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Should flying a cap require a guard ID? - Printable Version

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+--- Thread: Should flying a cap require a guard ID? (/showthread.php?tid=13230)

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Should flying a cap require a guard ID? - Akumabito - 10-23-2008

' Wrote:I never doubted that Kuraine's quote was his opinion, and not an official ruling. However, being the one and only admin to make a statement thus far, it's moronic to take the fact that his opinion wasn't official as meaning that the exact opposite is true.


Not at all, Kuraine made the statement to show that this wasn't an admin/faction power grab. You can read the context by clicking the quote link in my sig. He needed a response to that and he made the statement representing it as an admin decision, which many believed it to be, when he knew it wasn't.

An honest man would have said "I hope it won't happen" or "I'll try to keep it from happening" instead of "Factions don't have the right to stop you" when he knew they did.

Factions will stop people, they will want you to bark when they say bark and kiss their pimply behinds before they allow you an ID. Unless your on the A list that is.

Kuraine, weren't you caught speed modding and let off because of who you were? How many others got let off claiming it was a mistake? A-list treatment for you. I think that treatment you get as a faction leader blinds you to some things.

BTW, why didn't you just take the ban like everyone else had to? I'd respect you more if you had explained what happened then took it rather than asked and got out of it.

' Wrote:What i can say for KNF is, that we will prevent noone from entering the Guard system to get Guard ID and purchase a destroyer or battleship (wonder if anyone really wants this:laugh:). As long as the player does communicate and interact. Of course, a player who moves in without saying a word, purchasing ID and ship with the aditude "I don't give a damn to KNF player faction." will have a much harder time.
Also there are 4 demands for an independent capship commander.

1. Write a biography of the commanding char and a history/vita of the ship.
2. Stay in contact with KNF player faction (at least High Command, simply to avoid confusion and unlucky incidents)
3. Roleplay a capship commander reasonable and responsible towards the community.
4. Use another sign in front of the ship or char name, than KNF (i mean the playerfaction sign, not the npc faction tag) There is one we suggest to use for Indies.

For anyone who is willing to roleplay, those demands are not hard to follow and admins wont interfere her.

The most important thing always was, is and ever will be communication.

AoM

Sorry, the KNF doesn't impress me, allowing reengagement (which Kuraine was aware of), and only fighting when they have odds in their favor, and using lag to their advantage and laughing about it, which several BD's and GC's witnessed, it was poor behavior and completely out of RP.

So sorry, if I want a KNF cap I won't put it through your filter, you haven't earned that from my perspective even if you inherited a faction.


Should flying a cap require a guard ID? - JakeSG - 10-23-2008

Should depend on the capital ship.

If you include Gunboats, I think it is within limits for a Mercenary to make use of one, but as far as I know, there is no Mercenary Guard ID, is there?

Might also be some similar cases, but none occur to me at the moment.


Should flying a cap require a guard ID? - RingoW - 10-23-2008

That wasn't for you Akuma, because you would fail in all 4 parts and especially in communication. So you can ignore it and keep bashing admins.

This was adressed towards the remaining communtiy beside you to show, how low the requirements will be to get Guard ID and a capship.

In contrary to you, KNF handles the issues of rule breakings and according punishments not openly.

AoM


Should flying a cap require a guard ID? - Drake - 10-23-2008

' Wrote:If you include Gunboats, I think it is within limits for a Mercenary to make use of one, but as far as I know, there is no Mercenary Guard ID, is there?

There's no more merc ID, it's pretty much the same thing as the Freelancer ID (which does allow gunboats).


Should flying a cap require a guard ID? - Akumabito - 10-23-2008

' Wrote:In contrary to you, KNF handles the issues of rule breakings and according punishments not openly.

Which means you fail in communications I guess, hiding your dirty laundry and pretending your clean isn't the behavior that should make anyone seek your approval to RP.


Should flying a cap require a guard ID? - Orin - 10-23-2008

There's a difference between discretion and trial by forums, Akuma.

Wait, you wouldn't be able to comprehend that. Sorry, my bad.


EDIT: Here's a more constructive response. Being a leader of the GMG player faction, I recently had a problem with a trader of ours brought to my attention. I PMed the one who claimed he witnessed the event, got the screen shots, kindly asked the offended party to edit his post to explain that it was being taken care of and to edit out the trial-by-forumsy remarks. He obliged, the one who broke RP was talked to, he understood, situations were explained, and everything went fairly spiffy.

So you see, there's a time for under the radar dealing with things. Sometimes it gets broadcasted across the forums, and it must be dealt with, but sometimes it can be handled without any feelings being hurt, or flamewars being started.

I'm talking to the wind though. You would rather something else I'm sure.


Should flying a cap require a guard ID? - Akumabito - 10-23-2008

' Wrote:There's a difference between discretion and trial by forums, Akuma.

kindly asked the offended party


Yes, just like the KNF didn't bother to do.

Interestingly, I had a battle with the AFA once here the lag was bad and working in my favor, and I withdrew and took the 4 hour fleeing penalty even though had I not been lagging I think I would have won.

That's the difference between me and the KNF, and why I won't put them in charge of any character of mne or what ship he flies.


Should flying a cap require a guard ID? - n00bl3t - 10-23-2008

Take the [KNF] bashing to the feedback thread.

(Is there a [KNF] feedback thread?)


Should flying a cap require a guard ID? - RingoW - 10-23-2008

Quote:Interestingly, I had a battle with the AFA once here the lag was bad and working in my favor, and I withdrew and took the 4 hour fleeing penalty even though had I not been lagging I think I would have won.

Sorry, but it seems stupid to me to take a fight when lagging horrible. Just send the opponent an ooc message via PM to move this fight to a time the internet connection is better or server has more stability.
Otherwise its your own fault and you cannot blame anyone else for, than yourself.

Oh and KNF prefers to teach the people, than bashing them all day long. Its not yours i know. It wont bring you any satisfaction. Thats why i said, ignore it. KNF's gentleman like understatement isn't anything you would ever catch.

Sorry but i'm in doubt if you really should play a Blood Dragon, because your dishonourable way to handle things in an uncivil manner is a violation of the honour of all other Blood Dragons.

However, its your character. Blame the admins til kingdom come. It wont bring you the 15 days back. In contrary, it will cost you more valuable time. Only one thing i would beg you. Keep the community outside. They deserve better than your constant rants and being driven into your paranoia and nightmares.

AoM


Should flying a cap require a guard ID? - n00bl3t - 10-23-2008

' Wrote:paranoia and nightmares.

:mellow: