OVERVIEW The liberation of slaves from Omicron Alpha was a Pyrrhic victory for the Crayter Republic and the volunteers from IMG. Although significant damage was inflicted on the Outcasts, particularly to their pride, nothing that transpired towards the end of the Slave Uprising can be called a real victory. The situation turned even bleaker for the freed slaves themselves, who, instead of freedom, found themselves struggling on Freeport 10 as interest in their fate gradually waned.
However, the Outcasts were not satisfied with this situation. Sadistic threats of retribution coerced the Zoners to confine the escaped slaves into a makeshift annex. Over the last few years, the Outcasts have drip fed the Freeport with supplies of Cardamine at exorbitant cost; only enough to keep the escapees on the threshold of excruciating withdrawals, prolonging their suffering. Overcrowding in the annex had led to crime, unsanitary conditions and disease, with the situation reaching breaking point after an outbreak of Orange Fever spread to the Freeport crew, killing a young Zoner.
Meanwhile, in the Crayter Republic, the government faces growing unpopularity as the bruised population grapples with the lingering traumas of the Gallic War, the increasing encroachment of Liberty corporations and the Slave Revolt's disappointing outcome. The slaves marooned on Freeport 10 were a particularly embarrassing reminder of the campaign's shortcomings. When Freeport 10 once again reached out imploring for assistance, the Republic decided this was an opportunity to turn a bitter reminder into a quick PR win. An expeditionary force was assembled to conduct a quick evacuation back to Yuma.
GNI agents and the Cryer corporation in the Tau region were also aware of rumors of an imminent extraction attempt, and wanted to seize these former slaves for their own purposes. Both groups were intensely interested in the effects of Malta's biosphere on non-Outcasts, although for very different reasons. With the abolition of slavery on Malta, this was thought to be the last possible opportunity to obtain a significant sample size for study. However, some of the Outcast Dons have suggested that allowing the slaves to reach Yuma rather than Quillan or Harris could manufacture a political crisis between Crayter and Liberty. Little does the Republic know that these survivors were Insurgency POWs 'disappeared' from Erie's internment camps. Crayter's celebration of a prospective victory would shine an accidental and extremely unwelcome spotlight on Liberty's own corruption. Although they don't know it yet, both Gallic and Cryer security forces for the operation should expect a particularly challenging time during the convoys ahead.
With the evacuation planned on short notice to avoid substantial leaks, the Freeport is attempting to rapidly process refugees to prepare them for an uncertain future. Chaos has already began to reign on the docks, with station administration imploring any vessels for assistance in taking off the desperate masses. Few slaves have chosen to integrate into the populace despite its offer of safety and comradeship, and would rather gamble on a chance at a new life, away from their cruel masters. Most know that only the skill of the transport pilots and plain old luck will decide their fate in the times ahead.
DETAILS
Convoy Details:
The refugee convoy will consist of any interested ships with Crayter, IMG, and Cryer IDs. They will have a chance to "purchase" slaves from Freeport 10 during the first 30 minutes of the event on each day.
While the convoy isn't required to remain together, they may prefer to do so for safety in numbers.
Objectives:
Crayter Republic and the IMG must transport the slaves to Planet Yuma.
Cryer must transport the slaves to Planet Harris.
GNI must transport slaves to Planet Quillan, by convincing others to dock there, transfer the slaves onto GNI ships, or by destroying the transports and tractoring in the slaves for themselves.
The Outcasts may choose to attack any of the sides, but they have no reason to recover the slaves. They would prefer the slaves reach Yuma rather than Harris or Quillan.
Incentives:
All Event IDs will earn a bonus for each kill of the other side's participating IDs. Outcasts and GNI/GN will earn a larger bonus. (Note that you are not forced to shoot anyone - do what makes sense INRP)
The purchase price of slaves at event destinations will be substantially increased for the duration of the event, with Yuma having the biggest increase. This increase will last for an hour after event start (until 8PM UTC).
Rule Changes:
Respawn timer for event IDs in event systems is reduced to 10 minutes.
Only Cruisers and below are allowed to participate in the event.
All event IDs have ZOI in event systems.
Anyone carrying slaves must remain in an event system.
Possible Outcomes:
The amount of slaves sold at each destination determines the relative success of the evacuation, and the contribution of each side.
The RP that happens during the event will clarify the aftermath of the slave evacuation, and the standing between all factions involved regarding this issue.
In order to make sure your delivery is counted, post a screenshot of the amount of slaves you're selling in your reply. (Mainly applies to slaves acquired via tractoring or trading).
Rewards: Custom Title*
Requires an INRP write-up about the event from the point of view of your character. Can be submitted as a report within a relevant faction channel, or as a reply within the event story thread: The Evacuation.
Docking Module
Requires at least 3 player kills or 5000 slaves delivered to any destination.
In the spirit of me doing secretarial bits to push things forward, I'm sharing a draft text for a revised official faction system that the mods and admins have been considering. The intent here is to gather community feedback before anything moves forward.
The core purpose of this proposal is to try and push for quality improvements in the server's official factions. This means rewarding factions that provide an engaging and entertaining presence in the game itself, and potentially clearing away the ones who don't.
This evidently means the current system of monitoring activity alone isn't going to cut it, and a more qualitative approach is needed. Zombie factions that clock in their hours and then go into hibernation really aren't good exemplars of anything worth promoting.
This fundamentally cuts to the core of what official factions are actually for. It means you're a sub-community within Discovery that staff feels happy promoting and recommending new players join.
They should be exemplars of their NPC faction or chosen role, providing a friendly, welcoming environment for new players. That should also include a willingness to teach and improve, while also driving interest / catalysing activity in the regions they inhabit.
We want you to be groups where people can see a tag logging into the server and automatically know they can look forward to a fun interaction. Currently, I couldn't in good faith say that this is a common reaction to many official factions.
This proposal also looks to tackle other low effort behaviour from both players and factions, such "ninjaing" - people being anonymously drafted into factions for the sole purpose of using shared ships for combat, with minimal interest in the group's roleplay or playing an actual character.
1.1 - Any faction with a unified faction tag, ID, and IFF may pay 5,000,000 credits to be listed on the Faction Activity Tracker.
1.2 - Any faction that fails to maintain (1) one day of activity within a two-month review period will be stripped from the tracker.
2 - OFFICIALDOM APPLICATION REQUIREMENTS
2.1 - In order to apply for officialdom, an unofficial faction must:
2.1.a - Have three or more active members, including one designated leader and at least one designated second-in-command.
2.1.b - Have been listed on the Faction Activity Tracker for at least one month.
2.1.c - Have the following information posted publicly about their faction:
i - Faction Description, Diplomacy, ID, and IFF
ii - Public Roster (members may be anonymous, but they must be revealed to staff during the officialdom process).
iii - Public Recruitment
iv - Feedback Thread
2.2 - Officialdom Applications will be judged on the same standards as all existing official factions, during the next full Official Faction review period. If a faction application is denied, they are welcomed to submit an application during the next review period addressing the staff and community’s concerns.
3. OFFICIAL FACTION REQUIREMENTS
3.1 - Official Factions are groups that the Discovery Community and Staff are comfortable advertising as high quality sub-communities to enjoy the game, mod, and server in. As such, the Discovery Staff will routinely review the activity and behavior of all Official Factions every two months.
3.1.a - As part of this review process, each official faction will submit a report detailing a broad overview of their current in-roleplay and out-of-roleplay goals, ongoing events, and challenges. Links to ongoing story threads and in-game footage of events are encouraged.
3.1.b - Factions who have their officialdom suspended will not lose any of their official faction rights, but are expected to make improvements on issues noted by the staff in their previous review period. Failure to do so will result in a loss of official status.
3.2 - All Official Factions are expected to:
3.2.a - Have three or more active members, including one designated leader and at least one designated second-in-command.
3.2.b Have the following information publicly accessible and up-to-date:
i - Faction Description, Diplomacy, Tag, ID, and IFF
ii - Public Roster (members not in a leadership role may be publicly anonymous, but their identities must be revealed to the staff team).
iii - Public Recruitment Thread/Channel
iv - Feedback Thread
3.4.c - Maintain Community Standards. Factions are expected to promote good behavior both in-game and out. Repeated sanctions, general toxicity, and unwillingness to address feedback are grounds for loss of official status.
3.4.d - Promote Faction Activity. Factions are expected to maintain a level of in-game and forum presence, and should strive to promote events and activities with other groups to foster activity across the game.
3.4.e - Exemplify Faction Quality. Factions are expected to remain consistent with vanilla and Discovery lore, where possible. Factions representing an NPC faction should generally act in a manner befitting that faction’s lore relationships and objectives.
4 - OFFICIAL FACTION MEMBERS
4.1 - Membership of an Official Faction requires a character (or characters) played exclusively by one person to be listed on the public roster of the faction. This means ship names and their corresponding character should be listed, even if the name of the actual player is not recorded on the public roster.
4.1.a - Unless the character is a founding member of the faction, a recruitment post or other documented, publicly accessible roleplay should explain their entry to the faction.
4.1.b - “Ninjaing”, or flying ships belonging to an Official Faction without prior roleplayed character membership, is prohibited.
4.2 - Players may be members of as many Official Factions as they are comfortable with, however they may only hold a leadership position in one Official Faction.
4.3 - In the case that members of an Official Faction disagree with the direction of the faction, they are advised to handle the dispute privately with faction leadership. If this fails to resolve the issue, faction members may ask for a Vote of No Confidence, whereby staff will privately poll all members of the official faction as to whether or not they believe the Faction Leader and/or Second-in-Command(s) should be replaced.
In the case of a successful vote, or in other cases of gross inactivity or misconduct, the Administrative Team retains the right to remove the leader(s) of an Official Faction and replace them with other member(s) of the community, as needed.
5 - OFFICIAL FACTION RIGHTS
5.1 - Official Factions are entitled to the creation of a custom ID representing their NPC faction, or a unique faction if no NPC faction exists. In general these IDs are not more powerful than indie IDs, but may offer tweaks to better align the ID with the faction’s playstyle.
5.2 - Official Factions are entitled to the creation of a subforum in the “Official Player Factions” section for their faction’s usage.
5.3 - Official Factions are entitled to the creation of a player faction IFF to represent their faction, if desired. This is required for factions with no representative NPC faction, factions representing a Generic ID NPC Faction (Freelancers, Pirates, Zoners, etc.), or factions that wish to deviate heavily from their affiliation’s established canon. Accepting a player faction IFF relinquishes any control the player faction has over any NPC faction or its players.
5.4 - Official Factions representing a given NPC faction may:
5.4.a - Exercise a level of in-game and forum authority over players of the same IFF. They may enforce roleplay consequences on players of the same IFF, as long as the roleplay follows established canon.
5.4.b - Request that an individual player or faction be set hostile to their represented NPC faction. Players and factions set hostile in this way may treat any player of the requesting faction as a hostile target within their ZOI.
5.4.c - Temporarily restrict the ability of individual player ships to dock on their NPC faction’s bases with the /nodock command. House Police factions may additionally prevent player ships from docking on any House Police, Military, Intelligence, or Corporate faction base.
5.4.d - Act as a representative in the House Government if they represent a House Police, Military, Intelligence, or Corporate faction.
5.4.e - Enforce RP consequences upon players, factions, and bases breaking House Laws within House Space.
5.5 - All Official Factions may, at any time:
5.5.a - Create an Official Faction restart locked to members of the Official Faction, starting on a base of the faction’s choosing with a fully equipped fighter and the Player Faction ID.
5.5.b - Deploy a single Forward Deployment Ship (a Core 1 POB with two weapons platforms that may be deployed freely once every two weeks). While deployed, an FDS extends any ID with a matching IFF’s ZOI to the system it resides in. FDS deployment location must make in-roleplay sense given the Faction ZOI and ongoing RP. Staff reserves the right to refuse deployment if the desired location is found to be impossible to achieve inRP.
5.5.c - Equip “faction flair pieces including insignia, logos, color schemes, et cetera, pending their creation and approval by the Art Development Team.
5.6 - Official Factions may, on a monthly basis select one of the following:
5.6.a - Select one mineable commodity as a “priority”, conferring a 3.5x Mining Bonus on the Official Faction ID. Factions with no mining bonuses may not apply.
5.6.b - Select one non-mineable commodity as a “priority”, conferring a discount for purchase and/or profit bonus on sale while using the Official Faction ID.
5.6.c - Select one refinable commodity as a “priority”, conferring an enhanced POB manufacturing discount and / or increased refining speed.
Some questions you may want to consider when responding:
- What do you want official factions to be? What do you feel their purpose is?
- How do you feel this can be achieved?
- What are the failings and / or benefits of the current system?
- What benefits to being official do you feel are needed to balance out obligations and duties?
Discovery 5.1 Hotfix 4, released approximately today at 5:00 PM UTC.
BALANCE
- Added: Added Gunboat Lawful & Unlawful Equipment to Bruchsal Base.
- Added: Scorchers and Neutralizer ammo can be purchased while docked on a player ship
- Changed: Docking Module dock delay reduced from 12 to 10 seconds.
- Changed: Gunboat Ravager Mine / Nomad Gunboat Mine: refire delay reduced from 8 to 7 seconds; power usage reduced from 25,000 to 20,000.
- Changed: Gunboat Riposte Mine: hull damage increased from 3,280 to 9,020; power usage increased from 12,500 to 20,000.
- Changed: (Cruiser) Marauder & Devastator Torpedoes (and Nomad variants): power usage reduced by 10%.
- Changed: Cruiser Battle Razor: hull damage increased from 7820 to 8408; shield damage increased from 5865 to 6306; power usage increased from 45600 to 49028 (efficiency unchanged).
- Changed: Bomber Special Weapon Torpedoes: Seeker FOVs increased to 60 for Quality of Life
- Changed: Increased cruise speed of class 5 freighter engines (Small Transports, up to 3600 cargo) from 350 to 500
- Changed: Swatter mines explosion resistance: 0.01 -> 0.20
- Changed: Colada Del Cid 700ms -> 650ms to put them in line with rest of Corsair Guns, efficiency adjusted to compensate.
- Changed: Escopeta Dispersion Cannons have been reverted to multi projectile weapons
- Changed: Moonblast hull damage increased by 20
- Changed: Orthrus cruiser turret changed from a cruiser heavy to a cruiser defense turret.
- Fixed: Nomad Gunboat Mine linear drag changed from 4 to 2 to match Gunboat Ravager Mine.
- Fixed: 750ms 2.0 Debilitators price increased to 1421
- Fixed: Blood Dragon BC guns now red again
- Fixed: Added thrusters to missing random mission NPCs and ambient NPCs
FLHOOK
- Added: Events: Events will be able to have a defined start and end time
- Added: Events: Events will be able to have economy overrides that are active only during the event.
- Added: JumpDrives: Added jump points to Omega-41 and Tau-23
- Added: Mark: /marktarget and associated keybind now properly marks the target, highlighting it and causing the "Closest Enemy" keybind (default R) to always select that ship, assuming it's of hostile IFF. You can only have one marked ship at a time.
- Added: POB: Added an explicit '/shop unpin' command for clarity
- Fixed: JumpDrive: Infinite jump tunnels/incorrect exit points should be permanently fixed
- Fixed: POB: Certain POB models not being dockable
- Fixed: Cloak: Shields are no longer possible to reactivate while cloaked
- Fixed: Cloak: Shield battery use blocked while cloaked
- Fixed: Autobuy: will no longer buy ammo for unmounted weapons/equipment
- Fixed: Mining: Fixed a bug causing output material to be put into both the miner and target player
- Fixed: Core: Fixed tractoring of ammo for which you have multiple launchers attached
- Changed: Removed Thuringia from list of valid Earhart return systems
ART
- Fixed: Gallic Battleship Flaks not loading in properly
- Fixed: Missing effect for Omega-58 pulsar's warning fields not showing up.
SYSTEMS
- Added: Cordova ship dealer.
- Added: Gallic ships added to Wildau (owned by EFL). Minor New Berlin ship sellpoint re-shuffling.
- Added: Rheinland treasure hunt.
- Changed: Hegemon sellpoint added on Foyle, Dublin. Molly GB moved to Arranmore, Wolfhound removed.
- Fixed: Removed a duplicate Thuringia patrol path causing a crash in SP.
- Fixed: Planet Hartford slightly repositioned and the atmosphere range reduced.
- Fixed: Wildau equipment is now Gallic instead of Rheinland.
- Fixed: Wildau mooring error fixed, and incorrect loadouts removed.
- Fixed: Thuringia deadly radiation zones' text made more clear.
- Fixed: Frankfurt-Dresden jumphole asteroid field exclusion zone.
- Fixed: Ontario military debris parts now with hitboxes again.
- Fixed: New Tokyo noodle ship has regained lights.
- Fixed: Bars for Cordova and Schatten have a matching background now.
Discovery 5.1 Hotfix 3, released approximately today at 6:20 am UTC.
BALANCE
- Added: YELLOWJACKET ammo sellpoints.
- Added: Adapted Nomad guns to Akabat, Battleship Thebes, Battleship Atum, Battleship Amenta, Fort Carthage, and Cairo Station.
- Added: Bluebell Chain Gun to New Haven Station.
- Added: Debilitator pulse re-added to the game, 750m/s 2.00.
- Changed: Adv. Stunpulse refire rate 3.03 -> 8.33. Stats adjusted.
- Changed: Nomad light fighter package.
- Changed: Increased Triplette dispersion_angle.
- Changed: Decreased GEKOKUJOU dispersion_angle.
- Changed: Toned down WILD FIRE DPS from 1225 to 1050.
- Changed: MOONLIGHTs changed to Class 1.
- Changed: Rage Torpedo Launcher: turn rate increased from 12.5 to 20.8 degrees/s.
- Changed: Nova Torpedo / Incapacitator Torpedo (& Nomad versions): turn rate increased from 30 degrees/s to 50 degrees/s. Arming time reduced from 6.5 seconds to 6 seconds.
- Fixed: Battleship Essex ship dealer: Changed 0.5 min rep to 0 min rep due to a bug. - Fixed: Several crashes caused by mass. All instances of equipment having a mass of 0 changed to 0.01.
- Fixed: Nomad Gunboats thrusting at 160 instead of 180.
- Fixed: Challenger now has two thrusters.
- Fixed: STORMBREAKER ale nodes renamed to be unique to itself.
- Fixed: Gave the Plover a mining array and added it to the Newport Station vendor list.
- Fixed: Loadouts for NPCs: Changed shield types to correspond to current shield implementations.
FLHOOK - Fixed: Crashes related to directplay8.dll.
- Fixed: FLDLLParser includes resource.dll.
INFOCARDS - Added: More news articles.
- Added: New Harmony (unique ship) infocard & ID changes.
- Fixed: EFL gate/lane parts infocard grammar.
- Fixed: Vespucci infocards.
- Fixed: Liner Hausbruch infocard.
- Fixed: Removed -100% Fighter Weaponry Resistance from all bomber infocards.
- Fixed: Removed "This weapon can only be mounted on a Bomber Special Weapon hardpoint." text from all weapons that had it.
ENCOUNTERS
- Changed: Upped random mission payouts.
ART
- Fixed: Batrachotoxin FX no longer invisible.
SYSTEMS
- Added: Pennsylvania trade lane smoke loadout.
- Added: Asteroid Miner sellpoint added to Tripoli.
- Added: Bretonian cap weaponry added to Thames.
- Added: Neural Net voices. WIP.
- Changed: Suhl lights made clearer for one of the entrance paths.
- Changed: Made the Omega-58 maze more forgiving.
- Changed: Minor inverness changes and fixes.
- Changed: Nairobi loot slightly changed.
- Fixed: Adjusted the Suhl buffer zone slightly.
- Fixed: Vespucci-O55 JH changed from fighter to notransport, meaning it is properly an unstable jumphole now.
- Fixed: Duplicate asteroid fields causing no collision in Bering msal field.
- Fixed: Knossos atmospheric entry is now freighter only. Exit is universal.
- Fixed: Fix: Omicron Zeta encounter now spawns on plane.
- Fixed: Prophylaxtically removed one problematic Thuringia patrol path which can cause potential issues.
- Fixed: Veracruz spin.
- Fixed: Added Rheinland GB equipment and GB mines to Kaarst.
- Fixed: Nansei now sells anomaly scanner batteries.
- Fixed: Removed the Outcast IFF from the invisible base in Newcastle.
- Fixed: Vanquisher bomber gun added to Roussillon Battleship Resurgent.
- Fixed: Kansas wreck.
- Fixed: Pennsylvania badlands visibility.
- Fixed: Corsair Gunboat Psili wreck in Theta no longer has active IFF.
- Fixed: Dublin and Omega-5 minefields causing desync in multiplayer only.
- Fixed: New Berlin mooring fixtures' invalid entries.
- Fixed: Leeds - Newcastle jump gate rotation.
- Fixed: Equip rep requirement capped at 0.3.
- Fixed: Dublin Molly Pirate Transport NPCs will no longer be murdering BMM Hegemons. - Fixed: Frankfurt patrol path crash.