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Full Version: Guard Systems and associated Faction Rights
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Since Guard systems are no more, I believe it is time to remove old and no longer relevant faction rights that just hog the space of already too many rules and caveats which might discourage less experienced or new players.


Quote:Faction Right 1. Official player factions are free to restrict or not restrict access to their guard systems and tax, fine, or destroy any non-allied ships which enters the system, however, properly repped independent players of the same ID may enter Guard/Owned systems, and cannot be taxed. Access to systems that surround owned system must not be restricted unless there's a war with another faction. In case of IDs with multiple official factions, this right can only be enforced if it has the support of every official faction of the ID.

Faction Right 7. Official player factions have the right for the purpose of training to utilize a maximum of four (4) ships that are not normally allowed by their ID (These would normally be their adverseries' ships). This is subject to the following constraints:
- This can only apply to factions with guard systems.
- Names of the ships must be clearly different to emphasize their role as training ships.
- They cannot be used for any purpose except training and must not leave their guard system.
- Restricted to Fighters, Bombers, Freighters, Transports and Gunboats.
While not strictly necessary, the faction could host an event of some sort, with the capture or defection of the pilot and his ship being the central theme.
(08-22-2018, 09:55 AM)SnakThree Wrote: [ -> ]Since Guard systems are no more, I believe it is time to remove old and no longer relevant faction rights that just hog the space of already too many rules and caveats which might discourage less experienced or new players.


Quote:Faction Right 1. Official player factions are free to restrict or not restrict access to their guard systems and tax, fine, or destroy any non-allied ships which enters the system, however, properly repped independent players of the same ID may enter Guard/Owned systems, and cannot be taxed. Access to systems that surround owned system must not be restricted unless there's a war with another faction. In case of IDs with multiple official factions, this right can only be enforced if it has the support of every official faction of the ID.

Faction Right 7. Official player factions have the right for the purpose of training to utilize a maximum of four (4) ships that are not normally allowed by their ID (These would normally be their adverseries' ships). This is subject to the following constraints:
- This can only apply to factions with guard systems.
- Names of the ships must be clearly different to emphasize their role as training ships.
- They cannot be used for any purpose except training and must not leave their guard system.
- Restricted to Fighters, Bombers, Freighters, Transports and Gunboats.
While not strictly necessary, the faction could host an event of some sort, with the capture or defection of the pilot and his ship being the central theme.

Yeah, about that... Alaska still exists. As does (technically, even thought it's more or less open outside of Pueblo Bonito) Baffin. So it's still relevant. FR7 though should be removed since Conn exists and you could just have untagged faction shareds for Conn training.
There are systems that have a "guard-like" character, but the concept of a guard system doesn't exist anymore.
LN and LSF IDs already have specific lines allowing them to engage ships in Alaska, and Baffin is an open system - TAZ do not shoot people flying through it.

Nothing to say about the OP, Snak is of course correct, those FR's are obsolete.
The FR1 rule was specific to systems that were for all intents and purposes only usable by that faction, there was no reason to go there if you didnt have access, everything was red, super hostile NPCS and bases etc etc. This was where Capitols were sold, exclusive faction ships and weaps so on. Alaska and Baffin although sort of fit that role they arnt entirely inaccessible so as Karst Said, they are kinda similar but not like the systems that rule was created for.

Alot of what that covers doesn't really exist anymore So either remove it and renumber the current FR Rules, or re-phrase it to be relevant, but i agree it needs to be retired
(08-22-2018, 10:16 AM)Nodoka Hanamura Wrote: [ -> ]Yeah, about that... Alaska still exists. As does (technically, even thought it's more or less open outside of Pueblo Bonito) Baffin. So it's still relevant. FR7 though should be removed since Conn exists and you could just have untagged faction shareds for Conn training.

Alaska was never a guard system.
(08-22-2018, 10:37 AM)SnakThree Wrote: [ -> ]
(08-22-2018, 10:16 AM)Nodoka Hanamura Wrote: [ -> ]Yeah, about that... Alaska still exists. As does (technically, even thought it's more or less open outside of Pueblo Bonito) Baffin. So it's still relevant. FR7 though should be removed since Conn exists and you could just have untagged faction shareds for Conn training.

Alaska was never a guard system.

Indeed. All of the bases and ships only have Guard IFF to keep at least most unauthorized ships out, as far as I know.
I've addressed the issue here:

https://discoverygc.com/forums/showthrea...tid=158145

Would be nice to know your opinion on that.
As far as I can tell Phi is the only guard system (following the logic of all bases in that system are Guard IFF) left in the mod. Not sure why it still exists when Corsairs especially had all of theirs chopped.
Phi is our connection to nomad systems and gives somewhat good protection for them, since all bases are Guard. Plus, Capital ships are sold there and Corsica is our intelligence division base
All those assets could be recycled or relocated to other places.
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