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How to make official factions better?

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How to make official factions better?
Offline Reverend Del
12-16-2009, 06:59 PM,
#21
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I think I can already guess what would be said to folks being forced to join player factions to get a regular faction ID. I suspect it's not going to happen.

[Image: Del1.png]
Saint Del is considered a holy healer of diseases of children, but also as a protector of cattle.
Offline pipboy
12-16-2009, 07:01 PM,
#22
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' Wrote:I think I can already guess what would be said to folks being forced to join player factions to get a regular faction ID. I suspect it's not going to happen.
I have a feeling those same people would complain about any idea that this thread comes up with. You really can't please everyone all the time.

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Guest
12-16-2009, 07:03 PM,
#23
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Agreed, no need to Force people into joining factions. That would simply destroy the game name would it now?

But for this to be a creative post:

The faction's main problem is capital ship control is it not? Make them special Rp only, I mean, if you have no time to write a short story up, the hell are you even here?
Offline AJBeast
12-16-2009, 07:08 PM, (This post was last modified: 12-16-2009, 07:08 PM by AJBeast.)
#24
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What about if an official faction is granted free ships/repfixes and the like? 'Cause, lets face it, no one really likes going around doing petty missions just to get an ID for his characters whatever-th ship. It could help getting new recruits set up as well.
Offline farmerman
12-16-2009, 07:10 PM,
#25
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As to IDs...

Merge some Guard and standard IDs - a good portion of them already are, at least for less popular factions - and then redo the Guard IDs into appropriate faction IDs. For instance, instead of Hogosha Guard ID being what it is, mention it's specifically for BDS members.

For corporations and more popular, cap-wielding factions, I think an additional ID would have to be added. For instance, perhaps Samura Executive ID as the equivalent of this new guard idea.

Then these could be used for some bonuses. Perhaps?

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Faction info links: Samura Heavy Industries : LWB : Watchers
Offline gafiaiiu
12-16-2009, 07:10 PM,
#26
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One of the main problems that I have always had with factions is the need to post in a message dump rather frequently to ever get anywhere.
This has always caused me a lot of trouble because, one, I have a slow upload speed, and interlocked with that, two, I don't want to spend up to two hours writing a report of what I did ingame, and would prefer spending that time y'know, ingame and stuff. Also, is that not everyone is all that capable of producing stories, as they have difficulty controlling a whole setting and not just their character alone.
Also, one of the major reasons I see that cause people not to want to join factions is the loss of freedom associated with it, more so in lower ranks, which are the only ones you can generally gain in any reasonable length of time. Edit: After all, freedom is something people like alot, and you need to find a way to give that to people who are lower ranked in factions, while still making it appear that those whom are independant arn't loosing too much of it.
Offline Thurgret
12-16-2009, 07:10 PM,
#27
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I'm all for official factions being permitted to restrict/provide permission for capital ships. That said, it hardly applies to any of the factions I'm in. Don't forget that there are NPC factions out there which don't even have capital ships.

'Locking' bases sounds like a good plan. Setting people to hostile to one's NPC faction might be good. Perhaps each faction leader could be provided with some sort of special, mountable object on request which s/he can then distribute as is felt necessary, and which enables that 'repninjaing'.

The ability to change the affiliation of bases (following well-documented RP) if that's possible with FLHook, rather than everything just remaining static.

Access to a small number of 'super-super-transports' for factions with reason to get them. Ones with a cargo hold larger than the current maximum 5,000 units. They'd not need to make a SRP request for that, just have an admin beam them to Bastille to pick it up, then leave again.

A handful of new CODE weapons, made available for sale in Bastille, unlootable, which only official factions can get. Or alternatively one new 'normal' weapon of each type - tachyon, laser, photon, neutron, plasma etc. - which are only for sale in the Bastille, and are set to be marginally better than the 'best' one of that given type currently available. Factions may request guns of the same type that they usually use e.g. IMG| may request the special tachyon one, or the Liberty ones may request the laser/plasma 'special' ones. To save on time, I guess faction armouries could stock up on these all in one go.

Might think of some other bits too.
 
Offline Irra
12-16-2009, 07:12 PM,
#28
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Quote:500,000 credits for spending ten hours on your faction character

Ehm... thats not worth it.. Why should anyone bother if they can trade 10h and get 500mils... its small but its something for the start..

Quote:They have more than enough power. Plus a cap 8 armour upgrade if they have been around 3 months!
And about the making them faction only, or allowing them to give permission for caps - even worse. I can see this power being abused because of personal opinions already.

Lolz... so.. powertrading lolwut with only English word that he knows is "engaugging" with huge BS is threated like official faction...

ehm no... we need something that would make him start Rping and joining faction..

Quote:What about if an official faction is granted free ships/repfixes and the like? 'Cause, lets face it, no one really likes going around doing petty missions just to get an ID for his characters whatever-th ship. It could help getting new recruits set up as well.

Well its easy.. but guard rep fix and small joining bonus would work.. maybe salary


IMO i always thought official factions should be a bit more "advanced" then indies..
Primary fleet "faction" Guard ID or something .. with some fancy picture:Dand maybe right or two more in it?



Edit: IDEA
Lock guard system bases: You only get Guard ID and Rep if you join official faction or SRP or just RP story?

this is cool signature
Offline Drake
12-16-2009, 07:16 PM,
#29
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Restricting faction IDs to only official factions is such an absurd idea that I won't even dignify it with a response.

Being able to request that idiot indies who abuse their capships have them taken away, sure. But not the ability to restrict all capships completely, just on a whim. Proof of misuse.

The ability to request that individuals be repfixed hostile/neutral/friendly towards their NPC faction sounds like a good idea, assuming there's good reason behind the request. So-and-so said something I didn't like isn't a good reason to repfix someone hostile to an entire faction. Regular attacks or threats against the faction is.
Offline barrenwzste
12-16-2009, 07:18 PM,
#30
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Posts: 82
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First, a point. No matter what is decided on this matter, once a decision is renedered, a good amount of people are going to be po'd. The question becomes, is it important enough to the developers and the majority of gamers that factions have more power/rights than indies that they are willing to po the indies? Personally, I think it is. You can't expect the factions to channel and induce roll play if they have no power or rights to do so. So, with this conclusion on my part, here are my thoughts as to how.

-Limit caps to only player faction tagged characters. To you indies out there, if you want to keep your Liberty Cruiser, join the Navy or the LSF. If you want to roll play that you are a police man, join the bleedin police.

-Give the trade bonuses Ivan spoke of to the factioned players. For example, scrap metal is going for 3k now at the right station. Drop that to 1.5 if the miner/trader isn't Junker/Hogosha. This will do things, help to boost faction recruitment, and/or, improve indie faction relations as the indies start making deals to sell the scrap for 2 so the faction traders don't have to mine it.

-Stop editing and changing the faction Id's so much. When you join a faction you expect to play the faction you joined, not have it changed into something different with every update. It's hard enough to keep up with all the factions when they are stable, but darn near impossible when they are always changing. After we settle this issue, lets focus on technical aspects for awhile, and give people time to adjust and grow into thier factions.

-Limit the number of factions more severely. I've been here a year now and I still don't know them all or thier roll as pertains to sierius. Yes, diversity is interesting and good, but to much just dilutes the dynamic between the factions.

Well, good or bad, these are my ideas on how to increase faction attendance. I'm out.

"Two things I know; Gravity sucks and Ion Storms blow. And that proves the universe is trying to kill us all" - Barren Waste, Captain of the Wasteland Wanderer

An approximation of my reaction when I see my next victim...er, these forums.

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