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  Discovery Gaming Community Discovery General News and Announcements
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Rule changes: 1.6, 4.5, 4.6, 4.7

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Rule changes: 1.6, 4.5, 4.6, 4.7
Online jammi
05-23-2020, 04:43 PM,
#1
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Posts: 6,751
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A number of server rules have been changed. Please see below:

[+]Rule 1.6 - Acceptable names on the server
Additional clarity has been added to rule 1.6, relating to names used on the server. The rule previously read as follows:

Quote:
1.6 Character names must be inRoleplay and the use of excessive symbols, profanity, country tags, memes, pop-culture references as player characters is not allowed. For guidelines, look here

The rule now extends to names of characters, ships, factions / clans and stations (Player Owned Bases). This also confirms that it is not allowed to use non-English standard letters in a name, as this will prevent many users from being able to properly communicate with or use FLHook commands in respect of that character. Rule 1.6 will now read as follows:

Quote:
1.6 Character, faction, ship and station names must be roleplay appropriate and easily readable. The use of profanity, country tags, memes, pop-culture references, non-English letters or excess symbols is not allowed. For examples, look here.
[+]Rule 4.5 - Ability to Attack Nomad and Wild IDs
Additionally, an amendment has been made to rule 4.5, relating to engagement rights and Nomad IDs. The rule previously read as follows:

Quote:4.5 Nomads are allowed to be engaged by all non-nomad IDs regardless of engagement rights except for the Neutral and Recruit IDs.

This rule has previously been clarified to confirm that it was only applicable within a character's zone of influence. Unfortunately this is not always obvious on a plain reading of the text. Rule 4.5 will now read as follows:

Quote:
4.5 All IDs can attack Nomads and Wild within their own Zone of Influence. All IDs may attack Nomads to protect others while outside of their Zone of Influence, regardless of normal restrictions.

As an example, this would mean a DSE ship could proactively attack any Nomad or Wild ID within its defined Zone of Influence. If that same ship was in the Omicrons, it could not proactively initiate a fight against the Nomads. If the ship happened across an ongoing fight against the Nomads in the Omicrons, it could join in to assist without any problems.
[+]Rule 4.6 - Self-defence and defending allies
A small amendment has been added to rule 4.6, which now reads as follows:

Quote:
4.6 Players may defend allied ships within their Zone of Influence, and may always act in self-defense or to defend ships of the same affiliation anywhere, regardless of any normal restrictions. 'Baiting' hostile ships into attacking you outside of your Zone of Influence is considered to be abuse intended to bypass ID restrictions and will be treated as metagaming.

This is intended to allow convoys of the same affiliation to defend one another when operating outside of ZOI. A clause has also been added to advise that abusing self-defence allowances by 'baiting' hostile ships will be treated as abuse and metagaming.

This is typically characterised as players going to areas outside of their ZOI where they do not have engagement rights, and acting provocatively in the knowledge that this will inevitably result in them being attacked by other players. This is clearly an attempt to circumvent ID restrictions.
[+]Rule 4.7 - Prohibition on cruisers and battleships attacking transports
Finally, after extensive internal discussion it has been decided to amend rule 4.7, which currently prohibits cruisers and above attacking transports. The rule previously read as follows:

Quote:
4.7.1 Cruisers and Battleships may not attack transports except in the following situations:
  • Players attacking transports in self defense.
  • In defense of allied ships that were engaged by a hostile transport.
  • Hostile unlawful or quasi-lawful transports armed with cruise disruptors.
4.7.2 Additionally, transports meeting any of the above criteria are exempt from specific protections granted by an attacking player’s ID.

Abuse of the immunity granted by rule 4.7.1 may be treated as metagaming.

The prohibition on cruisers and battleships attacking transports has been removed. Rule 4.7 will now read as follows:

Quote:
4.7 Unlawful and quasi-lawful Transports mounting equipment in a Cruise Disruptor slot are not counted as Transports for the purposes of ID attack lines.

This wording preserves the relevant Transport exemptions carved out by 4.7.2. These changes are intended to reduce the complexity of the rules and prevent arbitrary barriers to organic gameplay.

Please post any questions or feedback in this thread.

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Offline Skorak
05-23-2020, 04:50 PM,
#2
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Joined: Mar 2008

Does that mean I can escort a convoy on a cruiser and attack?

Before I was told that wasn't the case.


All in all this looks like very good changes. Thank you.

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Offline Derpy Kitten
05-23-2020, 04:55 PM,
#3
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I feel like the rules regarding character names aren't really enforced anyway.
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Online jammi
05-23-2020, 04:56 PM,
#4
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(05-23-2020, 04:55 PM)Entrepreneur Wrote: I feel like the rules regarding character names aren't really enforced anyway.

Inappropriate names are mostly changed on the spot whenever GMs see them, without warnings/sanction notices being posted.

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Online Karst
05-23-2020, 04:57 PM,
#5
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Posts: 3,021
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Thumbs up.

edit: wrong account. am karst
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Offline Derpy Kitten
05-23-2020, 05:01 PM, (This post was last modified: 05-23-2020, 05:02 PM by Derpy Kitten.)
#6
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(05-23-2020, 04:56 PM)jammi Wrote:
(05-23-2020, 04:55 PM)Entrepreneur Wrote: I feel like the rules regarding character names aren't really enforced anyway.

Inappropriate names are mostly changed on the spot whenever GMs see them, without warnings/sanction notices being posted.

True, but only those with some truly bad, bad words. So - the profanity clause, as long as it's really bad. There are many names that don't follow the rest of that rule that are pretty often seen on the server. Lots of pop-culture references, references to other games and such.

But perhaps it's just my fetish for proper, well suited and well-written names that make my personal standards a little too high.

Anyway, I didn't want to come off as someone saying that the GM team is neglecting their tasks. It's just that I would personally hold naming to a higher standard in general.
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Offline Lusitano
05-23-2020, 05:47 PM,
#7
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Posts: 1,855
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Joined: Feb 2011

4.5 - A Zoner see a nomad on Theta, for example, can he go hunt him, follow the rp rules, or it has to wait for the nomad to attack him or any zoner interest?

And good job on the 4.7
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Offline Groshyr
05-23-2020, 05:49 PM,
#8
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Posts: 3,861
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Stop protecting traders, for lord's sake.
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Offline xenomorph
05-23-2020, 06:08 PM, (This post was last modified: 05-23-2020, 06:16 PM by xenomorph.)
#9
Indomitable Spirit
Posts: 346
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Joined: Oct 2019

Simplicity plays a major rule. I remember when I first came back last year. I was so confused, so many systems were shifted, many changes... Yeah, you know. I tend to help any newer players that I see here, who struggle with the -basic standards- here in the discovery.

This is going the right way. I'll certainly share you my ideas in regards to simplicity, when a couple of good ones come up to my mind. I also noticed that a lot of new players don't know that even forums exist here. I know this is a bit off the topic, but I thought it's worth mentioning it.

Please, keep it up!
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Online jammi
05-23-2020, 09:04 PM,
#10
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Posts: 6,751
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(05-23-2020, 04:50 PM)Skorak Wrote: Does that mean I can escort a convoy on a cruiser and attack?

Before I was told that wasn't the case.

All in all this looks like very good changes. Thank you.

So long as the ships you're escorting are exactly the same affiliation, that's fine with the rules as written. Some IDs have some restrictions on what capital ships can do outside of ZOI though. Intel IDs have a line that says cruisers+ may only act in self-defence for example.

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