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Espionage - 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: Espionage (/showthread.php?tid=126075) |
RE: Espionage - moebus - 02-13-2015 I have a proposal to limit abuses of cloaking devices: "- Allow the use of cloaking devices to spy people nearby planets/stations (max 5k from the docking point) only if the spies have the same IFF and ID (or is officially allied to the owner) of the Planet/Station. "- A player cannot use ingame information collected while being cloaked at less than 15k of a Planet/station that has a different or non-allied IFF/ID than his IFF/ID." It means for instance that an LSF cloaked ship could not spy people docking on Rochester base (Junker base). However, the LSF cloaked ship could spy activity near Planet Houston (Liberty police planet). Also, if the player intends to use collected info while being cloaked he should do it in-game as soon as he gets the info (at least with PM messages). ps1: I put numbers for the purpose of the example, but distances could be adapted ps2: I did not specified it, but House police/military/intel should also be allowed to spy on planets/stations owned by any faction in their House space if these planet/stations are near-by (less than 10k from it) governmental or allied infrastructures (bases, trade lanes, jump gates, satellites, etc...) RE: Espionage - nOmnomnOm - 02-13-2015 I still dont like the idea that cloaks shouldn't be allowed to use for intel now because [instert here some rich faction] started a qq fest that they got caught. While before cloaks were a normal thing to use for intel information and no one complained. These things should be regulated through RP as it is a RP server. Please for the love of god why does everyone resort to more damn rules that cripple RP. RE: Espionage - Rebirth - 02-13-2015 I was going to write some text but then I gave it up and now I'm going to write this, lel. There's no cloak device abuse present imho. Ppl should stop complaining and start playing the game, smuggling is a dangerous job, so it's not a problem when you get observed by a cloaked lawful once or twice. While the time running to Bob you could have made another two tours yet and you still sit here arguing for a 'problem' that actually isn't a problem but if you are going to nerf them again, I'll wait before selling anymore, just a month or two and they will be buffed again because another bunch of ppl complained. Thanks. RE: Espionage - Caelann - 02-13-2015 (02-13-2015, 04:49 PM)Price_ Wrote: That is actually one of the best ideas I've seen in a while. I always wished there was something that jammed your cargo from scanners. It could function like the cloak in that it requires batteries that way it is not just always on. Of course the problem would be all of the houses would just make it illegal with a 100,000,000 credit fine for being caught with one, so it'd end up being even more risky to smuggle with it then it would with out it. Make it a cargo cloaking device instead of an outright scanner jammer. Scanning is still possible, but all (or just illegal?) commodities are hidden (as well as the device itself, so you can't be caught with one). It'd be nice if the cloak had a limited capacity for hiding cargo (so you can't just hide your entire hold, it'd work more like a smaller hidden hold extension), and also if it had a chance to fail or "glitch" (or maybe a chance to make a weird noise upon scanning?), so that it's not 100% undetectable at all times, but that of course depends on technical limits. RE: Espionage - Croft - 02-13-2015 (02-13-2015, 04:58 PM)Derkylos Wrote: Smuggling is already a worse way to make money than mining/hauling ores, and is especially risky for tagged ships (playerlist). Add in anonymous reports, and why would anyone ever want to do it except for the RP aspect? And it's not like there are many hardcore Rpers left any more. You'll never see it I'm afraid, the most vocal part of Disco hate change, anything that threatens to alter how the mod can be played is shouted down or outright ignored. Seriously, do a search one day for anything related to smuggling, you'll see about two years worth of threads and ideas from countless people pushed into obscurity. However this time around there could be a chance, now that the admin/dev team have a suggestion box a well thought out plan of action might just be noticed. But I digress, cloaks have always been a silly thing to add, their very purpose is to hide you and on a mod that only survives due to people meeting, talking and fighting, it is ultimately self-defeating. If they are to be kept in the mod they should be put in the hands of those who would use them to benefit gameplay and not use them to the detriment of others. RE: Espionage - nOmnomnOm - 02-13-2015 Also keep in mind cloaking has been reduced in terms of length you can cloak. SO yeah. there is that too. in terms of this: @Croft Quote:nd not use them to the detriment of others. what does that mean? inRP you have enemies. inRP they will be against you. RE: Espionage - Veygaar - 02-13-2015 Don't allow FR5 of smugglers. Problem solved. Make the police and military actually STOP the smugglers from smuggling. If they can't, oh well. RE: Espionage - AceofSpades - 02-13-2015 It seems most people would agree that identifying, and FR5'ing or developing 'i caught ya' RP is not very desirable if its simply a cloaked ship with a 6k cargo scanner sitting at Houston, or likewise. This seems agreeable. How bout instead of making this complicated [though some ECM ideas sound really cool] we just try out a temporary directive such as "The use of cloaking devices to record information regarding contraband cargo can only result in a 'forum fine' (or X and Y) if the scanning ship remains cloaked to avoid interaction" "This can be circumvented, of course, by said ship de-cloaking, and carrying out interaction in-game" ..and see how it affects gameplay for a few weeks. Therefore limiting someone from putting a Pilot or an entire group on blast without ever having any play in-game. Since the whole point of this is to facilitate gameplay anyway. RE: Espionage - nOmnomnOm - 02-13-2015 (02-13-2015, 06:27 PM)Veygaar Wrote: Don't allow FR5 of smugglers. +1 RE: Espionage - Veygaar - 02-13-2015 Just stop FR5ing Smugglers in general. It's a silly ability. Smugglers are good at getting around blockades and onto bases/ships. Police can't FR5 a Gang out of Los Angeles, CA. That's impossible to do. They can search for and destroy once they know there is a criminal in the area. But they can't just go "We saw a guy doing a crime on camera, let's magically make him not be able to enter the city ever again." |