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Lock Capital Ships to Zone of Influence on Independent IDs - Printable Version

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+--- Thread: Lock Capital Ships to Zone of Influence on Independent IDs (/showthread.php?tid=158361)

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RE: Lock Capital Ships to Zone of Influence on Independent IDs - Hemlocke - 06-15-2020

restrict caps to official IDs

ez


RE: Lock Capital Ships to Zone of Influence on Independent IDs - Lythrilux - 06-15-2020

(06-15-2020, 10:37 AM)Doc Holliday Wrote:
(06-15-2020, 10:24 AM)Relation-Ship Wrote: I read the comments here from back then
And it definitely seems like they are correct - there shouldn't be ZOI restrictions
There should be specific rule and base permission tweaks instead

Such as if a house military decides that they need to send a dreadnaught into Omicron Delta then they best have a damned good reason to do it. As it is, Zoners are VERY suspicious of them after Bretonia took Gran Canaria.

There's no good reason for them to do it. They can't even use them there.


RE: Lock Capital Ships to Zone of Influence on Independent IDs - darkwind - 06-15-2020

(03-02-2018, 02:10 PM)Thyrzul Wrote:
We already have conditional PvP Death penalties, if you die in a contested system on a non-generic character with ZoI in the system, the penalty is only 30 minutes, not 2 hours. There is a notification of such in green every time you enter one of those systems.

Two days for an ooZoI PvP Death penalty sounds good, and regional application sounds interesting as well, though I'll keep staying away from discussing specific cases, like Order caps. (Maybe except Zoner caps in house space, but that's for an other thread...)

Instead of making ridiculous restrictions
just increasing PvP death to 1-2 days, when you are out of ZoI?
I like it.

For fairness it could be applied to all IDs for all non-transport ships ;b

P.S. do we need though? It creates interesting activity to hunt mission farmers Wink


RE: Lock Capital Ships to Zone of Influence on Independent IDs - Czechmate - 06-15-2020

(06-15-2020, 10:40 AM)Lythrilux Wrote:
(06-15-2020, 10:37 AM)Doc Holliday Wrote:
(06-15-2020, 10:24 AM)Relation-Ship Wrote: I read the comments here from back then
And it definitely seems like they are correct - there shouldn't be ZOI restrictions
There should be specific rule and base permission tweaks instead

Such as if a house military decides that they need to send a dreadnaught into Omicron Delta then they best have a damned good reason to do it. As it is, Zoners are VERY suspicious of them after Bretonia took Gran Canaria.

There's no good reason for them to do it. They can't even use them there.
Ehh they do and they can
Newcomers buy a cool ship, want to take it for a spin, do some missions, explore. You can always RP a renegade captain fleeing or JD malfunction.
So what that they can't attack anyone first. Adding complexity to all IDs is not the way to go to grow the game imo

Instead there should be case by case nodocks/mission restrictions for specific factions and rule tweaks in areas where it becomes a problem.

Seriously who cares someone new takes their cap into south omegas where they won't meet a soul for hours on end, but E.G. Delta is an OORP Mess easily sorted by nodock or just not give out missions to factions that don't belong there


RE: Lock Capital Ships to Zone of Influence on Independent IDs - Lythrilux - 06-15-2020

(06-15-2020, 10:59 AM)Relation-Ship Wrote: Ehh they do and they can
Newcomers buy a cool ship, want to take it for a spin, do some missions, explore. You can always RP a renegade captain fleeing or JD malfunction.
So what that they can't attack anyone first. Adding complexity to all IDs is not the way to go to grow the game imo

Instead there should be case by case nodocks/mission restrictions for specific factions and rule tweaks

Isn't it more detrimental to the new player experience if they are misled about the role of a ship and ID?

And renegade/defector RP is typically poor, generally speaking. Case by case restrictions is even more complicated than a single line that is already standardized across several existing IDs.

There's no good reason for why a (ie) Federal ID'd Bismark is farming missions in Omicron Delta, when it should be on the frontlines fighting the civil war in Rheinland.

(06-15-2020, 10:59 AM)Relation-Ship Wrote: Seriously who cares someone new takes their cap into south omegas where they won't meet a soul for hours on end

The people who eventually do have to meet and deal with them... Edge Worlds factions have always expressed this is an annoying issue they've had to deal with long before the Delta ooRP mess started to happen. It's only now that the issue is much more public it has gained attention.


RE: Lock Capital Ships to Zone of Influence on Independent IDs - HrabCOrp - 06-15-2020

No-no-no-no-no! I have one thing in the early WIP state. It would quite harm my diplomatic plans.


RE: Lock Capital Ships to Zone of Influence on Independent IDs - Czechmate - 06-15-2020

(06-15-2020, 11:04 AM)Lythrilux Wrote: [quote="Relation-Ship" pid='2170872' dateline='1592215153']
And renegade/defector RP is typically poor, generally speaking. Case by case restrictions is even more complicated than a single line that is already standardized across several existing IDs.
Well it's fun for the guy doing it evidently, I see that all the time HE (she, they you know what I mean) is having fun with their own RP. So what you will see it as bad, it brings someone onto the server, let's them have fun and eventually get bored from it anyways and join factions and RP properly.

Nodocks and missions are complicated for devs and people in charge of bases, but not for indies that you see as a problem.

They just go out of Zoi - base says we don't want your kind around here
Freeport doesn't give you missions on your faction, you just shrug and move on, without having to read anything or study rules or ID.


RE: Lock Capital Ships to Zone of Influence on Independent IDs - WesternPeregrine - 06-15-2020

(06-15-2020, 11:04 AM)Lythrilux Wrote:
(06-15-2020, 10:59 AM)Relation-Ship Wrote: Ehh they do and they can
Newcomers buy a cool ship, want to take it for a spin, do some missions, explore. You can always RP a renegade captain fleeing or JD malfunction.
So what that they can't attack anyone first. Adding complexity to all IDs is not the way to go to grow the game imo

Instead there should be case by case nodocks/mission restrictions for specific factions and rule tweaks

Isn't it more detrimental to the new player experience if they are misled about the role of a ship and ID?

And renegade/defector RP is typically poor, generally speaking. Case by case restrictions is even more complicated than a single line that is already standardized across several existing IDs.

There's no good reason for why a (ie) Federal ID'd Bismark is farming missions in Omicron Delta, when it should be on the frontlines fighting the civil war in Rheinland.

(06-15-2020, 10:59 AM)Relation-Ship Wrote: Seriously who cares someone new takes their cap into south omegas where they won't meet a soul for hours on end

The people who eventually do have to meet and deal with them... Edge Worlds factions have always expressed this is an annoying issue they've had to deal with long before the Delta ooRP mess started to happen. It's only now that the issue is much more public it has gained attention.

Just nerf/disable the mission providers that might give missions to navies, keeping the unlawful and resident providers who don't have good relations with navies.

Upon checking what say, Freeport 9 has in terms of missions, we find this:

Code:
[MBase]
; Freeport 9
nickname = Ew04_01_Base
local_faction = gd_z_grp
diff = 15
msg_id_prefix = gcs_refer_base_Ew04_01_Base-

[MVendor]
num_offers = 2, 4

[BaseFaction]
faction = fc_c_grp
weight = 25
offers_missions = true
mission_type = DestroyMission, 6.0, 20.0, 50
npc = ew0401_corsairs_001_f
npc = ew0401_corsairs_002_f
npc = ew0401_corsairs_003_m

[BaseFaction]
faction = gd_z_grp
weight = 50
npc = ew0401_zoners001_m
npc = ew0401_zoners002_m

[BaseFaction]
faction = gd_bh_grp
weight = 20
offers_missions = true
mission_type = DestroyMission, 6.0, 20.0, 40
npc = ew0401_bounty_001_f
npc = ew0401_bounty_002_f

[BaseFaction]
faction = fc_ou_grp
weight = 5
offers_missions = true
mission_type = DestroyMission, 6.0, 20.0, 10

Missions provided by Corsairs, Outcasts, and then Bounty Hunters. House Navies wont be able (or are not supposed to be) to get missions from OC and Corsairs, so the only one left is the bhg.
Changes could be made on the BHG max lvl cap of missions, so that folks working with them get gunboat missions at most. Hmmm, with the settings as they are, I'm not sure they're getting much in terms of cap missions....

If these Navy cap players are, however, taking missions in Core or Order bases, and said factions don't want them there, then it's up to them to cut relations with the offending individuals.


RE: Lock Capital Ships to Zone of Influence on Independent IDs - Czechmate - 06-15-2020

This is what I mean, what WPeregrine suggests on case by case basis
- the changes should be at the back end of specific mechanic, not restricting movement in a game called "Discovery Freelancer " that was built on the premise that you CAN go anywhere.

Let's not turn it into Stayhome Confinedlancer


EDIT: Yeah and some sort of longer death timer outside of Zoi seems reasonable


RE: Lock Capital Ships to Zone of Influence on Independent IDs - Erremnart - 06-15-2020

PvP death "timer" on cap outside of ZOI seems reasonable.
If you kill it, you won't see it for some time.