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) |
Should flying a cap require a guard ID? - n00bl3t - 10-23-2008 Kuraine, chubb-moding? Should flying a cap require a guard ID? - Zygoeths - 10-23-2008 ' Wrote: Lmao.... Anyway, i don't. What about military action? Gaurds are gaurds, not assaulters, and with no capital ships but gunboats, we fight 6 or 7 bs or cruisers.... with 6 or 7 gunboats.. Should flying a cap require a guard ID? - Kuraine - 10-23-2008 Quote:Until it's in the rules, what kuraine said is meaningless. He may even mean it now but I doubt all the admins and igiss have signed off on this rule and policy change. This is my personal view on the matter. I would like to see this become a proper rule and it will be discussed at some point (preferably before 4.85 is released). Although factions that have bought their guard system should have some perks for it, mainly in my view this is in the modding of the system. However, as I have expressed in the quote, so long as the player in question has the correct IFF and the correct ID for the faction guard system that they are entering, then you should not blow them away. You shouldn't really shoot your allies either, but I think most factions (if not all) are reasonable enough that they won't simply shoot anyone in their guard system on sight without a single word, or asking you to leave first, unless the faction you are a member of is hostile to their faction and shouldn't be there anyway. Should flying a cap require a guard ID? - kindred - 10-23-2008 ' Wrote:This is my personal view on the matter. I would like to see this become a proper rule and it will be discussed at some point (preferably before 4.85 is released). Although factions that have bought their guard system should have some perks for it, mainly in my view this is in the modding of the system. However, as I have expressed in the quote, so long as the player in question has the correct IFF and the correct ID for the faction guard system that they are entering, then you should not blow them away. You shouldn't really shoot your allies either, but I think most factions (if not all) are reasonable enough that they won't simply shoot anyone in their guard system on sight without a single word, or asking you to leave first, unless the faction you are a member of is hostile to their faction and shouldn't be there anyway. With the Guard ID being placed in Guard Systems and in some cases a Guard ID being needed to purchase even a bomber(Xenos) it is unacceptable for your statement not to become a official rule. Official factions having the ability to deny a player right to purchase a bomber, gunboat and up is way to much power for a faction to have. Should flying a cap require a guard ID? - Akumabito - 10-23-2008 ' Wrote:This is my personal view on the matter. So basically the guard ID is under the control of the faction and all caps and the guard ID's to fly them in 4.85 will be under faction control, and they will be free to pvp whore you for having a guard ID if you aren't an official clan member. Like I said earlier, this is just a giant faction power grab. Should flying a cap require a guard ID? - n00bl3t - 10-23-2008 ' Wrote:This is my personal view on the matter. I would like to see this become a proper rule and it will be discussed at some point (preferably before 4.85 is released). Although factions that have bought their guard system should have some perks for it, mainly in my view this is in the modding of the system. However, as I have expressed in the quote, so long as the player in question has the correct IFF and the correct ID for the faction guard system that they are entering, then you should not blow them away. You shouldn't really shoot your allies either, but I think most factions (if not all) are reasonable enough that they won't simply shoot anyone in their guard system on sight without a single word, or asking you to leave first, unless the faction you are a member of is hostile to their faction and shouldn't be there anyway. :lol:(Akumabito was right.) Should flying a cap require a guard ID? - kindred - 10-23-2008 ' Wrote::lol:(Akumabito was right.) I has added a quote to my signature. :lol: Should flying a cap require a guard ID? - BaconSoda - 10-23-2008 ' Wrote:Something that bugs me, though. Well, in a case such as the Rogues, then the guard ID acts in a literal term of the name, as a guard. I can say that I wouldn't expect any real Rogues to use a Battleship or Destroyer to go wage war on Liberty for no apparent reason, maybe for a good RP reason, but not for no reason. If anything, they are just acting as guards, and as a wing of the faction that has military might to stand against the enemies of the faction in force, if need arises. ' Wrote: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. You see, if the ZoI is determined on an individual Roleplay Basis, then there should be little to no confusion. Like I said when I was speaking about the IDs in private, there is really nothing different in the new system except that it is stated explicitly on the ID. ' Wrote:So basically the guard ID is under the control of the faction and all caps and the guard ID's to fly them in 4.85 will be under faction control, and they will be free to pvp whore you for having a guard ID if you aren't an official clan member. So, this independent action by Kuraine, done by him alone, with no support from anyone else besides moral, is a grab for power because his faction gets limited to Gunboats now? Awesome. By that logic, I think Corsairs should appeal for only using fighters and bombers, because that would be HUGE. Hell, lets just use Starfliers. If that doesn't give us power, nothing will! :crazy: Should flying a cap require a guard ID? - n00bl3t - 10-23-2008 ' Wrote:So, this independent action by Kuraine, done by him alone, with no support from anyone else besides moral, is a grab for power because his faction gets limited to Gunboats now? Awesome. By that logic, I think Corsairs should appeal for only using fighters and bombers, because that would be HUGE. Hell, lets just use Starfliers. If that doesn't give us power, nothing will! :crazy: It is not a faction power-grab. It has the potential to become one. Considering the actions of some factions in the past, I would not put it past them. Hence, they should not be given the opportunity to do it again. Should flying a cap require a guard ID? - pchwang - 10-23-2008 I don't care if you made the thread or not. The topic of the thread was "Should flying a cap require a guard ID..." A perfectly good question regarding something that is totally debatable. A thread that has 100% potential to add to the community. Before you're so quick to knock me off my soapbox, realize that there is such thing as hijacking your own thread then turning it into a bash-admin fest, which you have done here. Just because you can claim possession to the thread itself, does not mean that you can just turn it into whatever you want. Why is it that you can't actually start a topic about how the admins are biased and all? I will admit, I got angry, and forgot to post something relevant about the topic in my last post. So, here it is: Based on the edits on the new upcoming Guard IDs, yes, I do believe that capital ships should be required to mount Guard IDs. The ZoI of the vessels should be restricted to the home systems of the particular ID, with certain exceptions. For instance, Liberty caps should stay in Liberty, and Rheinland caps in Rheinland. But Bretonian and Kusari caps are already leaving home, as evidenced by Dundee and Tau-31. So, that must be accounted for. Again, however, I would like to point out the fact that the ID is not going to solve many problems that are plaguing us regarding the capships in certain systems, particularly Gamma and New York. If the Guard ID allows the caps to stay there, you're not exactly removing some of the problem capital ships. I have nothing against indies. In fact, most of my characters are independent, and I personally have an independent LH gunboat. However, I think that we will all agree that the indie Corsair cruisers just sitting around planets do not exactly add to the server, and many of these capships are the same capships that get sanctioned for rule violations. So, unless the Guard ID actually fixes this problem, which is the main problem, I don't see why it's so necessary. |