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New Roleplaying System - 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: New Roleplaying System (/showthread.php?tid=1330) |
New Roleplaying System - Igiss - 07-30-2006 Faction ID general knowledge Very soon, the first Discovery 4.80 beta will be availalbe for download. This is the first major mod update for many months, and it features important reorganization of roleplaying system. As you know, current system of aligning NPC factions and player factions doesn't work efficiently, because achieving correct reputation is difficult, keeping it the same level even more difficult, besides, everyone wants some variety. Therefore, I've started to think about introducing licenses on server, like some other mods have. However, I've found another solution. Now on primary planets/bases of each faction special items will be sold. Those items are called faction IDs and are similar to licenses, but are different for each faction. There are 51 IDs total, and they are divided into several groups: Military Police Trader Bounty Hunter Pirate Terrorist Special (Freelancer, Neutral, Criminal, Administrator) Each faction ID costs 1 million credits (special IDs are an exception), and all players are obliged to have one. Basic Freelancer ID is in starting loadout and can be bought anywhere for 500 credits. However, it's valid only before player reaches level 30-32. Then he/she must choose a faction to join, or buy Neutral ID (sold at Manhattan for same 1 million price) and thus declare him/herself neutral to all factions. Logically, ID can only be bought if you are on max friendly terms with the faction you wish to join. Corporations (selling trader IDs) are slightly different, they allow to be almost max friendly. Neutral ID may be bought if you are neutral-friendly with Liberty Police. Neutrals are lawfuls, this should be clear. Each ID grants its owner rights for certain roleplay activities (I'll cover this part later). These activities are briefly listed in ID descriptions in-game. For each group I listed above (Military, Police, Trader, Pirate, Terrorist) rights and obligations are nearly same. ID also limits ship types you may use. However, if you join a server faction, you may act differently from what's written in your ID - if your faction requires you so. For example, military cannot attack lawfuls, but in case of war owners of military IDs may attack fighters and even traders of the opposing side. There are some differences in Traders and Pirates groups: Junkers, Hogosha, GMG, IMG and Zoners have IDs with different privileges than others. Special IDs include: Freelancer ID (for all players under level 30), Criminal ID (for violators of server rules) and Administrator ID. Faction ID role IDs are not just marks, like licenses. They are actually tractor beams. This was done for a purpose. Several purposes, in fact. First of all, tractor beam color depends on your ID, and it isn't necessary to scan cargo to know which faction this or that pilot belongs. You may see tractor beam color of the opponent even after death. Not all 51 IDs have different colors, of course - police and navy have custom colors of their House, pirates have orange-green-purple colors, neutrals, freelancers and traders have default white color. Second reason is that terrorists and criminal ID owners (those who violated server rules) have NO TRACTOR BEAM AT ALL. Terrorists are interested in killing, not loot (there's only one Terrorist license actually, Xeno one). Not interested? Join normal pirates, but your right to attack anything in sight will be gone. Unprovoked attack will become a violation of rules, and you'll recieve another ID without tractor beam. Tractor beam properties (speed, length) for all factions, except for Xenos, are the same. Default. Also, never forget to transfer your ID when buying a new ship. All ships are sold with scanners now, so you needn't transfer scanner if you don't want to. However, transferring ID is essential (it's done in the same section of inventory where scanners and tractors are). Faction ID rules There are two very basic rules. 1) You must have an ID and have it equpped. Everyone under level 30-32 may have Freelancer ID, later you'll have to choose another one. Or, as an alternative, recieve a Criminal ID. Unequipping Criminal ID is also prohibited, obviously. 2) You must not carry any unmounted IDs in your ship. This is imperative. Every player, every character earns IDs him/herself. There are no exceptions, even for faction leaders, even for administrators, even for me. Otherwise, we'll have to deal with loads of abuse. Anyone caught with multiple IDs will be deprived of all of them, including his own, and given... you might guess which ID. Other sanctions depend on administrator's choice. Giving money to buy IDs is allowed. New Roleplaying System - Igiss - 07-31-2006 Detailed description of ID types This description is not yet final and may change in future. There also might be differences from in-game descriptions. Note that allowed and not allowed actions for each ID might be different if you join player faction. Actual duties depends on current faction relations and faction interests. For example, if a lawful faction is at war, faction leader may allow its members to hunt for fighters and even traders of the opposing side. These actions may be illegal for your ID, but as long as they don't exceed roleplaying limits they won't be treated as violation of server rules. Military IDs: 4 House Military factions and The Order. Allowed: Participate in military operations (on lawful side), hunt pirates and terrorists, scan for contraband. Not allowed: Fulfil bounty contracts, trade on regular basis, participate in unlawful activities. Allowed ships: Fighters, Gunboats, Cruisers, Battleships The Order: Can fulfil bounty contracts. Police IDs: 4 House Police factions. Allowed: Participate in military operations (on lawful side), hunt pirates and terrorists, scan for contraband, escort traders. Not allowed: Fulfil bounty contracts, trade on regular basis, participate in unlawful activities. Allowed ships: Fighters, Freighters, Gunboats, Cruisers Traders IDs: Corporations, IMG, GMG, Zoners. Allowed: Trade, escort traders, scan for contraband. Not allowed: Fulfil bounty contracts, participate in military operations and unlawful activities. Allowed ships: Fighters, Freighters, Transports IMG, GMG: Can fulfil bounty contracts. Zoners: Can fulful bounty contracts & participate in military operations (lawful). Bounty Hunters ID: Bounty Hunters Guild Allowed: Fulfil bounty contracts, participate in military operations on unlawful side, hunt pirates and terrorists, scan for contraband. Not allowed: Trade on regular basis, participate in unlawful activities. Allowed ships: Fighters, Freighters, Gunboats, Cruisers, Battleships Pirates IDs: Pirate factions, Junkers, Hogosha Allowed: Scan for cargo & demand cargo (Battleships and Cruisers not allowed for these actions), participate in military operations on unlawful side, hunt lawfuls and bounty hunters, fulfil bounty contracts. Not allowed: Trade on regular basis, ally with lawful forces. Allowed ships: Fighters, Freighters, Gunboats, Cruisers (limited), Battleships (limited) Junkers, Hogosha: Can trade. Terrorists ID: Xenos (No tractor beam) Allowed: Participate in military operations on unlawful side, hunt lawfuls and bounty hunters, attack anything in sight. Not allowed: Trade on regular basis, ally with lawful forces, demand or tractor cargo. Allowed ships: Fighters, Freighters, Gunboats. Special IDs Freelancer ID: Default ID available on every base for 500 credits. This ID should be carried by every player below level 30-32. Neutral ID: ID for players above level 30-32 who don't wish to join any faction. Available from Manhattan for 1 million credits. Requirement: 0,4 reputation with Liberty Police. Criminal ID: ID that can be given by server administrators. Replaces your current ID and cannot be unequipped or replaced without admin's sanction. Price is 500 credits, takes up 11 cargo space (ordinary ID takes up one). Administrator ID: ID that should be equipped on server administrator. Administrators that participate in roleplaying activities should get proper faction ID instead. Server rules were updated with ID information, more details here: http://discoverygc.com/forums/showthread.php?tid=48 |