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WHich rules would you want to see disappear? - Printable Version

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+--- Thread: WHich rules would you want to see disappear? (/showthread.php?tid=12573)

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WHich rules would you want to see disappear? - kingvaillant - 09-29-2008

The rule saying that THRUSTING away from a fight forces the player to leave the system... after 15 k, the fight should end up as a draw, not a "LEAVE THE SYSTEM OR I REPORT U!". Maybe the char shouldn't engage its predators... but that is to be debated

I can understand for cruising, because of all the abuses


WHich rules would you want to see disappear? - Virus - 09-29-2008

I've noticed a lot of you are saying rules need to be changed. Well, that maybe so... But changed to WHAT, exactly? There's no guarantee that the changes we make will reflect what you (the community) want. Assuming of course, we do change them.


WHich rules would you want to see disappear? - Drake - 09-29-2008

' Wrote:Always nice to use 10 mins to down a BS shield just to see it cruise away and return with full shield all over again..

That's what CDs are for. Really not much chance for a BS to escape from a decent pilot with a CD, especially since they don't get thrusters.

I've never been fond of the shield running/re-engagement rules. They take tactics other than 'engage, shoot until dead' and stomp them into the ground. Re-engaging after death should be strictly enforced, as should docking and repairing/restocking in the middle of combat (though if combat is off for a couple of minutes, I see no problem), but I'd say do away with the rest of it completely. It's just an artificial construct which makes absolutely no sense in RP and just supports a fight til dead mentality. It breaks the RP atmosphere as much as the lolwuts.


WHich rules would you want to see disappear? - Baltar - 09-29-2008

' Wrote:I've noticed a lot of you are saying rules need to be changed. Well, that maybe so... But changed to WHAT, exactly? There's no guarantee that the changes we make will reflect what you (the community) want. Assuming of course, we do change them.

Well ... rules are designed to make the game fair. Otherwise why do we have the following rules:

-- cruising in combat
-- re-engagement within 4 hours
-- pirating in nothing larger than a gunboat
-- ramming capships
-- swapping to your battleship for revenge
-- etc etc etc

Most of our rules are designed to equalize the game so everyone gets to enjoy the game. The key word here is "enjoy." As it stands now, rules favor those of the lawful persuasion. Pirates can only pirate in gunboats and smaller but Bounty Hunters can kill Pirates in whatever the Bounty Hunter chooses ... in most cases its a battle cruiser.

So lets look at how we need to adjust this to make it more enjoyable. Two options come to mind ... 1) Let Pirates pirate in larger ships or 2) limit Bounty Hunters to gunboats or smaller while hunting pirates.

Now I'm sure there's gonna be all those lawfuls that will "justify" their role play for being in a battle cruiser while the Pirate has to be in a small gunboat. They're gonna say, "in reality a pirate could not afford such a thing and bounty hunters get paid good money to get their ships." This is ridiculous ... this is not reality ... this is a game and should be for everyone's enjoyment. But there's no fun for the pirate who already is challenged with trying to pirate non-role playing traders ... he's also gotta deal with over zealous, uber-classed Bounty Hunters.

Ok ... that's one example.

Bottom line ... the rules need to equalize the fun in this game. Yes ... role play is extremely important. But lets not "role play" the bad guys into substandard ships and equipment so the good guys can pat themselves on the back for taking out an easy kill.



WHich rules would you want to see disappear? - n00bl3t - 09-29-2008

Well, I'll bring the topic off the PVP rules.

The two system-owning factions rule. Can we get this changed to an unlimited amount of system-owning factions?


WHich rules would you want to see disappear? - gemini - 09-29-2008

For the Combat/fleeing rule I would suggest chaging it to something like the following;

A player who engages cruise, docks, uses tradelanes, or jumps during battle is considered fleeing and may not re-engage his attackers for 30 minutes unless they pursue or engage him.


WHich rules would you want to see disappear? - AdamantineFist - 09-29-2008

' Wrote:Well, I'll bring the topic off the PVP rules.

The two system-owning factions rule. Can we get this changed to an unlimited amount of system-owning factions?
Ja. That one is outdated and stupid, especially seeing as it only applies the restriction to a single account, making it useless anyways.


WHich rules would you want to see disappear? - komet - 09-29-2008

' Wrote:All you need to do is get a Trader ID or Mercenary ID, both available in Liberty. If you have enough cash to be over level 40, then neither ID is any problem.

That's what I usually use, but a lot of new people don't do that. I was thinking if there was a more specific ID than people would use that instead of just using a Civ. ID while being yelled at by faction members to get a new ID (and sometimes people just forget to get a temporary ID when you start out).

Maybe when someone makes a new player, a message could be automatically sent to the new player saying to get a Trader's ID or something like that from Manhat. if they are making a new character? Gah, I guess that kind of defeats the point of making a new character...

Don't mind my rambling...

Anywho, back on topic, I also think the rule about "Having no more than two system owning chars." should be either removed or changed to something a bit bigger (like 3). But if the admins want to keep it (not sure how they would enforce it) they could change it to apply to multiple accounts, which I think is a little restrictive and might just force people to keep disobeying it.


WHich rules would you want to see disappear? - Ximen_Benitez - 09-29-2008

' Wrote:For the Combat/fleeing rule I would suggest chaging it to something like the following;

A player who engages cruise, docks, uses tradelanes, or jumps during battle is considered fleeing and may not re-engage his attackers for 30 minutes unless they pursue or engage him.


That could be what the "leave system / 4 hour" rule applies to. Then if you thrust out, you have escaped, and possibly cannot engage, but you don't have to leave system.


WHich rules would you want to see disappear? - gemini - 09-29-2008

Why? fleeing is fleeing, the method is irrelevant, the consequences are the issue.
For fleeing in the 'real world' people arent forced to go away for four hours, regardless of reason, circumstance, or method.

Can you honestly see Juni telling Trent he cant come back to NY for four hours because he turned tail and ran when his left stabilizer got shot off by some Rouges?

The point of the rule is to prevent chaos ensuing from abuse of multiple characters/dockrepairing and rejoining the fight before the other player can do the same/going on vendetta rampages and griefing people.

But I feel that four hours and having to leave the system is excessive consequence for the simple understanding that discretion is the better part of valour.
30 minute non-re-engagement limitations on the fleeing player will ensure the same safeguards as the 4 hour rule with more expediency and realism and less hassle.

I would however vote to keep the four hour rule when it comes to being killed. since your player is effectively dead or in critical condition in someone's medical bay. That makes sense from an RP and rules standpoint and it helps keep people from abusing the ability to fight, since theres potentially problematic consequences.

People shouldnt be effectively 'punished' for fleeing, any sane pilot does it when he is outmatched, and since he likely has no plans of re-engaging and shouldnt within any remotely sane RP context, a 30 minute non-re-engagement rule seems to cover fleeing nicely.

EDIT; take for example the typical smuggler in a real freelancer universe assuming that this isnt some server, its reality.
If he is chased by a naval gunboat in NY for carrying cardamine, he would flee, but he would flee into a debris field then head for the nearest Junker base to drop his hot goods, he isnt going to backpedal to Texas just because he had to engage cruise to avoid becoming toast with jam and port.
Thats simply excessively hassling, especially to people who did not plan on PvP but were surprised by say Pirates or Terrorists or headhunters out to scalp them.
Their current plans for the day are 100% ruined instead of only mildly spoiled.