Discovery Gaming Community
Guard ID's in 4.85 - Printable Version

+- Discovery Gaming Community (https://discoverygc.com/forums)
+-- Forum: Discovery General (https://discoverygc.com/forums/forumdisplay.php?fid=3)
+--- Forum: Discovery RP 24/7 General Discussions (https://discoverygc.com/forums/forumdisplay.php?fid=23)
+--- Thread: Guard ID's in 4.85 (/showthread.php?tid=12662)

Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13


Guard ID's in 4.85 - Serpentis - 10-22-2008

[rant]

Alright, well to be honest I personaly dont like this. I dont like that idea of restricting the movements of guard ID's, not that its not good that those of the Guard ID's should get stuck in their ZOI but the fact that your restricting the movement of players that choose to fly caps.

Now let me ask this, is everyone ok with being in their factions ZOI (only)?

Will people be happy with not being able to travel in their nice looking cruiser from one side of Sirius to the other?

Will the Admins be happy that the sanctions will increase for the first 6 months and alot of players (obviously those that arent patient and willing to change...) will drop or quit the server?

Will the Admin going to be happy writing up a whole new set of rules for the server requiring those new players that come here to have fun and RP to learn these along with the ones allready existing?

Now, I will remain here, no matter what, I have met alot of friends and I want to continue Rping with the rest of you out there.

But is the Admins or specificly the community willing and strong enough to remain faithfull to disco after this ZOI and Guard ID and multitude of rules being implemented to disco. I know this is for the best of Discovery, but is this the right way? And If it isnt? What will be the right way? What should be done instead of this?

What shall we request or recomend the Admins to do, to restrict the Capwhorage and PVP whorage?

Shall we ask the admins to consider making a "Server Police" that goes around and makes sure eveyone is Roleplaying?

Should we just let it all go and continue as it is?

Instead of complaining and asking questions about things? What do we want to do about it? What is our solution to the problem?

Mine is this:

Raise the cost of Capitals.

Increase the rules of PVP.

Make a Server Police and make them enforce the rules of the server ingame, cause then it would not only let the Sanction reports calm down a bit but also pull some of the workload of the Admins.

The Server Police would be like the admins but without their powers, simply stating that the offender is breaking the rules and that if he/she doesnt stop there will be a sanction and or banishment from Disco (of course according to the Sanction reports)

This will create fear amongst the allready existing Capwhores and PVP whores on disco.

This is of course not well thought of or well written (that you will have to excuse me for, but I got a fever)

So, what do you all think?

[/rant]

Very best Wishes Serpentis Aka Victor ^^


Guard ID's in 4.85 - Jinx - 10-22-2008

raising the costs of the ships ( not just capital ships, mind ) - but especially battleships are about that the very cap of what is possible - not to mention that the cost to effect ratio is already laughable if not utterly pathetic.

we try to "reasonably" improve capital ships in 4.85 - but certainly not that much that the price they cost is reflected in what they are able to do. - applying realism there does not do the job. - everyone is too afraid of too many capital ships ( especially those that like fighters more of course )

but if you do the math right now - a seriously equipped capital ship costs something like:
- 750.000.000 base cost
- 890.000.000 armour upgrade - a necessity in cap combat as much as type 8 u-armour for fighters....
- 200.000.000 for weapons and equipment ( heavy mortars alone cost 48m i think )

so we re at around 1.8 billion. - 1.9 billion is the cap - any more and the char gets corrupted. - yes.. i know you dont have to pay that all at once. - but seriously.... 1.8 billion for a single ship... thats FAR more than whats in the limits of reason already.

so - prices will probably be adjusted ( some are slightly cheaper - others slightly more expensive ) - we try to make ships more unique and less "all the same - only the looks are different".



the other point - the serverpolice - won t work. and it was said that the chances to get a serverpolice are about as big as giving the players the [.cloak player] command....

there will be an open beta. - this will be the time to assess not only the new models - but most of all - the balance and the IDs etc. - in a REAL enviroment.



Guard ID's in 4.85 - FooFighter - 10-22-2008

Actually, I've got nothing against restricting capship movements (*gets into flameproof suit*) as long as we have the special RP characters subsection.

Really guys, warships above Gunboat-size shouldn't be anywhere outside a factions ZOI without a good reason to that. Most factions that use capships have large enough ZOIs anyways and most people focused on playing IC won't really be affected by that - after all, you can still bring your warships into a war and raid your opponents, you only wouldn't be allowed to "explore" with it, that's all.


Guard ID's in 4.85 - me_b_kevin - 10-22-2008

how about we just wait until the next version is out before we judge. we can sit here and speculate on it all until the cows come home but until we see for ourselves we won't know for sure.


Guard ID's in 4.85 - Saigo.Watanabe - 10-22-2008

Heres a question for you, what would the ZOI for a Junker guard would be? Since ive half started making a junker who is a diplomate and will only defend junker bases+ be a diplomate ( shock horror)

im quite happy to do a special rp for it, since id rather have these changes then not have them ^^


Guard ID's in 4.85 - Kuraine - 10-22-2008

I am writing up the new Guard IDs right now, so you can all be patient. There won't be a huge amount of change from the standard IDs, so hopefully there won't be too much bitching about them:P


Guard ID's in 4.85 - RingoW - 10-22-2008

Quote:So, back to the unresolved issues. What is each ID's ZOI? Since I can point to New York and see outcast NPC's there does that mean I can take a Outcast Dessie in there and whoop it up? If not then what is the definition of a ZOI? Having a base in the system? Wanting to be there? What? Where is the ZOI list for each faction?

How long will we have to get guard ID's for the cap ships? A week? A month? Until the faction leaders have them, then the sanctions roll out?

Will special RP be granted to not get a guard ID on a cap ship or to ignore ZOI? Is this to be a continuation of the two tiered "If you are my buddy and write a couple lines of RP and no one objects you don't need to follow the restrictions" scheme ?

Why shouldn't you take an oc dessie to New York? May have an event to try to move it "secretly" there. If its done it can be played as mobile outpost for oc smugglers don't wanna rely to much on Rogues and Junker.

As soon as possible or test the patience of community.

Make yourself buddy with admins and write a couple rp lines then. Shouldn't be that hard when roleplaying carefully and listen.

Simple answers, aren't they?

AoM


Guard ID's in 4.85 - Kuraine - 10-22-2008

http://discoverygc.com/forums/index.php?ac...t=0#entry245999

Check out the very first post of that topic for the links to both the standard IDs and the guard IDs.

Oh and Guard IDs will have the same ZoI restrictions as the standard IDs, unless of course its specifically stated on the ID.


Guard ID's in 4.85 - Tenacity - 10-22-2008

Quote:The Order Guard ID

Pilot carrying this ID is in The Order Guard, who:

* Can escort traders

* Can engage pirates, terrorists and lawfuls within their Zone of Influence

* Can demand contraband from, and destroy them if they refuse to comply, any ship within their Zone of Influence carrying or using:

o Allied pilots, nomad brains or nomad technology

* Cannot ally with any lawfuls except Zoners

* Cannot fulfill bounty contracts
* Cannot trade

* Cannot participate in any unlawful actions



Allowed ships: Fighters, Bombers, Gunboats, Cruisers, Battleships

Carrying unmounted IDs in your ship, as well as not equipping an ID, is a serious crime.

A few things that I'd like to see added or changed:
-Order guard ID should be able to ally with lawfuls when fighting against nomads, wilde, or phantoms.
-Cardamine should be added to the list of nomad brain/nomad tech/allied pilot contraband - cardamine is known to have been created by the daam k'vosh and is directly related to helping the nomads.

One thing I'm concerned about is ZOI limitations - many people, especially in the order, often go into house systems (not just liberty, but pretty much every house, and potentially most borderworlds) for research or assassination purposes (tracking down infected individuals). Is the ID going to prevent us from doing that?


Guard ID's in 4.85 - beander2 - 10-23-2008

Quote:Really guys, warships above Gunboat-size shouldn't be anywhere outside a factions ZOI without a good reason to that.

' Wrote:http://discoverygc.com/forums/index.php?ac...t=0#entry245999
Oh and Guard IDs will have the same ZoI restrictions as the standard IDs, unless of course its specifically stated on the ID.

One problem here: What if the Guard ZoI restriction doesn't agree with the ship infocard?

IMG Albatross:

Few people have ever seen the Albatross in space - they rarely appear in populated systems. The Independent Mining Guild has built only a few ships of this class for deep space reconnaissance missions; smaller civilian ships were unable to survive in the remote Edge Worlds systems filled with nomads and unidentified hostile aliens. The Albatross combines battleship firepower with agility of the cruiser.

I seriously doubt we can claim "deep space" as a ZoI; how will we be able to use the Albie for its intended purpose? (And please, let's not just rewrite the ship infocard.)