• 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 Rules & Requests Rules Faction Rules
« Previous 1 2 3 4 5 6 Next »
Faction power

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Poll: Should faction powers be reduced?
You do not have permission to vote in this poll.
Yes, reduce the power of factions
19.23%
20 19.23%
No, keep factions the way they are
80.77%
84 80.77%
Total 104 vote(s) 100%
* You voted for this item. [Show Results]

Pages (8): 1 2 3 4 5 … 8 Next »
Thread Closed 
Faction power
Offline Ingenious
05-27-2012, 10:45 PM, (This post was last modified: 05-27-2012, 10:46 PM by Ingenious.)
#1
Member
Posts: 1,815
Threads: 123
Joined: Aug 2010

Quote:By a faction, I understand a number of citizens, whether amounting to a majority or a minority of the whole, who are united and actuated by some common impulse of passion, or of interest, adverse to the rights of other citizens, or to the permanent and aggregate interests of the community.

- James Madison, Federalist No. 10

In my opinion, official factions have too much power in this community. The power they arrogate and the real estate they claim is disproportionate with the tiny responsibility required of them. The monopoly on NPC IDs stifles roleplay.
  • Remove 1-faction-per-ID rule for non-House factions (corporations, criminals, etc.)
  • Remove FR5, and handle things like OORP docking with rules 1.2 and 6.9
  • Reduce faction input regarding tech decisions
 
Offline mtjsmith
05-27-2012, 10:51 PM,
#2
Member
Posts: 822
Threads: 53
Joined: Aug 2010

No.

Official factions put a lot of effort into this game to make it enjoyable for everyone else. They also regulate newer players into becoming valued members of this community.

FR5's are needed to maintain the whole actions/consequences thing.

It's especially needed for factions like "criminals". An LR sees an Outcast pirating in it's space, then it docks on a Rogue base. It can't FR5 under your proposal.

So simply, No.

[Image: iwrM7.png]
 
Offline dodike
05-27-2012, 10:51 PM,
#3
Member
Posts: 3,799
Threads: 55
Joined: Oct 2009

Not enough options. I'm not voting. :rtfm:

I would support raising minimum activity requirements. Those were set in place prior the one faction per ID policy when multiple factions with the same ID could coexist. As it is now there are many idle factions that are preventing more active and responsible factions to rise.
Offline Ingenious
05-27-2012, 10:54 PM,
#4
Member
Posts: 1,815
Threads: 123
Joined: Aug 2010

' Wrote:I would support raising minimum activity requirements. Those were set in place prior the one faction per ID policy when multiple factions with the same ID could coexist. As it is now there are many idle factions that are preventing more active and responsible factions to rise.

Though I would agree, I did make a thread about this a while ago. Unfortunately people tend to say "this is a game not a job" while they chase people off the server.
 
Offline Mímir
05-27-2012, 10:58 PM,
#5
Member
Posts: 2,823
Threads: 182
Joined: Dec 2010

Ye, I agree with your previous thread about how faction power should be proportionate to faction activity.

[Image: 120px-BhgLogo.png][Image: 120px-LH_Logo.png]
Offline Miaou
05-27-2012, 11:01 PM,
#6
Cat Pilot
Posts: 1,642
Threads: 131
Joined: Mar 2009

This is a game, not a job.

Oh wait, I just made several documents to organize my faction stuff, routes, RP, and lore.

On topic, no. Factions should have power over their faction so long as they act within lore of their faction, are kind and friendly, and act accordingly.

Characters & Stories
 
Offline jammi
05-27-2012, 11:01 PM,
#7
Badger Pilot
Posts: 6,568
Threads: 362
Joined: Aug 2007
Staff roles:
Story Dev
Economy Dev

I'd happily do away with the one faction rule. Maybe raise the activity requirements to the 2 days mentioned in the other thread. The other stuff? No thank you. Sure, you'll say I'm a part of the privileged cliche (as a trade corp leader - yeah right), but the other stuff serves a genuine purpose.

The admins supervise the factions to ensure they don't step out of line or abuse their powers. If you feel they do, report them for it. See what happens. There's. I would also have written a more comprehensive answer, but well... it's late, and it's "this" thread again.

I'd also like to see some case studies of factions 'arrogating' their power. Just to get an idea of what specifically is being complained about, of course.


' Wrote:Ye, I agree with your previous thread about how faction power should be proportionate to faction activity.
This sounds neat in theory, but then you get all sorts of strange things cropping up. For example, a faction being able to enforce all their rights one month, then losing most of them the next because it's exam season. That'd be a very arbritary way of enforcing who can do what. A good place to start from though - idea has merit, but could do with developing.

[Image: redon.gif]
[Image: f0D5b.png][Image: O2Zu5.png][Image: IlS2I.png][Image: yNeaK.png][Image: 9zbjr.png][Image: D7RGg.png]
News article library, feedback and content requests.
Offline Mímir
05-27-2012, 11:10 PM,
#8
Member
Posts: 2,823
Threads: 182
Joined: Dec 2010

Well you could even it out over a 3 month period, for instance, to avoid sudden fluctuations in activity. There must be ways.

Also let's be honest, Disco is de facto governed by a certain level of cronyism and skype conversations/contacts.

I'm not necessarily saying that is bad - much like official factions which I do see a need for in maintaining this community - but dunno maybe it's time to make some adjustments here and there.

[Image: 120px-BhgLogo.png][Image: 120px-LH_Logo.png]
Offline HuggieSunrise
05-27-2012, 11:22 PM,
#9
Member
Posts: 1,559
Threads: 125
Joined: Jul 2008

Eleminate the one mod per server rule yarrr! oh wait.
Offline Markus_Janus
05-27-2012, 11:26 PM,
#10
Gaijin Slayer
Posts: 1,949
Threads: 103
Joined: Jun 2008

' Wrote:

In my opinion, official factions have too much power in this community. The power they arrogate and the real estate they claim is disproportionate with the tiny responsibility required of them. The monopoly on NPC IDs stifles roleplay.
  • Remove 1-faction-per-ID rule for non-House factions (corporations, criminals, etc.)
  • Remove FR5, and handle things like OORP docking with rules 1.2 and 6.9
  • Reduce faction input regarding tech decisions

Wouldn't just save more time to get rid of factions?

Samura Omotai Zaibatsu.
[Image: qz7DdPp.png]
Pages (8): 1 2 3 4 5 … 8 Next »
Thread Closed 


  • 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