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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Adjusting Discovery FL gameplay to make rules unneeded

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Adjusting Discovery FL gameplay to make rules unneeded
Offline Karst
07-14-2013, 11:57 PM,
#11
Chariot of Light
Posts: 2,983
Threads: 214
Joined: Sep 2009

Although an interesting suggestion.....there is no way this could work.

What you're basically suggesting is "might makes right".
It's all nice and good if you can get together and remove troublemakers by force, but what if they're the ones wielding greater force?
And what would stop someone from making, say, a bomber, bluemsging everyone they can, and then disappearing before anyone can react, if there are no long term consequences?

This would simply result in the server becoming a FFA deathmatch. Not really what it's supposed to be about.

Also this
(07-14-2013, 10:05 PM)Kazinsal Wrote: I read the rules once, learned what they meant, and applied 0.0 to my in-game actions.

Haven't gotten adminn'd yet.

Although I was sanctioned once (mildly), and deservedly so. But if you aren't acting in a way that any sensible person would consider wrong anyway, you're not likely to face very dire consequences.
As in, if your friends get slapped because of some minor infraction, because they don't know any better, it's not going to be a big thing. That stuff happens, we learn, life goes on.

Finally, the whole RP nature of the server is the main point against this. RP is possible because there are rules in place to prevent people acting in a totally oorp way and compromising others' ability to engage in RP.

Without rules, an RP environment would be next to impossible.

[Image: jWv1kDa.png]
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Online sindroms
07-15-2013, 12:44 AM,
#12
Member
Posts: 9,434
Threads: 985
Joined: Feb 2008

(07-14-2013, 11:57 PM)Karst Wrote: This would simply result in the server becoming a FFA deathmatch. Not really what it's supposed to be about.

Wait...how is that different to what we have now? It already is a FFA deathmatch. Just think about that for a moment. As in. Go ingame or the communication channel and dwell on that one idea for a moment. Isn't it already?

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PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
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Online Luke.
07-15-2013, 12:54 AM,
#13
Global Moderator
Posts: 1,588
Threads: 77
Joined: Mar 2013

No. No it's not.

[Image: 4a0e7968-2678-4a66-9449-352a2bb8d72f.png...fit=bounds]
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Offline Swallow
07-15-2013, 05:13 AM,
#14
Member
Posts: 4,493
Threads: 213
Joined: Jun 2010

@OP:

Roleplay-no-matter-what, simply and obviously, agree with you.

FL MOD(EL)MAKING: TOOLS, RESOURCES, TUTORIALS AND MY SHIPS (OLD)

I am on discord: Roal-Yr#5994, I don't log on forum more than a few times a year.

I am not making ships for FL anymore, I am making my own space game instead:
https://github.com/roalyr/GDTLancer
https://roal-yr.itch.io/gdtlancer
https://youtube.com/playlist?list=PL5HQB...cdH45LZgjj
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Offline Scumbag
07-15-2013, 04:48 PM,
#15
Member
Posts: 1,010
Threads: 82
Joined: Dec 2011

This is a list of threads i started about improving the game mechanics. Take what you like from there.
  • Commodities restricted to ID
  • NPC trade/supply routes
  • Player pilot cargo pod
  • Combat request and cargo insurance
  • NPC's fghting for players
    And the first one
  • What i would change in Discovery
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Offline Narcotic
07-15-2013, 08:50 PM,
#16
Member
Posts: 3,407
Threads: 151
Joined: Oct 2010

Do a 'testing-week' without rules.

However, I share the attitude of not having any server rules - in case everyone would be a willing roleplayer. This is not the reality though. Therefore we do need rules.

[Image: Narcotic.gif]

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