Discovery Gaming Community
Should flying a cap require a guard ID? - 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: Should flying a cap require a guard ID? (/showthread.php?tid=13230)

Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14


Should flying a cap require a guard ID? - BaconSoda - 10-22-2008

' Wrote:*Laughs* I ain't on it, hehehe.

However, so now GB can be either regular or Guard? As before, confused, for I thought all Caps had to have Guard.

Right. The ID just defines your role differently. If you're a guard Outcast, for example, you're more of a military of that faction, where a normal Outcast, may pirate from time to time instead of solely being a soldier.


Should flying a cap require a guard ID? - OsoRojo - 10-22-2008

OooooKay, so I shall just focus on my dessie and leave my pirate GB as is, however, I feel this shall end badly:)


Should flying a cap require a guard ID? - Orin - 10-22-2008

Quote:Right. The ID just defines your role differently. If you're a guard Outcast, for example, you're more of a military of that faction, where a normal Outcast, may pirate from time to time instead of solely being a soldier.
Something that bugs me, though.

That example is good, but let's touch on the Rogues. They have a Guard ID naturally, but they do very little military action, and a whole lot more pirating. What use will their Guard ID have if it disallows pirating? Seldom does anyone come into Cassini without authorization, and they don't wage any serious war against anyone like the Outcasts or Corsairs.

In short: Some Guard IDs still need pirating accessable. You could just argue that you should use the regular ID, but what's the use of any Guard IDed ships under cruiser class here? They're nerf'd for not much reason if they can't pirate.

Oi, that wasn't "short"...


Should flying a cap require a guard ID? - kindred - 10-22-2008

Guard ID's for caps all the way, get to work you bums:lol:


Should flying a cap require a guard ID? - Crunch - 10-22-2008

Agree with needing guard Rep. and Id for caps. Don't think guard IDs need to be harder to get, But problem is in keeping a guard rep. and from experiance who nows what you might get tagged if it moves.

Zoi needs to be slightly flexible allowing for attacks on enemy ZOIs. As a example Britonia should be allowed to move Caps into Kussari for a attack.




Should flying a cap require a guard ID? - Camtheman Of Freelancer4Ever - 10-22-2008

From Destroyer/cruiser up to battleship/juggernaut/drednaut should require gaurd id's

ZOI's should be well defined but not OVERLY RESTRICTIVE.


Should flying a cap require a guard ID? - Drake - 10-22-2008

' Wrote:Something that bugs me, though.

That example is good, but let's touch on the Rogues. They have a Guard ID naturally, but they do very little military action, and a whole lot more pirating. What use will their Guard ID have if it disallows pirating? Seldom does anyone come into Cassini without authorization, and they don't wage any serious war against anyone like the Outcasts or Corsairs.

In short: Some Guard IDs still need pirating accessable. You could just argue that you should use the regular ID, but what's the use of any Guard IDed ships under cruiser class here? They're nerf'd for not much reason if they can't pirate.

Oi, that wasn't "short"...


It looks like most or all of the pirate-faction Guard IDs include the line, 'Can only pirate in a gunboat or smaller', which would mean they can pirate if they choose to.


Should flying a cap require a guard ID? - Akumabito - 10-22-2008

' Wrote:Am I one the A list? Cause I sure as hell have been sanctioned before. Akum, I think if you look at the people who you think are on your "A-list" actually have sanctions. We just dont spend the next six months after them complaining about it.


Have you got a 15 day ban for an oorp ship when that offense usually draws a relatively small fine? Did you have an admin tell you on PM month later that it was basically payback for anti-faction posting on the forums?

If no, maybe you are on the B list at least. :D

The point is, I think a lot of people realize that without a well defined ZOI it will be uneven sanctions and massive rules lawyering, same as we have with the special pirate/trader rules and fleeing, only I believe worse.


Should flying a cap require a guard ID? - Tenacity - 10-22-2008

Yes, they should require Guard ID.
They should remain fuzzy until sanctioned =P

I know you're only posting this to annoy people akuma, since your only purpose on these boards seems to be to give the admins more work to do. Regardless, Capships are being 'buffed' in 4.85 from what I've heard, and the amount of capship abuse that will come from that will be even worse than it is now. Guard ID's, restrictable by official factions, are the only thing that will keep that abuse in check.

As for ZOI's - almost any area can be in-RP as long as there's a good reason for being there. Personally I'm not much in favor of any ZOI rules with the exception of a few factions that are known to only operate in a limited area. Example, the mollys - they really have no reason to go outside of bretonia other than for setting up their ship/weapons/etc., there's no reason for a molly to be in kusari space, or in rheinland, or in the omicrons.

Unless you're helping allies in another area of sirius, or attacking a direct enemy, you should really stay in your own area, but it's all up to personal RP - some people RP scientists or explorers or researchers who need to travel to areas outside of their normal ZOI, and I think that's fine as long as they arent doing it specifically for pvp reasons.


Should flying a cap require a guard ID? - Akumabito - 10-22-2008

' Wrote:I know you're only posting this to annoy people akuma, since your only purpose on these boards seems to be to give the admins more work to do.


How little you do actually know Ten. Fair and concise rules may not be something you believe in, but it something I believe in, since we both know the admins aren't fair.

This is to make a better server, that is the admins job, right?

' Wrote:Example, the mollys - they really have no reason to go outside of bretonia other than for setting up their ship/weapons/etc., there's no reason for a molly to be in kusari space, or in rheinland, or in the omicrons.

If true, then there is no reason for any faction to ever leave their space.