"You're not allowed to do X, but there's nothing from stopping you from doing it."
The rules generally rely on the player reading them and not being a d**k. Give it a try. Take almost any freelancer game related rule and see for yourself.
The rules forbit me from destroying a trader after he met my demands, but I can do it anyway.
The rules forbit me from taking a LNS Dread to Gamma and wreck stuff, but I can.
Granted, you'll get sanctioned. But one can pose off an infinite amount of people before that happens.
PS: this is more of an rant I had on my mind for a very long time, so don't take it too seriously.
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Ideally game mechanics would enforce rules naturally and they wouldn't need to be written anywhere. Unfortunately engine limitations and the sheer work required to implement even half the rules as gameplay-enforced rules prohibit that.
The biggest problem with real life laws is that they generally rely on people reading them and not being a d**k. Like there are laws forbidding you to murder people but you can do it anyways. There are laws forbidding you to steal from people but you can do it anyways.
It tends to work quite often though. Why?
Consequences. You get in jail if you steal. You get executed if you are a serial killer. You get your guns stripped off if you reengage in 2 hours.
Granted you'll get sentenced, but one can steal and kill a lot before that happens.
Well, these systems aren't ideal, but apparently so far the best we've got.
Alternatively I'm curious how do you plan to develop and implement game mechanics not just forbidding and sanctioning but actually preventing people.
(06-08-2016, 03:41 PM)n00bl3t Wrote: I've yet to come across a study which directly says longer/harsher sentences have an overall beneficial effect on society.
I'm curious if you have?
The conflict about punishment is that the purpose is always muddy, when speaking about morality. Are the laws in place to punish, or rehabilitate the culprit to be a member of society. Since we are playing a space simulation game on the internet, I think, we can not focus on the moral stand point. Any analogies to real life, are mute, because in real society, you can't just leave, but in Freelancer you can.
I personally think, the rules in place are sufficient, and the experienced players should serve as a better example to new players. It may be infuriating to try and roleplay with someone who clearly is here for the pewpew or easy credits, but if done right it may reel them in.
(06-08-2016, 07:13 PM)LoremIpsum Wrote: The conflict about punishment is that the purpose is always muddy, when speaking about morality. Are the laws in place to punish, or rehabilitate the culprit to be a member of society.
Laws are to moderate human behavior in a community, repercussions outlined in them are to deter people from committing crimes, for that they are necessarily punishments as they are more severe and thus deterrent than the premise of just a simple rehabilitation program.
(06-08-2016, 07:13 PM)LoremIpsum Wrote: Since we are playing a space simulation game on the internet, I think, we can not focus on the moral stand point. Any analogies to real life, are mute, because in real society, you can't just leave, but in Freelancer you can.
That's mostly false. Simulation is about the replication of something real, analogies in general are a necessity. And human behavior is simulated pretty well, you can see it in decisions, choices, actions, which then necessarily result in consequences. Albeit they aren't as harsh for us in a real life context as real life consequences would be, they can be pretty much that harsh in an in-game or in-community context. This community is a society as real as it can be.
(06-08-2016, 03:41 PM)n00bl3t Wrote: I've yet to come across a study which directly says longer/harsher sentences have an overall beneficial effect on society.
I'm curious if you have?
The conflict about punishment is that the purpose is always muddy, when speaking about morality. Are the laws in place to punish, or rehabilitate the culprit to be a member of society. Since we are playing a space simulation game on the internet, I think, we can not focus on the moral stand point. Any analogies to real life, are mute, because in real society, you can't just leave, but in Freelancer you can.
I personally think, the rules in place are sufficient, and the experienced players should serve as a better example to new players. It may be infuriating to try and roleplay with someone who clearly is here for the pewpew or easy credits, but if done right it may reel them in.
I expected more pictures or fancy formatting with a name like that.
Rehabilitation seems to show less recedivism and considering most property and assault offences stem from repeat offenders I think it bears strong consideration. How far does it apply to an online game? No idea, but one should keep it in mind when talking about the deterrence effect, for if one cared to deter they would investigate all possibilities to lessen violations.
I think there is the option to leave in real life as well. It's just called suicide. A similar concept if you leave Freelancer/Discovery as the only server really remaining it's the death of your characters if you don't log in. That might be getting a little too deep though.
(06-09-2016, 08:26 AM)Commissar SnakeLancer™ Wrote: N00blet, u're back? D: or I'm so slow I never realized.
Did I ever truly leave?
My job is to prevent Zelot from ascending into the top 4 posters. My secondary aim is to provide counter-points, with a tertiary aim of having fun playing the game. (This is all not true.)
My interest with Discovery waxes and wanes much like other games. I rotate through them. I feel as if this discussions is more a General Discussion to do with life overall than just Freelancer game mechanics as it really can be applied to most things which made me post. :|