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Zoner/Zoner Guard IDs - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37) +--- Thread: Zoner/Zoner Guard IDs (/showthread.php?tid=22635) |
Zoner/Zoner Guard IDs - Clarkie - 07-09-2009 Dab, Any chance of changing the wording to 'May not land on any lawful station/planet/base in house space apart from those belonging to.. (insert current exemptions here)'? This is essentially the same although it does not prohibit landing on unlawful or junker bases within house space. I cant think of one good reason to prohibit that via such rule-based methods. We may very well need to land there, and it would enable those slightly shadier zoner guards to still enjoy their roleplay. I can understand concern over possible Zoner slavers, but to my mind, anything like that should be dealt with via in-RP methods by police & miltary factions/indies, in line with respective RP house law. Remember, Zoners are a very diverse society who's only real commonality is that they do not wish to live under the heel of house law (while mostly respecting them with a view to retaining cordial relations). If concern over use of the ZBT (due to its relative cheapness) for nefarious purposes is such a concern, simply jack up the price along with introducing these relatively lenient docking restrictions. Zoner/Zoner Guard IDs - Cyberanson - 07-09-2009 After I thought some hours about this topic, I think I want to revoke my former opinion. Please do not implement this. The Zoner/Zoner Guards may use their transports as they wish and where they wish. There is no need to restrict the roleplay with more and more rules. I am suggesting some relaxation of rules instead: I see this whole discussion very biased, because I mainly play in Rheinland as lawful and unlawful, so I think I can judge the situation there. Give the official factions more rights to stop and blast those guys who are abusing or using their ID wrong! It is clear that the Zoners are a group of people who decided to live in the remote systems and border worlds for various reasons. I believe there is some codex within the rows of the Zoner 'leadership', like Doug for example, that the Zoner ID needn't be used for smuggling purposes but is free to use for legal/scientifical trading. The Smuggler ID serves the 'unlawful' trading rather well. So what I suggest: if a Zoner-ID-ed vessel is found smuggling or breaking other house laws... meh... solve this situation via RP, like I tried it with the message to the Council of Zoners. Let the story evolve, give Zoners house restrictions for some time, do whatever you like as long as it stays in RP. I know some of the Rheinland faction leaders and I have great respect for them, because they know what they are doing and they know how to handle tricky situations. Just let them solve the problems on their way without any rule restrictions. Example: An announcement of the Hessian leadership to primarily attack Zoners and steal their cargo will prevent them from abusing the Omega way into Rheinland... just be creative. Now that should cover my opinion for now. Zoner/Zoner Guard IDs - Dab - 07-09-2009 Nooblet, one would think you have the maturity and knowledge to gather your own evidence to counter my evidence. As such, you should stop asking for infocards in every single discussion you get into, and instead grab your own to counter the other person's argument with facts. Since you seem incapable, I display the following evidence and politely ask you excuse yourself from further discussion until you can bring your own work and effort here to provide reasons to your views, rather than simply saying 'No U.' Quote:Jeff Nelson, Freeport 1 Bartender: ' Wrote:Up to this point I've withheld my vote. Alright, here's a revision for you. I'm not really seeing where any part of the ID is harming you.. The new ID revision doesn't tell you what transports you may or may not use.. It simply tells you that you cannot dock certain places. Maybe if you could supply us with some background on said character and what he/she does, I would be able to better understand. ' Wrote:Dab,The reason we didn't put 'lawful' and allow unlawful docking was because more than half the Zoners trading in house systems, and the majority of the powertraders and non-RPing ZGuard transports are ones hauling Artifacts through Alaska, Cardamine to Planet Manhattan, or other similar things.. If we allow unlawful bases, these same Zoners will continue doing the same routes, the same way, with the same lack of RP. Only they will drop off the goods at the nearest Junker station inside of the houses. If I were to allow docking on unlawful stations, which I'd like to do really, I'd say that a 'Cannot smuggle contraband inside of house space' clause would be needed. ' Wrote:After I thought some hours about this topic, I think I want to revoke my former opinion. Please do not implement this. The Zoner/Zoner Guards may use their transports as they wish and where they wish. There is no need to restrict the roleplay with more and more rules.The problem with solving the situation via RP when those Zoners are found doing naughty things.. Is that it hasn't worked. More people than I can count have attempted what you are proposing, and have been doing it since 4.84 was released, 2 years ago. It has had no impact at all. If those player factions could remove those Zoner's docking access to their stations, that'd be perfect. And I'd be content with it. But they cannot.. So a Zoner Guard transport taking Artifacts or Cardamine to Manhattan is caught by LPI.. LPI declares them an enemy and smuggler.. That ZGuard transport can still dock Manhattan, right in front of the eyes of the LPI, and the LPI can't do anything about it. Rules don't forbid docking after being caught, and most transports have more than enough armor to stay alive from the point they are caught till they can insta-dock the nearest station. The only reason I propose this is because in-RP solutions have failed for years. The situation has only gotten worse, and by a large amount. Zoner/Zoner Guard IDs - Ark - 07-09-2009 Background? Alright, fair enough... The character is a Zoner by trade but a humanitarian by choice. A man with a savior complex that has spent considerable personal cost in such things as reconstruction efforts on Cambridge, aiding refugees of the Bretonia/Kusari war, and of course supplying various freeports, notably 11 and 1 as of late. You have a provision for refugees, but sometimes I have got to land somewhere house-controlled to take care of business. So the choice I am left with leaves me somewhat embittered, especially after a slew of various other sweeping changes that have effected my person. Zoner/Zoner Guard IDs - Malaclypse 666 - 07-09-2009 ' Wrote:Background? Alright, fair enough... The character is a Zoner by trade but a humanitarian by choice. A man with a savior complex that has spent considerable personal cost in such things as reconstruction efforts on Cambridge, aiding refugees of the Bretonia/Kusari war, and of course supplying various freeports, notably 11 and 1 as of late. I have "spoken" with Ark privately, and I do believe that he is a serious and dedicated roleplayer, though he doesn't have a "presence" on the forums currently. It saddens me to know that the proposed changes will affect some few dedicated Zoners adversely.. ..but I'm still of the mind that long-term, these changes could be beneficial for everyone, not just Zoners. I would also reiterate that this is a "first draft", and by no means has it been vetted beyond the level of community discussion. Thank you all for contributing to the discussion and process. Mal Zoner/Zoner Guard IDs - ugliestmoose - 07-09-2009 Quote:The reason we didn't put 'lawful' and allow unlawful docking was because more than half the Zoners trading in house systems, and the majority of the powertraders and non-RPing ZGuard transports are ones hauling Artifacts through Alaska, Cardamine to Planet Manhattan, or other similar things.. If we allow unlawful bases, these same Zoners will continue doing the same routes, the same way, with the same lack of RP. Only they will drop off the goods at the nearest Junker station inside of the houses. If I were to allow docking on unlawful stations, which I'd like to do really, I'd say that a 'Cannot smuggle contraband inside of house space' clause would be needed.Maybe a 'No Smuggling' clause would be all that's needed to weed out the Zoners who choose to smuggle through the Houses, no? Since, as you say, the problem Zoners are mostly the smuggler types. I like your original idea, too, but this one seems even simpler and more clear. Zoner/Zoner Guard IDs - Malaclypse 666 - 07-09-2009 ' Wrote:Maybe a 'No Smuggling' clause would be all that's needed to weed out the Zoners who choose to smuggle through the Houses, no? Since, as you say, the problem Zoners are mostly the smuggler types. I like your original idea, too, but this one seems even simpler and more clear. Not a bad suggestion, but a bit simplistic, I'm afraid. Zoner ID already says "cannot participate in unlawful actions".. The loophole is.. "smuggling" is not considered "unlawful" per se in Baffin, for example, whereas it is in mostbunall Houses. Smuggling cardi will get you killed by Corsairs. Smuggling artifacts might very well get you killed by Outcasts. But as "freedom-loving" Zoners, it would be anathema to most of them to have even the CoZ issue an edict against it. Look what we just (secretly) went through regarding whether to make slavers release their cargo on freeports. I've lost a bit of my "zeal" for the proposal myself; and would happily consider ideas that fit the concept of "Celine's Laws" better. Encouraging good behavior is always preferable to "mandating" it, IMHO. Therefore, for several reasons, I don't think a "No Smuggling" policy coming from within the Zoner Community is a practical solution, sir. But thanks. Zoner/Zoner Guard IDs - Clarkie - 07-09-2009 ' Wrote:Not a bad suggestion, but a bit simplistic, I'm afraid. One of the big problems I have with the Zoner ID currently. I'd be much happier if it stipulated 'no piracy, no hunting lawfuls or unlawfuls (aliens exempt obviously), no fulfilment of bounties'. A blanket ban on all unlawful actions is simply wrong-headed, especially when you consider some of the commodities sold on Zoner bases, and the high price paid on some for other less than savoury items.. I dont know who decided that all zoners were goody two-shoes (as if they could ever be thought of as a homogenous group), but it's really not how I see them. I consider zoners to be fairly pacifist, politically neutral, though that stems more from a desire to just not get involved with inter-house rivalry, though ultimately survivors and opportunists. I just dont see how any society could survive on the fringes without breaking the law (in some minor ways). I also consider zoners to be highly individualistic Zoner/Zoner Guard IDs - Dab - 07-09-2009 Mal, that is the reason I put; 'Cannot smuggle contraband inside of house space.' Baffin is not house space, and thus, you can trade anything there. But I'm not sure if this solution works when we might have to trade Synthetic Marijuana through the houses, or other commodities. Zoner/Zoner Guard IDs - FraserTE - 07-09-2009 ' Wrote:Mal, that is the reason I put; 'Cannot smuggle contraband inside of house space.' Baffin is not house space, and thus, you can trade anything there. But I'm not sure if this solution works when we might have to trade Synthetic Marijuana through the houses, or other commodities. Consider cardamine and artifacts both go to house space. Such a good idea ? or make new routes to compensate? |