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Full Version: DiscoveryGC ID Overhaul - Official & Independent [Arioch's Proposal]
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(04-22-2018, 07:58 PM)Lafayette Wrote: [ -> ]- Removed from Recruit ID the Connecticut restriction as it is highly inconvenient to not be able to get your ID there from your friend + no room for abuse.
That line is there because people used 100% tech combos that shouldn't exist to pvp in connecticut
(04-27-2018, 09:27 AM)Kyoi Wrote: [ -> ]That line is there because people used 100% tech combos that shouldn't exist to pvp in connecticut

Okay but why trying out incompatible combos in Connecticut is a bad thing? I mean people with the same ID are fighting each other in Conn which doesn't exist in Sirius as well. Also with the latest patch, Recruit ID is only sold in New Haven, Connecticut.
There's a difference between Odins fighting each other, and players having to fight a 100% core Titan with Sammaels.
If someone is just in conn to buy the ID to carry on with whatever they were doing, they won't be undocking and fighting in conn with it.
on behalf of the TAZ ID;

Quote:Is allowed to do the following within Baffin only:
- Can attack bases or ships except transports which are in violation of the Pentabarf.
- Can demand contraband and levy fines as specified in the Pentabarf, and attack if ships refuse to comply.

not good, because if a shooting in Baffin (violation of the pentabarf) is started by a transport we can do nothing.
Adding Die Weisse Rose - DWR| ID on the proposal.


(04-27-2018, 12:09 PM)realekki Wrote: [ -> ]on behalf of the TAZ ID;

Quote:Is allowed to do the following within Baffin only:
- Can attack bases or ships except transports which are in violation of the Pentabarf.
- Can demand contraband and levy fines as specified in the Pentabarf, and attack if ships refuse to comply.

not good, because if a shooting in Baffin (violation of the pentabarf) is started by a transport we can do nothing.

You can levy fines if it violates the Pentabarf, and attack if the transport refuses to comply. Quasi-lawful IDs generally cannot treat transports as combat targets like lawful IDs can.
(04-27-2018, 07:57 AM)Lafayette Wrote: [ -> ]Pretty much almost every unlawful ID does not allow to assist allied factions outside your ZoI. That is in order to avoid abuse and I did not change that in this overhaul.

In the case of Coalition however, you have no ZoI so you can already attack all enemies of Coalition, irrelevant of whether they are in combat with Mollys/Hessians at that specific moment.
This is needed for rare cases if enemy use transport for attack. Yes, of course this is very rare case, but happens sometimes. So way as it already writed have sense.
(04-27-2018, 08:21 AM)Lafayette Wrote: [ -> ]
(04-26-2018, 10:26 PM)Durandal Wrote: [ -> ]What we have right now is far from perfect, but it is functional. I'd much rather just leave it and amend IDs iteratively through the current system than basically teach myself how to walk again.

I have noticed that a number of sanctions is caused by mis-understanding your ID. About parts of it being confusing or blurry, especially for a new player.

This proposal does not change any of your permissions, it standardizes wording and makes phrasing much clearer and less ambiguous. So yes, you don't need to learn anything if this is approved.

Yeah, I'm sure you think it does exactly this. However any change in wording, however miniscule, will be picked apart by the community to the finest degree in search of loopholes down to the tiniest exploit to abuse or slightest step out of bounds to sanction people. It's nothing to do with you personally, I simply wouldn't trust any mass ID rewrite due to the disgusting min/max attitude some people have towards the rules.
(04-27-2018, 08:06 AM)Lafayette Wrote: [ -> ]
(04-23-2018, 12:21 AM)Karlotta Wrote: [ -> ]The owner of this unlawful ID is permitted to
- attack any ships, except transports, without prior demand
- demand cargo and credits from any ship, and attack them if they do not comply
within their Zone of Influence, and
- attack Ageira, Interspace and IND
- pirate vessels carrying Ageira Whiteboxes and Gate/Lane Parts
anywhere.

They may not ally with any lawfuls.

Zone of Influence: Liberty, systems directly bordering Liberty, Manchester, Leeds, Shikoku, Coronado

Allowed ships: Fighters, Freighters, Transports with less than 4400 cargo, Gunboats

Regarding your proposal, you are omitting lots of things:
- You do not list attacking bases. Some IDs may have different treatment of PoB attacks (and their ZoI) than ships.

I reworded the original ID without changing the content. There are POB rules that dictate who can attack what, and people must know the server rules, which doesn't make it necessary to list it in the IDs unless it is an addition of exception to the general rules.

(04-27-2018, 08:06 AM)Lafayette Wrote: [ -> ]- You do not list the fact that LH can attack any ships within their ZoI only

Yes I do. If it's listed as something that can be done in the ZOI and not listed as something that can be done anywhere that means it can only be done in the ZOI.

(04-27-2018, 08:06 AM)Lafayette Wrote: [ -> ]- About self-defense everywhere or defending other Hackers or their bases outside ZoI

That sounds like something that everyone should be able to do, so something for the rules not the IDs. Who is not allowed to defend themselves, their allies, and their bases?

(04-27-2018, 08:06 AM)Lafayette Wrote: [ -> ]- You do not list the fact that LH can escort everywhere or trade (yes it might be redundant for you, but not everyone knows that)

Same as above.

(04-27-2018, 08:06 AM)Lafayette Wrote: [ -> ]And you transferred the cargo restriction to the "Allowed ships" section which can be done if people want to save a line. Personally, as I said in another reply, the trick is to play with font sizes. We decrease font size for bulletin points and the text is clear and way more readable than any attempt to cut words.

Reducing the number of unnecessary words (and the people who wrote rules and IDs used a LOT of unnecessary words) is a much better way to make something easier to read an understand, and is a standard that every editor follows. A lot of things in discovery were written by people (sometimes rather young people) who obviously don't have very good writing and editing skills. Changing the font size to make something LOOK as if its shorter, or using a lot of unnecessary words to make it LOOK as if there is also a lot of work and content in the text, is the kind of thing that high school teachers cringe at when their students do it. And it will also make the more mature readers cringe when they see it being done in discovery.
(04-26-2018, 10:26 PM)Durandal Wrote: [ -> ]I don't want to have to relearn and restudy every ID in the game and feel like I'm walking on egg shells with each and every one of my characters. What we have right now is far from perfect, but it is functional. I'd much rather just leave it and amend IDs iteratively through the current system than basically teach myself how to walk again.

I understand that, but you shouldn't make it needlessly difficult for others who still have to learn to walk. Also try to empathize with people who don't want study a text that's poorly written and contains many things that are totally obsolete. Improving the writing style and wording without changing the meaning, and removing redundant and obsolete things doesn't require vets to re-learn anything.
Update: The admin team has turned down the proposal.
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