of rules brought into play:- the rules should emerge from the game and scenario if we're role playing..

ex [Image: kusari4-small.jpg] Smile
Reply  
Offline MarcelKuyl
06-03-2007, 02:17 PM,
#40
Member
Posts: 5
Threads: 0
Joined: May 2007

After much thinking I voted no.

I am not sure that any clan will have the resources, manpower and the will to police multiple systems. To guard a system like f.ex New Tokyo would ideally need 3 to 4 clanmembers to be there at all times to intercept any player passing through it, not to mention the jumpholes.
If done right a clan needs at least 6 active players for each claimed system to have any believeable police'ing powers. This however would limit gameplay as players rarely be able to leave systems when they are on guardduty for a certain system.

Clansystems and adjacent systems can be guarded more easily and with much less impact on gameplay, clanmembers can venture out more in support of affiliate NPC and players factions on a broader base. Jurisdiction therefor should be limited to player ID's in RP rule-set. Lawfull vs Pirates/criminals/smugglers.

All actions or engagements should however be announced b4 the attack, I have personally been destroyed 2 times without prior warning from the attacking player. If you dont want me there give me a chance to leave in peace or ask for a tax/fine appropriate to the offence I have displayed. Rules and conduct should be uphold at all times unless 1 faction is in a full scale war with another, then anything goes. But if a player is hostile but not from a faction you are in war with at least a attack announcement would be nice....

my 2 cents...

Reply  
Pages (8): « Previous 1 2 3 4 5 6 … 8 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