It was implemented in the past. During the 4.77 era. But the program that made it possible, flshell, had a tendency to crash the server when a command was used.
Also, part of the game experience is to make your own rep. You start as a civilian, and work your rep up from the ground.
(If you find any mistake in my English, please let me know via a PM)
(Really, I speak terrible English, so please, tell me if I make mistakes. I'd like to improve it a bit )
I would qualify rep-building as part of the single player game experience-as I would the whole concept of a freelancer. Its almost a contradiction...how can you have a freelancer when there are no real player factions? Instead of players acting as the factions in the mod would, disco has gangs of freelancers wearing faction colors, then doing whatever they want. To me, the definition of being in a faction is sort of like marriage: easy to get into, costly to get out of. Only in multiplayer versions of freelancer you can change factions like you change your socks. The ease with which we change our faction hats means that none of the player-characters ever really become part of a faction. We never 'marry' into it-become commited (some try valiantly to impose these limitations by choice, but are always forced to interact with others who choose not to-then start making exceptions to their own rules.) If you aren't commited out of necesity to a faction's way of life, its limitations, it's strengths then you aren't doing justice to it's niche in the Sirius system.
I like the idea of keeping some freedom in the game. Mods like excelcia are perhaps too limiting. Perhaps this discussion should be one about faction-making rules, rather than mod development? Maybe there should be tighter rules on how player factions behave and more community revue of faction concepts. At the same time one could leave individual/true freelancers alone to do as they please. Freelancers would be true freelancers-tagless, and whatever rep they choose. It would at least approach the best of both worlds without adding the mess of something like a nexus-system.
I understand what you are saying Yngen, but there is a reason the Freelancer ID is no longer valid after level 40. The freedom allowed by being a freelancer caused too many issues; they can do whatever they want because they are freelancers. The set up right now requires you to make a commitment with an ID at level 40. The begining part where you are relatively neutral is the time to explore, pick up equipment, make money, and at the same time work your rep out.
Perhaps a guide for new people on crafting there rep quickly and the RP for each rep (some people do not read the descriptions, some are wrong, and not everyone reads all the rumors). Aditionaly I believe the self imposed limitations you refer to include such things as ships and weapons; this can be solved (though I hesitate to offer the idea) by putting down in black and white what is allowed in the ID. They give some guidelines, but more can always be added.
I agree with Mohr. Something Like that Could be done to further increase role-play. We would jsut need someone to take the time too cause im sure Igiss is busy as it is.
It would be good if people used their faction's equipment. But first we would need balanced weapons for all the factions. Who is gonna be, say Xenos, when your stuck with level 7 guns and your fighting police and Navy who have level 9s. Without shield busters that setup wouldn't even penetrate the Navy ship's shield. Before we could put anything like this into effect, we would need level 9 guns for each and every faction. Civilian level 9s, Rogues, Bundschuh, LWB, Molly, etc.
Also, in my opinion the faction rules are good as they are. Sometimes some factions will do out-of-RP things, such as CCE being a mercenary group, with Kusari Federal Police tags, Red Hessien Cruisers, and Rheinland/Kusari/Civilian weapons. But you can't apply their example to all other factions and say everyone is just picking a tag and doing whatever they want. I picked Zoners because they fit us the best and we would be able to follow their example most of the time. Granted, we go to war a bit more than Zoners would, but thats because we are a player faction and other factions influence our decisions, such as attacking allies of ours, whom we made allies for reasons also involving other factors that don't influence NPCs. You can't say straight down that a faction can't go to war with another. Its too limiting and gives no reason to have a player faction. If it weren't for player factions I'd have bored of Freelancer a year ago and wouldn't be here. If we impose too-strict limitations the player factions we have left will all migrate to other servers permanently.
How about having a more detailed and in-depth description of the faction on the ID info card? You can get descriptions of the factions from your rep sheet but its too vague. In order to learn about a faction through rumors you have to spend time and credits and alter your reputation to something you may not have wanted in the first place, which is maybe why people dont bother researching a role to play. However if you put a description of faction history and interests on the ID, along with the rules you must follow when that ID is equipped you might have a more accessible and easy reference for new role players. This might be problematic if there is a character limit on the info cards, I don't know.
And I agree with Dab about the equipment. An even distribution of weaponry and equipment throughout the factions would give people more reason to play into their roles more completely. Class 9 weaponry designed with specific factions, or groups of factions is a start, but also an even distribution of ship classes would be even better. Liberty has too many ship types compared to the other houses for example.
This is towards Dab's point. I think we should get buy able Class 10 guns on the factions main base. This ii so that instead of everybody and their dog going out to get nomad and codename guns, they can go to their factions base and be able to purchase guns that are actually combat capable and not going to be outclassed by the people sue code and nomad guns.
Verg, the class 10 slot is the slot used with prototype weaponry and nomad weaponry. All normal guns are at their best, level 9s. So technically, speaking from the average citizens/pirates/military point-of-view, level 9 is the best of the best. So normal guns shouldn't be made level 10.
Also, if there were actual weapon limitation on fighters, than nomads and codenames would be reserved for a very few people. Basically, the codenames would be for BHG, RM, Outcasts, GMG, and Corsairs only, as the codenames in existence were made by them. Nomad weapons would be for those who are nomads or who operate around the nomad's area. Also for the BAF, BP, and whoever owns Cambridge Research Station, as CRI makes Nomad weaps compatible with human ships. That means those three plus Corsairs, Zoners, Outcasts, and Bounty Hunters only.