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Capital Ship Guidelines - Rules of engagement. - Printable Version

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Capital Ship Guidelines - Rules of engagement. - Rmorph - 01-31-2012


Capital Ship Guidelines - Rules of engagement.


This is a code of conduct designed to prevent ECG Cap ship pilots from swaying the odds too far in our own favour by way of sheer firepower: It ruins both the game-play of others, and the level of realism in the RP context.

Who can fly a Cap in the ECG?

We will not restrict capital ship ownership in the ECG: Capital ships are one of the most satisfying gameplay options that Freelancer discovery has to offer and we wont take that away from anyone.

ECG players have a vast amount of resources. Nearly every ECG player has accumulated enough wealth to own more than one Cap.

Financial Assistance program

More: We intend to start a financial assistance program that will allow every ECG pilot to own a capital ship. This will give every ECG pilot the potential to develop their skills, and find out if Cap ship flying is a good career choice.

This is not an invitation to free-for-all cap ship mash-ups. Capital ship pilots shall be selected carefully after a demonstration of high skill levels.

This includes being able to out-maneuver, out-fight and out-fly the combined ECG Cap ship fleet in training exercises.

Skills required. Or else...


NOTE: the days of ECG pilots piloting their ships into planets are over. Skill levels shall go up.

Only those players that demonstrate the sufficient level of skill shall be allowed to take their ships into combat.

Only after receiving clear instructions shall ECG capital ships be allowed into open space.




Rules of Engagement for Capital Ship performance.



1. ECG Capital ships shall request and receive permission from ECG High Command before venturing out of Dry Dock.

2. ECG Capital ships shall remain docked unless directed to launch.

3. No ECG Capital ship shall engage hostile vessels without direct order from ECG high Command, unless directly ordered to engage the enemy by Corsair Elders, or taking direct fire from one or multiple enemy vessels so that more that 25% of shields are damaged.

4. ECG Capital ships shall not engage in Piracy or any form of civilian vessel interception unless directly ordered.

5. Capital ships shall not engage any vessel when fighter support is available: The fighters shall perform interceptor duties. Capital ships shall refrain from aiding fighters in fighter vs fighter combat.

Rules of engagement for Fleet duties

6. Capital ships shall target only enemy Capital ships in fleet engagements, unless fighter support is unavailable.

7. In fleet engagements, Capital ships shall receive and abide by direct maneuvering and targeting order from fleet high command.

8. Failure to abide by these rules of engagement may result in permanent grounding of Capital ships, and the revocation of a pilots Capital ship license.



Summary:


It is expected that every ECG pilot will have some fundamental knowledge of Capital ship tactics and maneuvers.

(All ECG pilots are expected to have a capital ship at some point in their ECG career. The ECG Shall assist pilots financially in their attainment of a Capital ship).

Participation in fleet exercises is compulsory or a pilot to maintain a valid capital ship pilot authorization.

(If you don't want to learn how to properly use it in coordinated fleet action, then you will not be given permission to fly.. This is to prevent the terrible sight of Cap ships being flown into planets and crashing into each other and such).



Comments on this section are welcome, as we know it is going to create a bit of controversy.

The most important thing to remember is that Capital ships should at all times ONLY be used to ENHANCE the game-play of the other players, not lessen it.

Every ECG pilot must have this as their prime duty, before being allowed to fly.

I hope the day will come when the skies will blacken with the awe inspiring sight of the full ECG war fleet, in perfect synchronization with the cosmos and each other.

That's one ballet I will pay to see.








Capital Ship Guidelines - Rules of engagement. - Vito - 01-31-2012

Flying hordes of corsair caps make no sense InRP, that is all I am going to say about this.


Capital Ship Guidelines - Rules of engagement. - Rmorph - 01-31-2012

' Wrote:Flying hordes of corsair caps make no sense InRP, that is all I am going to say about this.

Hi Vito

This will always be a hot subject..

I sense you have seen the worst side of this :-)



Can we agree that Cap ships should not be used to ruin the gameplay experience of others?
This must be the primary objective.


If players raise serious objections to the idea of 20 Corsair capital ships and forbid ECG from flying them, then what is to stop those 20 players from buying cap ships out of ECG and doing it anyway, except this time without any control or Code of conduct?

It seems that is what has already happened and that this has led to this discussion...

ECG have been piling the skies as a loose assortment of big ship owners, and we aren't the only ones.

The alternative is a blanket ban.. but thats elitism in play.... at the end of the day, to refuse any player the right to fly a ship he likes just because another player "doesnt like that" is not entirely fair either.

So: my perspective is that using formal faction rules to prevent non-faction players from exploring a game feature is simply an enforcement for the sake of enforcement, regardless of how well wrapped it is in RP lore.

Its a purity law that will reduce the gameplay experience of quite a lot of players.. Never a good thing, regardless of the RP environment.

I think that this is in alignment with what Discovery RP is about, since no formal ban currently exists...

Sadly: this results in the abuse... Its a catch 22.

:::

So:

I believe in a middle path.

The compromise would be to give those players a system where they can explore the Cap ship experience, out of the way of the other players gaming experience.

One of the primary reasons why ECG are applying for Formal faction status is to buy our own system, where we can patrol all we like without interfering with others.

You said it yourself: too many ECG hanging round Crete.
Give us a home and we'll go there :-)

And if that ECG-system gets a reputation as the most heavily guarded system in Sirius ... well I feel that's not breaking any Corsair RP model but instead reinforcing it...

Corsairs as a spacefaring nation that put 99% of their planetary budget into defense is likely to have a bucketload of cap ships... floating around some base station.
The threat of that fleet coming out.. is exactly the sort of threat that other less-militaristic nations would fear.

As contemporary examples I offer you Russia at the height of the cold war, North Koreas standing army, or the new face of Chinese military might.
No-one wants any of these guys putting on their boots. Am I right?


Lastly: Please note: as I said before the intention is not to have 20 cap ships screwing the game up..
We will not reduce anyones gameplay experience just for the giggles of more guns.

The intention is just not to prevent players from enjoying a gaming experience and certainly we wont try to do this by defining a faction rule for purity's sake.




I hope this helps - thanks for your feedback.

Rmorph.









Capital Ship Guidelines - Rules of engagement. - acxrecon - 01-31-2012

I'm a ECG Member and I agree with Vito, there is no point to have a massive cap fleet. In my opinion if ECG continue like this at the en Gamma will be full with lolwuts.


Capital Ship Guidelines - Rules of engagement. - Rodnas - 01-31-2012

Me again, not going to discuss if caps are good or bad for factions as i think this decision is soley in your and your future members hand.

This cleared- it is good if you really install some training, you could ven open up those lessons to other corsair cap owners. Might even be possible to install a "complete" fleet training as in how do snubs and bombers have to behave and so on, as mass combat seems to be still quite unorganized on the corsair side and we pay dearly for it. This whole "how o defend Cete from invasion school" thing has been in my head for weeks, maybe something is growable in that direction.

And concerning the your system or your home base: i see two options

a, base yourself in Tripoly or Skiros and really patrol the whole of gamma
b, breathe life into Lambda! Huge system for training and so on, unclaimed by factions free to be filled lorewise and still within reach of crete if the alarm bells ring!


Capital Ship Guidelines - Rules of engagement. - Laerethe - 01-31-2012

It is wrong to take away the opportunity to fly capital ships; such actions could result in 'victims' joining opposing factions deliberately to use them, and particularly to spite us.

I feel that the opportunity should be available to everyone, but that we must endeavour to control and prevent completely OORP and 'overkill' situations, that I see so often. The rules dictated above will contribute to this.

Also, we must ensure that the funding behind our fleet is not abused; force the receiver to contribute at least half of the required amount before subsidising; this will give them a sense of achievement, and force them to take time to learn lore etc.


Capital Ship Guidelines - Rules of engagement. - Azan27 - 02-01-2012

You should run training sessions with members of ECG that own capships, teaching them how to RP as the capitans of large vessles (Ex; How to RP multiple characters on a single ship, technobabble and shipspeak, military terminology, understanding the capabilities/ restrictions surrounding their command inRP.) Secondly, I would suggest that all players with capships maintain at least one fighter and one bomber alongside their cap ship. Thirdly, I would suggest you develope a set naming convention for capships that sets them apart from fighers and snubcraft (This isn't that important, but it does make things more organized and cool looking) Lastly, please, no misslespam boats. Just no. We have enough green on green kills already. If someone's gonna spend a few hundred mil on a cap, they can at least spend the time to learn how to shoot guns that don't blow up allied fighters.

Hope that helps.


Capital Ship Guidelines - Rules of engagement. - Enrico_B - 02-01-2012

I am woundering.

You run a Sair Faction, and claims to know the Sair Lore.

Then you must know of the low stockpile of ressurses the sairs have to build capital ships.

But here you make a post saying that all your members can get a Cap ship.

Cant you honestly see that it is wrong.

darn give them bombers and fighters and Gunboats.

Dont be a Capship spawning noob faction, good knows we have had our shares of those in Sair history the last '
several years.

Allso note that a capship need in the area of 3-700 crewmembers lets say a avg of 500 and you end up with 20 caps that is 10,000 crewmembers + the ground crew to maintance those ships roughly same numbers.

can you in all honestly say that Corsair nation can allocate 20,000+ Corsairs to maintain and keep your fleet flying.

when We need Fighter and bomber pilots.

i will eagerly await your answer.


/// the above is my meaning and not relatet to Benitez ///


Capital Ship Guidelines - Rules of engagement. - acxrecon - 02-01-2012

' Wrote:I am woundering.

You run a Sair Faction, and claims to know the Sair Lore.

Then you must know of the low stockpile of ressurses the sairs have to build capital ships.

But here you make a post saying that all your members can get a Cap ship.

Cant you honestly see that it is wrong.

darn give them bombers and fighters and Gunboats.

Dont be a Capship spawning noob faction, good knows we have had our shares of those in Sair history the last '
several years.

Allso note that a capship need in the area of 3-700 crewmembers lets say a avg of 500 and you end up with 20 caps that is 10,000 crewmembers + the ground crew to maintance those ships roughly same numbers.

can you in all honestly say that Corsair nation can allocate 20,000+ Corsairs to maintain and keep your fleet flying.

when We need Fighter and bomber
I agree with you.


Capital Ship Guidelines - Rules of engagement. - Rmorph - 02-01-2012

' Wrote:You should run training sessions with members of ECG that own capships, teaching them how to RP as the capitans of large vessles (Ex; How to RP multiple characters on a single ship, technobabble and shipspeak, military terminology, understanding the capabilities/ restrictions surrounding their command inRP.) Secondly, I would suggest that all players with capships maintain at least one fighter and one bomber alongside their cap ship. Thirdly, I would suggest you develope a set naming convention for capships that sets them apart from fighers and snubcraft (This isn't that important, but it does make things more organized and cool looking) Lastly, please, no misslespam boats. Just no. We have enough green on green kills already. If someone's gonna spend a few hundred mil on a cap, they can at least spend the time to learn how to shoot guns that don't blow up allied fighters.

Hope that helps.

This is a sensible approach.

Training will be mandatory, as discussed above.

I know my perspective runs a little contrary to other factions that reduce their members capabilities, ut frankly I believe this approach is a little severe.

Ideally I hope every ECG member will be encouraged to run a full Corsair flush account:

5 Characters:

Fighter pilot,
Freighter / repair,
Bomber or gunship
Cap
And a "joker" ship of their choosing for heavy gameplay... decurion with missile load out as a second to their primary fighter Titan for example, or a second cap.. or gunship... correo whatever.

We can't let the rp element completely obscure the space-sim combat part after all, and over the course of an evening on the server I would like ECG players to participate in varied missions: Not just get stuck in a single cockpit.


But its important to remember:

We will limit which ships actually come out in the course of ECG play: The intention is not that during combat an ECG can keep popping out with something new every time they are killed.

This is the Alpha Omega: ECG pilots will get to experience all the fun the different ships have to offer.. just not at the same time, or in a manner that overwhelms game-play.

Hmm.... So far the people responding tend to miss it when I make comments like that.. so let me repeat it.

We will limit which ships actually come out in the course of ECG play: The intention is not that during combat an ECG can keep popping out with something new every time they are killed.
This is the Alpha Omega: ECG pilots will get to experience all the fun the different ships have to offer.. just not at the same time, or in a manner that overwhelms game-play.


My personal opinion, quite aside from that.. is that in RP terms that the current concept that only i.e: 3 small fighters are available to protect the home planet is equally screwed up...I would kind of expect to go up against a few hundred ships and thousands of jets if invading just America for example.. so lets consider the FULL implications of planetary invasion in a fighter before we start describing anything as impractical.

I believe there is room for discussion on how many ships a player is allowed to use in defense of home planet.. I would argue that a second ship should be allowable when its about defending Crete for example.

So...
Clearly -limiting Character spamming is an important game-play mechanism, but limiting the player experience is not something we are going to take lightly.

We won't restrict anyones ship use in their own private space until it impacts others.

Cheers,

Rmorph.