personally i d only take someone serious about capital ship control - when they apply the same rules to VHF / bombers - which ... by experience ... are and have been a lot ( a LOT ) more disruptive to gameplay and violations.
capital ships are a shipclass - not a player stigma.
and for people who believe that we keep capital ships "weak" cause of the risk of abuse..... think again. - that thought has NOTHING to do with the balance of capital ships.
even if there d be a total admin control and only a handful capital ships on the server - they d STILL be like they are now.
This would work of all Faction Leaders are not biased. I know for a fact no one would give Mimic a cap.
I'm still confused.
Only Officials can get caps then??
Please clarify.
No, OFFICIALS GIVE YOU THE RIGHT AND MEANS TO BUY A CAP. LIKE A ADMIN GIVE YOU THE RIGHT A MEANS TO PLAY WITH A SRP CHARACTER.
One must ask the official faction for permission to buy a ship. The official faction will then issue a license when you have prooven that you can roleplay with the shipclass BELOW the one you REQUEST.
So you must roleplay for a minimum of 3 days and a maximum of 14 days, take screens during that time. Post in a thread asking for a license for a bigger ship. Wait for reply, then if accepted the official faction hand you a LICENSE, just like the BATTLESHIP LICENSE that we HAD TO USE BEFORE. Only this time YOU MUST HAVE the license equipped to BUY the ship you want.
You can kill a single cruiser flown by a newfriend with a single funboat. and a single BS piloted by same pilot can be destroyed without even taking hull damage by anything in the game above a VHF.
It is a lot easier to just take care of stuff in game rather then making a bureaucratic mess to deal with for faction leaders.
If someone is abusing a cap, it is damn easy to take them out, then sanchunlancer them later.
That, and I don't want some teenager telling me I can't lolwut in whatever giant target I want.
From one side, I am tempted to agree. But it's not because of the capital ship per se. I mean, those in capital ships are the most evident as they cause the most trouble..apparently.
But the problem lies withing the players. Tons of players who don't speak a word of english and know nothing about roleplay and only go around thinking "red is dead". For some reason they're mostly attracted to capital ships, true, but not only.
Bottom line, this won't solve the problem at all, just as removing the mining mod a while back didn't solve it. It'll just send said "lolwhuts" elsewhere.
Despite I many times supported ideas that gave official factions more power, this time I cannot agree.
' Wrote:From one side, I am tempted to agree. But it's not because of the capital ship per se. I mean, those in capital ships are the most evident as they cause the most trouble..apparently.
But the problem lies withing the players. Tons of players who don't speak a word of english and know nothing about roleplay and only go around thinking "red is dead". For some reason they're mostly attracted to capital ships, true, but not only.
Bottom line, this won't solve the problem at all, just as removing the mining mod a while back didn't solve it. It'll just send said "lolwhuts" elsewhere.
Despite I many times supported ideas that gave official factions more power, this time I cannot agree.
Perhaps we should try making a tutorial.. if that is possible.
Teach them better so they will do better..
Make punishments harsher for repeat offenses.. for those that are uncoachable.. so that they get the message faster.
The community as a whole needs to be less critical and more helpful...
And I support a little more ingame power for official factions to help police (not control) ingame activity.