Quote:again - since capital ships take no resources to maintain, i would agree to move capital ships to guard systems only ( and that includes gunships... don t forget that they are capital warships, too ) ... and make it so that you can only buy them when you are MAXED out on guard faction. ( yes, that means full green... to the max )
I totally agree with this idea, actually. Surely it can't be too hard to increase the difficulty in getting guard systems to neutral? It would certainly make people work harder for their capital ships. I don't know though, i don't think there's any easy solution.
Note that, inflicting too much severe enforcements do have the possibility of discouraging people from the mod. We need common sense and people following the spirit of roleplay before powerplay rather than pointing out to a new rule at every junction we get puzzled.
' Wrote:Note that, inflicting too much severe enforcements do have the possibility of discouraging people from the mod. We need common sense and people following the spirit of roleplay before powerplay rather than pointing out to a new rule at every junction we get puzzled.
Signed.
"Stop adding battleships" isn't a new rule, and it would pretty much work. And improve RP logic.
Lucendez Wrote:
It is every Corsair's responsibility to die a beautiful death in defense of Crete, regardless of how OORP or how capwhoring the opposition is. Launch your fighter, joust the battlecruisers and die a beautiful death. Then, drink it down in the bar.
@Kuraine's post: The problem is, though, that people will ALWAYS find a way around a in game difficulty like rep. In the end, people may take a few days longer to get their caps, but then what? They'll have the ships, and things will be just as bad as they are now. Nothing short of an actual rule will ever stop people from buying something in FL.
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As for just running away from caps, it doesn't work. Caps in discovery are just as fast as any other ship in the game.
Case in point: Yesterday, I was chased in a fighter for 45 minutes by a Battlecruiser, followed by a gunboat. In RP terms, caps simply shouldn't be as fast as fighters, and shouldn't be able to keep up. But they are, and they can. So running away, as much as it should be, isn't the solution
Quote:What I am getting to is, you dont have to fight these people as others have stated earlier. Follow your RP and leave the situation.
.. Problem is you get people who'll literally chase you to the Ends of Existence just to pop your bloody VHF with their fleet of capships.
As for "over-moderating.."
You can never "over" moderate on a roleplaying server (ever). What you do is you set a certain atmosphere as a goal, and then you work toward that. You have a certain vision of how things are when you enter a system, a certain vision of how the average player will play and react to you. You create rules to support this structure you've created in your mind, instead of simply tossing rules out there as "add-ons" as each problem arises.
An example:
A few months ago I posted a rule proposal stating that all players should be required to engage their target with roleplay prior to actually firing on them. The reason I proposed this rule is because alot of times PvP can be grossly unfair when you're attacked while not looking, or typing. It also promotes better sportsmanship and a tighter community feel all-around..
.. But the proposal was shot down instantly, without even any consideration by anyone. Why?
Because they claimed it didn't make sense in roleplay (yet, somehow, blatantly ignoring underlevel players even when they're hostile to you is within RP?). Alot of the rules don't make sense in roleplay but they aren't there to make sense, they're there to enforce and support a roleplaying standard and atmosphere (and not for any other reason, generally). It's fine if you didn't like the rule, but I really didn't see the point in locking the thread before anyone could even respond to it..
The absolute best route that can be taken is more enforcement by the Admins. People should be sanctioned/banned for not staying in character, because as it stands currently all of the "you must roleplay" rules are a joke. They're rarely ever (if ever) enforced, and players know this so of course they just ignore it. If you see a fleet of capitol ships chasing after a freakin' VHF or something stupid like that, sanction them.. Do something, at least.
'Course, I realize it's difficult to watch over so many players at once, but even still.. Players would take notice of the effort if it was actually there. Currently Discovery really isn't roleplay, it's run n' gun action and until you literally force players to think about things other than killing Bogey X then it's never going to change. In my experiences, there's less people who actually roleplay than there are those who do.
Quote:if the use of capital ships is hard for independents to get - it should be equally hard for factions. - there is no reason why a player faction should get access to anything better or more than an independent. - being in a faction doesn t make you better or holier.
I would say that it does, actually. When you're independent, you're exactly that - on your own. You don't have a faction to help you get credits (which translates to an obvious hardship in roleplay for the character in question), you don't have that extra political sway, and you don't really have any status. Being independent is probably alot like being any random faction NPC - if you're using a Liberty Navy ID, you might be an ensign or private, at best. Joining a faction is much like being promoted, or being recruiting into a squadron or armada. The reason I take this stance is because there's so many factions out there and more than half of them aren't being utilized, 'cause you got so many people who want to do the Dirty Harry role and solo everything on their own (which, really doesn't make sense in roleplay for this setting unless you're a Freelancer - even then, Trent had lots of friends), or they want to branch out and make a faction of their own (and thus, we have constant influxes of unofficial factions everywhere).
In my opinion, I think only factions should be using capitol ships above the Gunboat (with the exception of terrorists). Ideally, each of these factions are allowed X amount of [whatever] class depending upon their influence in Sirius.
.. 'Course, I'm pretty extreme when it comes to capitol ships.. They bother me badly. I hate how they move, some of them (even the really large ones) have screwy shapes and don't always take damage when they should, and so on. Adding Bombers, GB's, transports and so on is awesome - but everything else just annoys the hell out of me, in every scenario.
' Wrote:.. 'Course, I'm pretty extreme when it comes to capitol ships.. They bother me badly. I hate how they move, some of them (even the really large ones) have screwy shapes and don't always take damage when they should, and so on. Adding Bombers, GB's, transports and so on is awesome - but everything else just annoys the hell out of me, in every scenario.
I like having capships in the game, It makes things a bit more fun. However I agree that they should be heavily restricted, maybe making it so that only player factions can have battleships would help. and, to be honest a couple of bombers can take down most averagely piloted cruisers, so they're not too much of a threat really are they???
I think that we need to restrict battleships to factions an make it somewhat harder to get cruisers, destroyers etc and leave gunboats/ships as they are.
Forgive me if this post sounds like nothing but negativity and complaining. I have a great respect for the amount of work the administrators put into this server and will fully admit I cannot come close to realizing how difficult it must be to administrate this server.
A total and complete amen to what RParade said. I have witnessed countless occaisions of OOC in system chat, and not a single instance of a sanction against it. If the rule isn't going to be enforced, what is the point of having it? I realise the administrators have a lot of duties here, but atmosphere is one of the most important aspects of roleplay. Having people going "LOL" and spamming the public channels with things which can and should be taken to private or local chat is highly irritating. It's the online equivalent of cellphones in a movie theatre. It's immersion breaking.
Independent Military is an inherently bothersome concept for me. If a Rheinland Military pilot is not part of the Rheinland Military, who is he? The RM is the RM, not the Third of the RM, or the 1/4 of the RM. Ditto for the KNF. SA is moving to become LN, so that goes too. Only exception I can see is the QCRF, explicitly stated by it's owner to not comprise the whole BAF.
Given these factions, as their names would logically suggest, comprise the entirety of.. well, themselves, who are the people with their IFFs and IDs? Part of some coup or experienced Lane Hacker group? Nomad infestees?
This is partially why we of Liberty High Command are trying to keep a short leash on independents, making them fly under our command, and also charging people who don't have proper IDs/tags and not out of genuine error with theft of our vehicles if they fly Liberty ships. The idea that Joe Average can buy a Dreadnought with half a bil at the local shipyard is laughable at best.
while i agree with you for the house militaries, - how will you apply that point of view to the BHG, which has no official faction ( maybe the DW, they are official - but not representing the BHG as is, - the [Core] have ambitions to become official.... but are not yet )
what about the zoners? - you can hardly tell the TAZ to be the official zoner faction that represents all zoners, what about IMG? etc etc.
when it comes to house militaries - things are fairly easy. but all those factions that have a right to fly bigger ships ( due to their role or their location - where fighters are just rediculous ) - expecially facitons that don t have - by their role - a central leadership. and there are pirate groups. well, the corsairs have a council of elders - which acts as a leadership. - but what kind of leadership have the mollys, the gaians, the hessians.... outcasts? not to mention that some of the factions have multiple official factions running.
Never mentioned anything but house militaries, frankly. These are the only factions I see as being "the whole faction", so to speak. The Zoners inherently would be fractured, as would the criminal factions and virtually anyone who wasn't government or corporate.
The Bounty Hunters I can certainly see as having subguilds, and their size does mean they could have a battleship or two. No problem with that, it fits their RP.