Group Jumping is fine...but abusing it? Jumping always, what interaction does it present. The current situation is that, it is easy for a new player to get a Zoner BS(first choice for many, who, even before learning to interact, buy those) and fit in a JD4 to start jumping like a maniac. It doesnt push him to learn this place interaction wise...but rather he
So, consider that you travel from a place to another place and note the possible interactions, while again, do the same for a couple of jump operations. If it is fun for the ones who do it, they need some serious teaching on what interactive fun is.
The whole Zoner Jump trading mania is OORP ofc. Where did you get that ship? Who gave you that? That is not even your faction ship.
Eh. Jump drives. IMO a silly concept - that you can have one ship with a device so powerful it can drag itself through an interdimensional wormhole, along with every other ship near it regardless of size.
It would make much more sense to me if the JD was only capable of taking smaller craft with it - snubs and freighters - but I don't know if this is possible.
But on the other hand, I am loathe to start removing functionality in the name of punishment. One can already make tons of credits very quickly by other means, and most of them involve exploiting the fact that in the wee hours of the morning, you are unlikely to be molested by anyone, and the potential revenue is the same as if you were playing during peak hours and managed to avoid being pirated/policeed/whatever. And so, imo, the practical benefits of such changes don't outweigh the harm they cause.
The only thing I can suggest to combat the problem of corporates using Zoner caps for jumptrading, is the same thing I suggest in regards to lolwut aggressive Zoners - report them for oorp behavior, if necessary. Unless the faction's actually put some effort into developing the Zoner's captain and justified why he's going out of his way to put money in the hands of non-zoners.
Ever tried Jumptrading? It is just mine, take fuel, jump...hardly a 10 minutes task including the mining part. And pirates with bombers cant apparently pirate, because, jumpship is a friggin battleship along with some other ships.
(06-07-2014, 10:30 AM)Snak3 Wrote: How many have you encountered yourself to speak on behalf of community by requesting ID change?
They do bad RP and they set up bad example for others. If not necesseraly an ID change, something must be done. As the last exampe shows, they don't give a damn about RP and the faction behaviour of the ID they use. It seems this problem cannot be solved inRP, as they will just wait the 2 hours after their death and restart all over again. Some higher level intervention is needed. They could be Bastilled and/or automatically transferred to the Zoner Omicrons with a lighter wallet/lost equipment, as first level punishment. They come back and continue? Ship deleted.
Many player see the ID change as a bad idea, as it is a "punishment" for an entire faction based on the actions of individuals. These individulas, whose behaviour is obviously harmful for server gameplay, should be punished individually. After a while people would abandon this harmful behaviour, as the result of the punishments. And this would allow some exceptions. People properly RP-ing the presence of the capital ship inside House space would still be able to carry out their RP and their intended story progress.
I agree, we should not be punishing everyone because of the misdeeds of a few.
Here's the thing though:
Quote:They do bad RP and they set up bad example for others.
What GOOD example is there for them to follow? As I roleplay it, the Nephilim's primary purpose is to defend freeports, and respond to threats. This is a very basic job which doesn't take too much imagination, and therefore would be suited for new players who are inexperienced with roleplay.
But the community has put the Zoners in a position where this job isn't really needed, in favor of making things as convenient as possible for Zoner traders. The pirates don't want to be FR5'd, so for the most part they don't attack us. The nomads are too few in number to be a sustainable threat to freeport security. And when we do finally get an enemy attacking us, the OFs smooth things over with them in favor of more trading.
And so yeah, I can't support this. Not only does it harm the people who aren't abusing the ID, but the people who are abusing the ID... can you blame them? We've created an environment where we say hey, here's this cool ship for you to fall in love with! ...Oh you've spent countless hours trading and bought it? That's great! By the way, there's next to nothing we'll actually let you DO with it. Good luck! Trollface.jpg
Come up with something for Zoner caps to actually DO, and THEN and ONLY THEN should we be discussing restrictions such as the ones proposed in this thread.
Put anti-nomad/wilde missions on the Omega/Omicron Zoner stations or something, complete with nomad brain loot. That'd be a good start.
OSI could help with this. Set Nichols Trade Center to buy Nomad bits, then use your transports to resell them to the rest of Sirius.
(06-07-2014, 01:20 PM)Ponge Wrote: This could have also been done long ago, but it seems that is not the intention of devs/admins either.
I told Trogdor already and I'm telling it you too now: Just because something didn't happen yet doesn't mean it won't. And I can't see any signs of Admins disagreeing with the notion, more so that it has just appeared first in your post.
(06-07-2014, 02:27 PM)Trogdor Wrote: As I roleplay it,
That's cute.
(06-07-2014, 02:27 PM)Trogdor Wrote: the Nephilim's primary purpose is to defend freeports, and respond to threats.
Of course a colony ship with hundreds of civilians on it has to do just that, endanger all those lives by responding threats they may or may not be able to take on.
Lol, like Freeport defense couldn't consist of fighter wings, bomber wings, gunboats, actually docked right on the Freeport itself, no, instead you yourself in your lone capital ship are required to travel from one Freeport to the other when there is some trouble, right through House space, because you would rather reveal what massive caps Zoners have instead of wasting time by going around.
I wonder what you'd do if while roaming the Taus (full of asteroids lol) you hear both Ames became under attack by Xenos and Freeport 1 by Corsairs. Who you'll gonna show your eye-candy beast with 22 turrets of neutrality this time, Kusari or Bretonia? Or Liberty, should you approach Ames from the galactic south?
(06-07-2014, 02:27 PM)Trogdor Wrote: But the community has put the Zoners in a position where this job isn't really needed, in favor of making things as convenient as possible for Zoner traders. The pirates don't want to be FR5'd, so for the most part they don't attack us. The nomads are too few in number to be a sustainable threat to freeport security. And when we do finally get an enemy attacking us, the OFs smooth things over with them in favor of more trading.
If you can't get over the fact Zoners aren't meant to be the agressive militaristic faction you want them to be just because they got a full shipline back when Disco was rather a shippack than an RP mod, I'd advice you to continue what you are doing with a different ID - be it an already existing one, or a freshly requested new one based on the Zoner ID (see last two paragraphs of mine) so you can still call yourself a Zoner and shoot things without causing trouble to other Zoners.
(06-07-2014, 02:27 PM)Trogdor Wrote: We've created an environment where we say hey, here's this cool ship for you to fall in love with! ...Oh you've spent countless hours trading and bought it? That's great! By the way, there's next to nothing we'll actually let you DO with it. Good luck! Trollface.jpg
Fixing that was pretty much the intent behind the removal of Zoner caps, just restricting them to where they are supposed to be, or just restricting them to OFs, but of course there were a good few liberalists, like you, who do not believe in the positive effects of taking away stuff, and constantly push for a more relaxed RP environment, eventually turning this server into a PvP one.
Moreso, you yourself roaming around the Houses to travel between Freeports are pretty much helping newbies drool more on more about these eye-candy caps, believing they can have unlimited freedom with it, because you seemingly have. Good job!
(06-07-2014, 02:27 PM)Trogdor Wrote: Come up with something for Zoner caps to actually DO, and THEN and ONLY THEN should we be discussing restrictions such as the ones proposed in this thread.
Restrict them to official factions with own unique IDs and IFFs, lighten up the requirements for acquiring own IDs and IFFs for Zoner factions becoming official, and then each on their own can decide without restrictions (other than consequences for their actions) what to do with those capital vessels.
Unorganized independend space-hermits are not meant to fly, posess, construct ships requiring organization and dependence on eachother they do not have. Team up with others, make a faction, develop yourselves, and once you reach that level of organization and size which justifies caps, you are already more than Zoners, you are a new faction, with possibly new ID and IFF.