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Admin Notice: Community Rules Rewrite - Phase 3 - Printable Version

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Admin Notice: Community Rules Rewrite - Phase 3 - aerelm - 11-18-2013

Following the last two phases of the community rules rewrite, the following rules are updated:
Please note that even though the main intent behind these rewrites was to simply and update the existing guidelines, minor adjustments have been made, so please take the time to study the new guidelines.

To explain two of the main changes included in the new writeup:

Among other changes included in the SRP system, owners of approved SRPs now would have to report back with a summary of all the activities of the SRP character since the approval of the original request, once 1 month after the approval, and once 4 months after the approval. The new SRP template also includes a set of short-term and long-term goals for the character. Actually achieving these goals is not required to keep the SRP, but the player is required to actually work toward them and document it on the forums in order to keep the approved privileges. This does not apply to SRPs approved prior to these changes.

With the rewrite of the faction rules, the 30 hours activity requirement is removed, however, factions with less than 5 active members may still be stripped of their official status when necessary - That being when a new faction applies for official status on the same ID, or if a faction goes by for a considerable time with nearly no participation in the server gameplay.



RE: Admin Notice: Community Rules Rewrite - Phase 3 - aerelm - 11-18-2013

Quote:
Edit - To avoid any confusions: The following is no longer valid as the changes were reverted on 12-12-2013

"But aerelm! What about IDs no longer being part of the RP?"

The current situation is quite simple if you ask me, and I honestly can't understand all the confusion about it. Still, I'm gonna throw a wall-o-text in here to make sure it's explained as thoroughly as possible, so let's first assume:
  • Each Pilot also has an identification card. This, in roleplay, is the pilot's, and not the ships.
  • Each Ship has an IFF transponder. This, in roleplay, shows the alignment of the pilot.
  • Each Ship has an ID item equipped. This, which does not exist within roleplay, only defines the ingame allowances of the player based on the faction that ID item belongs to.
Now, let's talk on a Pilot's ID card. This has been part of the vanilla Freelancer, and naturally also exists within roleplay boundaries of Discovery. Even when you walk into a bar for the first time, the NPCs ask for your "card" before actually talking to you. This, however, doesn't mean the pilot slaps it against the windshield of the ship every time he goes for a fly, so cannot be seen when scanning the ship. It means characters can still ask for a stranger's "ID" before deciding which way to take the interaction, and "IDs not being part of the roleplay" simply refers to the ID item mounted on the ship which appears in the scan screen, and not the pilot's actual set of identification papers.

So to put it simple: Every pilot still has an ID, you just can't see it by scanning their ship, and would have to actually ask for it. Now if they send you a falsified identification? Well, tough luck. Who says that's not roleplay?

Then, let's apply the whole thing to bounty boards:

You do not hire people you do not completely trust, so you'd naturally want to check their ID before hiring them, and make sure they're actually part of the faction you're hiring, and are not just affiliated with the group. It'd make sense to request to see the pilot's identifications before clearing them to hunt for your board, so the registration process goes on the same as before regardless of the rules update, now it just has a bit more RP flavor.

When you put a bounty on a whole faction, means they've done you wrong, and you want them dead, so your bounty applies to everyone affiliated to that faction and carrying their transponders. If someone's close enough to the group you hate to actually have their transponder installed, then what's the difference between them and any pilot of that faction? You of course can tell your hunters to ask for the hostile pilot's identifications before actually lighting him up, but even if they did so, why would the target provide his ID to a random stranger or a good-for-nothing bunter?

The community has been asking for an explanation on this, and I was holding back for a while to see if anyone would actually figure it out on their own and in the process come up with fresh ideas on how to utilize this new flexibility in the server roleplay. Since not only did that not happen, but it even turned into a good bit of headache for nearly everyone, here's your monthly doze of green provided by your friendly neighborhood conspirator to put your minds to rest. Crap. That totally came out wrong, but oh well.



RE: Admin Notice: Community Rules Rewrite - Phase 3 - Lonely Werewolf - 11-18-2013

(11-18-2013, 07:57 PM)aerelm Wrote: however, factions with less than 5 active members may still be stripped of their official status when necessary - That being when a new faction applies for official status on the same ID,[/color]

I assume in this part when you mentioned a new faction applying with the same ID, that you'd only strip the current official faction if it is doing poor for activity, or if both factions are similar and it makes sense for only 1 to be official. This isn't the re-adding of the 1 faction per ID rule?

EDIT: I'd also like to make sure that my understanding of Factions claiming bounties hasn't changed, especially in regards to internal bounties. I made this thread previously to discuss the issue. With greater freedom now in terms of engaging (for example corporate factions being able to initiate attacks within ZOI) I want to be sure that I'm following correctly.

So if we have a look at:
Quote:2. All faction IDs are allowed to claim bounties within their zone of influence. Generic IDs are only allowed to claim bounties if clearly specified in the ID description.

11. Any freelancer or BHG individual or group may only collect on a bounty which that person or group has issued, sponsored or funded (fully or partly) so long as it is open to others to collect. All non-generic factions may sponsor internal bounties that are only open to members of the player or NPC faction.

Corporate factions are (as before) allowed to "claim" bounties. While before this was only for kills which we could take anyways, we couldn't initiate an attack to claim the bounty. Now as we can engage pirates within our ZOI that doesn't conflict anymore.

However I'm still under the assumption that even if a faction has sponsored an internal bounty system etc, it is still restricted by engagement rules which would apply for making kills outwidth the bounty system? For example I'm still assuming that, for example, corporate factions can't attack say a Freelancer who is flying a transport with an internal bounty on him due to 3.3?

If you could clarify whether or not that is indeed correct, that would be helpful. I hope that rambling made sense...


RE: Admin Notice: Community Rules Rewrite - Phase 3 - aerelm - 11-18-2013

Whether or not you can claim a bounty on someone and whether or not you can actively attack them are two different matters. If you're using a faction ID, the restrictions on whom you can actively attack is defined in your ID, but once the fella is dead, you can claim it regardless of whether it was an engagement by you or a mere case of self-defense.

To use the example in the thread you linked, Daumann ID allows attacking Hessians, so if you run into a Hessian you can start the engagement within your ZoI, and once you've got the kill, you can claim it on the boards you're registered to. On the other hand, if you run into a Unioner, since your ID does not allow you to initiate the engagement, you can only act in self-defense, but again, once you've got the kill you can claim it on the boards you're registered to no matter who shot first.



RE: Admin Notice: Community Rules Rewrite - Phase 3 - mwerte - 11-18-2013

(11-18-2013, 08:40 PM)aerelm Wrote: Whether or not you can claim a bounty on someone and whether or not you can actively attack them are two different matters. If you're using a faction ID, the restrictions on whom you can actively attack is defined in your ID,...On the other hand, if you run into a Unioner, since your ID does not allow you to initiate the engagement, you can only act in self-defense,
Wouldn't a bounty (and therefore MONEY FOR ME!) be enough justification to actively attack someone?


RE: Admin Notice: Community Rules Rewrite - Phase 3 - Binski - 11-18-2013

Quote:The current situation is quite simple if you ask me, and I honestly can't understand all the confusion about it. To explain it as simple as possible, let's first assume:

•Each Pilot also has an identification card. This, in roleplay, is the pilot's, and not the ships.
•Each Ship has an IFF transponder. This, in roleplay, shows the alignment of the pilot.
•Each Ship has an ID item equipped. This, which does not exist within roleplay, only defines the ingame allowances of the player based on the faction that ID item belongs to.

First, let's talk on a Pilot's ID card. This has been part of the vanilla Freelancer, and naturally also exists within roleplay boundaries of Discovery. Even when you walk into a bar for the first time, the NPCs ask for your "card" before actually talking to you. This, however, doesn't mean the pilot slaps it against the windshield of the ship every time he goes for a fly, so cannot be seen when scanning the ship. It means characters can still ask for a stranger's "ID" before deciding which way to take the interaction, and "IDs not being part of the roleplay" simply refers to the ID item mounted on the ship which appears in the scan screen, and not the pilot's actual set of identification papers.

Best clarification on the matter, thank you. This makes sense to me. I get this and have tried 'educating' players in game if they react to ID's in as non obstructing a way possible. I've stated previously that its not so much this system thats so bad, but that a great deal of players were as I was, being totally off the mark on how to treat ID's in game. If anything this system allows for a lot of possibilities. I still suggest a special notification ingame for this.

So let me ask, I guess there's no plan for adding an in-game 'pilot ID'? something generated by a generic 'fill the blanks' form that you can 'reveal' if asked? nothing mentioning server rules but more so if a guy wants to sport his actual pilot/char and list a brief inrp write-up. Almost like how you can add write up to a player base. I know its not a necessity, but would be cool!


RE: Admin Notice: Community Rules Rewrite - Phase 3 - Lonely Werewolf - 11-18-2013

(11-18-2013, 09:01 PM)mwerte Wrote: Wouldn't a bounty (and therefore MONEY FOR ME!) be enough justification to actively attack someone?

Well that line of work is incentive enough for someone, surely they'd join the BHG then?


RE: Admin Notice: Community Rules Rewrite - Phase 3 - kikatsu - 11-18-2013

It is nice to see the ID stuff cleared up officially. Of course people were not going to just figure it out on their own, not sure why anyone would have thought that... people, or at least I was worried (even scared) about how the IDs interacted officially within the server environment. As someone who (tries) to hunt bounties a lot, this is a big part of that line of work, and when the rules explicitly state that if you screw it up you are open to be sanctioned for PVP abuse or metagaming, I get a bit worried about how vague things had been, and did not want to immediately jump up and create justifications or guidelines for it on my own when it could effectively screw me in the long run.

If you leave people to guess about how to act around objects which can possibly end in people getting sanctioned you are gonna have a bad time.


RE: Admin Notice: Community Rules Rewrite - Phase 3 - Omi - 11-18-2013

The ID clarifications are nice, but the SRP changes look like they're nut-tuggingly awful. A down payment of 250 million (which is going bye bye for sure, whatever else happens) is one thing, and I appreciate that it was sliced down from the extortionate 500 million it was previously, but all this nonsense about stating character goals and having to report back with all this guff? Forgive me, but as long as the SRP recipient stays out of trouble, I don't see why there should be any particular onus on him/her to work to keep it.

I think sometimes people forget that the whole point of SRP is solely to enable unique and different roleplay. That's it. Period. Hell, it doesn't even properly "enable" it, since you have to previously spend time in-game mucking about with potentially buggered technerfs and other potential hassles just to get the thing going.

I realise that the old system of free submissions almost certainly led to a massive backlog of requests which the staff couldn't deal with, but the restrictions placed on what is, funnily enough, a system designed to remove restrictions, are getting heavier and heavier.

Then again, maybe the current system is still too lax, from a mod/admin's point of view. I haven't seen the subforum; for all I know it's still full of mediocre and ill-considered applications despite the barrier of entry. All I know is I'd love to make use of the special RP system some day, but when the whole process is starting to look like applying for a job than enabling free use of pixels on a little roleplay server, I'm going to stay well and truly put off.


RE: Admin Notice: Community Rules Rewrite - Phase 3 - Thyrzul - 11-18-2013

(11-18-2013, 08:04 PM)aerelm Wrote:
  • Each Pilot also has an identification card. This, in roleplay, is the pilot's, and not the ships.

Now, let's talk on a Pilot's ID card. This has been part of the vanilla Freelancer, and naturally also exists within roleplay boundaries of Discovery. Even when you walk into a bar for the first time, the NPCs ask for your "card" before actually talking to you. This, however, doesn't mean the pilot slaps it against the windshield of the ship every time he goes for a fly, so cannot be seen when scanning the ship. It means characters can still ask for a stranger's "ID" before deciding which way to take the interaction, and "IDs not being part of the roleplay" simply refers to the ID item mounted on the ship which appears in the scan screen, and not the pilot's actual set of identification papers.

So to put it simple: Every pilot still has an ID, you just can't see it by scanning their ship, and would have to actually ask for it. Now if they send you a falsified identification? Well, tough luck. Who says that's not roleplay?

Who says that's not powerplay?

It's nice and cool to have this "Pilot ID" but what else do we have to back up our claims about a Pilot ID besides the roleplay, besides our word? What is the standard, what defines what is roleplaying and what is powergaming? You? Should we run to you everytime we have a debate in-game over eachother's roleplay/powerplay?

What do I do in my Council ship if I see a Gallic Junker IFF'd Collector with Gallic Junker ID claiming to be an undercover Council agent, and inRP "giving" me a Pilot ID to prove it? He says it's valid, I say it's fake, who's right now?

(And for god's sake, save us from "common sense" arguments. That one doesn't exist.)

PS: Oh, and in the meanwhile some could clarify which one of the IDs should be considered when dealing with Faction Rights. Thanks.