Rep Fixing - 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: Rep Fixing (/showthread.php?tid=19167) |
Rep Fixing - guitarguy - 04-13-2009 So I'm rep fixing for another capship, and I started thinking, why do we need guard IDs? How does forcing a player to do forty or more missions in a VHF useful to the community? Let's run through the arguments for guard IFFs/IDs 1) This forces the player to experience the server RP before hopping in a shiny new capital. Nope, rather than interact with other players, people who are rep fixing are thinking "How many more effing missions do I have to do?!?!" Plus, couldn't they experience RP while trading for credits? 2) It limits the number of capital ships. Not really, anyone with the patience to do the missions and trade (or has a friend with credits) can get one. In my humble opinion, we should do away with guard IDs and go back to the 4.84 way of doing it. (Standard ID gives you access to all of a faction's ships.) If you want a guard IFF, fine, but let's not make those of us who want to stop doing missions and start RPing waste time with missions. Thoughts? I'll answer any other arguments for keeping guard IDs as well. Rep Fixing - tazuras - 04-13-2009 One thing it does do is provide unique rules for those required to use them, that are different than the standard ID. This I like. And proving loyalty to your faction before you can get a cap ship, this I also like. And it can help you get a better grip on the RP. If you want to do it at a reasonable rate you will be getting people to help you. This not only makes you interact with them and make friends within the faction but may lead to some discussions of RP. Rep Fixing - Robert.Fitzgerald - 04-13-2009 Guard IDs are useful as they have different restrictions and benefits to the basic faction ID. They allow players to act a different roleplay, as they are playing a different section of the faction. Example, Bounty Hunters Guild. Core players should not have to use the basic Bounty Hunter ID, as capital ships would be allowed to roam sirius and all ship types would have to have bounties on Order and Nomads in orer to attack them. They are at war, and the Core does not collect bounties (they're a military). The new ID allows Core players to roleplay properly with appropriate restrictions and benefits. Rep Fixing - n00bl3t - 04-13-2009 They have their advantages and disadvantages. I think they should be optionally available for purchase and not carry restrictions on what ship can be combined with what ID. |