• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Rules & Requests Rules
« Previous 1 … 8 9 10 11 12 … 198 Next »
Faction rules obsolete and too long

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Faction rules obsolete and too long
Offline Magnifique
08-19-2016, 01:59 AM, (This post was last modified: 08-19-2016, 02:12 AM by Magnifique.)
#1
Banned
Posts: 114
Threads: 5
Joined: Jul 2016

Quote:Faction Right 1. Official player factions are free to restrict or not restrict access to their guard systems and tax, fine, or destroy any non-allied ships which enters the system, however, properly repped independent players of the same ID may enter Guard/Owned systems, and cannot be taxed. Access to systems that surround owned system must not be restricted unless there's a war with another faction. In case of IDs with multiple official factions, this right can only be enforced if it has the support of every official faction of the ID.

Are there still guard systems? It seems this rule can be dropped entirely.

Maybe replace it with a rule about bounty boards and blanket bounties?

Quote:Faction Right 2. Official player factions have authority over players of the same NPC affiliation, as long as RP justification is provided. This authority applies in forums and in-game, and applies to player faction diplomacy, and strategic and tactical direction, however, exercise of that authority, on the forums and in game, is restricted to official faction members with the rank of the official faction leader and second in command(s) of the faction. The authority may be exercised through the use of in-game in-RP orders, which, if not obeyed, can result in in-game in-RP consequences (arrest, court martial, and even "lethal" force in extreme circumstances). Official player factions cannot, under any cicrumstances, require another player to follow non-canon RP if that player doesn't want to. In case of IDs with multiple official factions, this right is nullified and cannot be used by any of the factions.

Typo: cicrumstances

I wouldn't nullify this entirely if there is more than one official faction. Rather, give each faction a seat or two in the jury. It should be made sure by admins that this is not abused by "I R BOSS" types though.

Quote:Faction Right 3. Once a faction achieves official status, they will receive their downpayment of 500 millions back. They will further receive a Cap 8 Armour Upgrade, once they have spent 3 months contributing meaningfully to server RP, for instance, via events and forum activity.

I think the part of the CAU8 can be dropped. They're not that big a deal, and its good to shorten rules. Maybe something about stations instead of CAU8?

Quote:Faction Right 4. Official player factions who have planned an event can restrict participation of others in that event as they see fit.

Keep. I always felt that there should be some responsibility about including noobs in gameplay too, instead of only keeping them out.

Quote:Faction Right 5. Official player factions may request that the reputation of a player's ship be changed to hostile with respect to their NPC faction. These requests must be posted within the Player Requests subforum, and include link(s) to valid forum roleplay, as well as actual interaction between the character and the official faction. In case of IDs with multiple official factions, this right can only be used if it has support of every official faction of the ID, but in case of disagreement between the factions involved, they can post an appeal to the administrators to review the situation and come to a decision.
Give a seat in the jury, as in rule 2.

Quote:Faction Right 6. Official player factions have the right to bounty or attack any player who is using their technology without the faction ID or permission from the official faction, regardless of their diplomacy toward the faction of the ship in question. In case of IDs with multiple official factions, gaining permission from one of the official factions would suffice, and once a technology is granted by one official faction, the other official factions should treat it as approved technology as well. In this case, factions are advised to keep a public record of their approved technologies for the purpose of better coordination with other official groups of their ID.

Is this really needed/still a thing?

Quote:Faction Right 7. Official player factions have the right for the purpose of training to utilize a maximum of four (4) ships that are not normally allowed by their ID (These would normally be their adverseries' ships). This is subject to the following constraints:
- This can only apply to factions with guard systems.
- Names of the ships must be clearly different to emphasize their role as training ships.
- They cannot be used for any purpose except training and must not leave their guard system.
- Restricted to Fighters, Bombers, Freighters, Transports and Gunboats.
While not strictly necessary, the faction could host an event of some sort, with the capture or defection of the pilot and his ship being the central theme.

It seems this can also be dropped for the sake of brevity, since there are no more guard systems, and /conn is very convenient.

User was banned for: Karlotta alt
Time left: (Permanent)
Reply  
Offline Kalhmera
08-19-2016, 04:00 AM, (This post was last modified: 08-19-2016, 04:02 AM by Kalhmera.)
#2
Sadistic Tentacle
Posts: 3,194
Threads: 545
Joined: Nov 2015

Cant you just leave well enough alone? There is nothing wrong with the Faction Rights. your statements for each faction right is horribly short and not detailed.

[Image: iytffEd.png]
Just as the constant increase of entropy is the basic law of the universe, so it is the basic law of life to struggle against entropy. - V. Havel
Amenhotep SRP Thread | Amenhotep Captains Log | Jean Holiday Dossier & Logs | Vermont History


Reply  
Offline t0l
08-19-2016, 04:03 AM,
#3
Space Operator
Posts: 1,827
Threads: 134
Joined: Feb 2013

(08-19-2016, 04:00 AM)Kalhmera Wrote: Cant you just leave well enough alone? There is nothing wrong with the Faction Rights. your statements for each faction right is horribly short and not detailed.

If we're deleting all of the Guard systems, then it would make sense to cut the rules regarding guard systems out of the list since they don't apply anymore.

[Image: PFjFVMW.png]
Reply  
Offline Vendetta
08-19-2016, 04:20 AM,
#4
Technocrat Overlord
Posts: 2,688
Threads: 230
Joined: Sep 2013

All of the guard systems aren't going though. Some are being deguarded, others merged. Guard IFFs will still exist, specifically for high end shipyards (Washington for example) and research stations.

Though the faction rules aren't obsolete. They could use a bit of a rework, but they remain a frequently used part of an Official faction.

Currently unable to consistently be present in the Community due to life constraints.

Youtube
------
[Image: rherh3.png]
Reply  
Offline Vendetta
08-19-2016, 04:32 AM,
#5
Technocrat Overlord
Posts: 2,688
Threads: 230
Joined: Sep 2013

Quote:Faction Right 1. Official player factions are free to restrict or not restrict access to their guard systems and tax, fine, or destroy any non-allied ships which enters the system, however, properly repped independent players of the same ID may enter Guard/Owned systems, and cannot be taxed. Access to systems that surround owned system must not be restricted unless there's a war with another faction. In case of IDs with multiple official factions, this right can only be enforced if it has the support of every official faction of the ID.

FR1 Redux: Official Player Factions are free to restrict or not restrict access to guard station areas and tax, fine, or destroy any non-allied ships which enter a 15k radius of the Guard station. However, properly repped independent players of the same ID may approach a guard station and cannot be taxed. Access to the system the guard station is present in must not be restricted unless there's a war with another faction. In case of IDs with multiple official factions, this right can only be enforced if it has the support of every official faction of the ID.

Quote:Faction Right 2. Official player factions have authority over players of the same NPC affiliation, as long as RP justification is provided. This authority applies in forums and in-game, and applies to player faction diplomacy, and strategic and tactical direction, however, exercise of that authority, on the forums and in game, is restricted to official faction members with the rank of the official faction leader and second in command(s) of the faction. The authority may be exercised through the use of in-game in-RP orders, which, if not obeyed, can result in in-game in-RP consequences (arrest, court martial, and even "lethal" force in extreme circumstances). Official player factions cannot, under any circumstances, require another player to follow non-canon RP if that player doesn't want to. In case of IDs with multiple official factions, this right is nullified and cannot be used by any of the factions.

FR2 Redux: Not really needed.

Quote:Faction Right 3. Once a faction achieves official status, they will receive their downpayment of 500 millions back. They will further receive a Cap 8 Armour Upgrade, once they have spent 3 months contributing meaningfully to server RP, for instance, via events and forum activity.

FR3 Redux: Not really needed. Perhaps additions to the Faction perks section in regards to RP rewards depending on the devteam/server plugin use?

Quote:Faction Right 4. Official player factions who have planned an event can restrict participation of others in that event as they see fit.

FR4 Redux: Not needed. Official events should be documented though.

Quote:Faction Right 5. Official player factions may request that the reputation of a player's ship be changed to hostile with respect to their NPC faction. These requests must be posted within the Player Requests subforum, and include link(s) to valid forum roleplay, as well as actual interaction between the character and the official faction. In case of IDs with multiple official factions, this right can only be used if it has support of every official faction of the ID, but in case of disagreement between the factions involved, they can post an appeal to the administrators to review the situation and come to a decision.

FR5 Redux: Not really needed, but perhaps increased descriptions of how much roleplay is required for an FR5 to be valid rather than just screenshots of someone shooting. (:

Quote:Faction Right 6. Official player factions have the right to bounty or attack any player who is using their technology without the faction ID or permission from the official faction, regardless of their diplomacy toward the faction of the ship in question. In case of IDs with multiple official factions, gaining permission from one of the official factions would suffice, and once a technology is granted by one official faction, the other official factions should treat it as approved technology as well. In this case, factions are advised to keep a public record of their approved technologies for the purpose of better coordination with other official groups of their ID.

FR6 Redux: Official Player Factions have the right to bounty or attack any player who is using their technology without the faction ID or permission from the official faction, regardless of their diplomacy towards the faction of the ship in question. In the case of multiple official factions with the same technology usage, gaining permission from one of the official factions would suffice, and once a technology is granted by one official faction, the other factions would have the faction right nullified. Factions are advised to keep a public record of their approved technologies for the purpose of better coordination with other official groups utilizing the same technology, regardless of diplomacy.

Quote:Faction Right 7. Official player factions have the right for the purpose of training to utilize a maximum of four (4) ships that are not normally allowed by their ID (These would normally be their adversaries' ships). This is subject to the following constraints:
- This can only apply to factions with guard systems.
- Names of the ships must be clearly different to emphasize their role as training ships.
- They cannot be used for any purpose except training and must not leave their guard system.
- Restricted to Fighters, Bombers, Freighters, Transports and Gunboats.
While not strictly necessary, the faction could host an event of some sort, with the capture or defection of the pilot and his ship being the central theme.

FR7 Redux: Not necessary. Never used. Can easily be replaced with something else.

Currently unable to consistently be present in the Community due to life constraints.

Youtube
------
[Image: rherh3.png]
Reply  


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode