Well, you have a point (Incognito). Major official factions (such as the LN or 101st) do still have the right to create and enforce laws within their ZoI, as long as those laws are reasonably fitting within the RP. Such as the trade embargo between Liberty and Rhineland, or the Liberty ban on non-Liberty capital ships and non-registered mercenaries. They can enforce these laws. They just can't prevent other members of their NPC faction from doing anything he's otherwise allowed to do, such as buying a capship or stopping smugglers. The LN/LSF/LPI could make a deal to allow a single faction the right to trade cardamine in Liberty space (unlikely, but it's an example). They could allow that faction to pass by without problems, and could destroy any BHG or mercs or whatever who fail to comply and continue hunting those 'smugglers' (who knows why they would, without a bounty), but they couldn't stop independent LN/LSF/LPI characters from stopping them.
As for minor factions with no real ZoI that they control... Well, they do have pretty limited power, and the value of spending that 500mil to become official is debatable.
by designing their "guard system" factions DO a lot in terms of faction developement. - not rarely... huge shipyards are added to a guard faction, giving ample justification for the faction to use the largest ships - even if vanilla never supposed to give such ships to such a faction.
of course - maybe such ships would have given to the faction anyway - but maybe not. furthermore - guard systems take the factions idea of RP further some. - they can add entire planets there ( maybe not dockable by players - but that doesn t mean that such planets cannot be RPed as being a vital part of a faction )
for example - there was the idea of adding biodomes to a corsair guard system. - a feature that would change a factions RP extremely. - and that IS power given to factions over RP.
or zoners and their omega-49 gran canaria. - a stigma of the zoners was that they were everywhere - and their only REAL attempt to colonize their own planets was a total and utter failure ( even if it was just an easteregg ).
now they have a planet - and thats something that determines the RP of a faction. its not a guard system - but omega-49 is almost regarded as a zoner guard system. - this is real power - this changes perception of roleplay of an entire faction.
look at recent events.... do you think that a fleet would have assembled if it had been freeport 2 being evacuated? - some zoners wouldn t even know where freeport 2 is.
' Wrote:By the time most factions ive ever been involved in has had the credits to buy thiere own system. Aswell as been a member of the comunity long enough. Whats 500 million. Its pocket change. What would you do with it anyway. And how hard would it be to make it back. These things also help keep the facions trading. Its all part of the experiance.
This isn't jsut about systems though. It's about factions in general. Nobody has yet answered my question. Why become official? Discovery as a whole puts so much emphasis on it when you consider it - official message dumps, recruitment, feedback, creation requests, systems, rules for, rules against, 5 players at all time etc etc. But when you really get down to it, what's the point?
Quote:Player factions -are- get togethers. They provide you with a chance to carry on with a group of mates doing what it is that you want to do. That may just be one man's position, but it's always worked for me. I've had a blast enjoying that playstyle and I've never had to "guide" anyone else beyond inviting them to fly with me and setting on a suggestive word or two. If they were prats, we ignored them and carried on.
On the contrary. A player faction is what it roleplays. What's the point in roleplaying as a larger group if it doesn't present a more authentic RP experience?
As for never running up against issues, it's because the vast majority of people don't need to be chased down and brutally pasted against the hull of Freeport Whatever. You have a word with them, they ask a few questions, they learn, everybody's happy. The problem is that there ARE a few people who don't want to learn, who want to make the Outcasts whatever they want them to be, and they cause problems. They can still be within RP and drag an entire player base into a war. It's not at all sanctionable, but it's certainly not for the better of the vast majority. I believe that you, Dusty, rarely if ever have to deal with the full effects of such people, because, simply put, they don't flock to the Xenos. They don't HAVE big warships, they don't attract lolwutters and pvp hoarz. We have a number of issues you don't deal with on a regular basis.
Quote:Quick comment - we thought that Panzer was the Leader, Swift. -Agmen
What I was talking about is providing access to ships and equipment that will be moved into the guard systems. Away from players who should not be able to buy it on RP basis, simply because they don't have sufficient friendly reputation. It is possible to limit equipment sales based on player rep, but for ships it doesn't work: if you are able to dock at any base, you are able to buy any ships that are sold on it. Hardcoded restriction that's impossible to remove.
Quote:Laws? Can't enforce them if they go against canon in any way, shape or form.
This is the reason why The Order discussion originally started. We cannot allow player factions to enforce their own laws outside of their home territory. We cannot allow them to enforce own laws if they go against canon. If a large group of... I don't know, Gaians will appear on the server and will go for dropping alliance with Corsairs in favour of Outcasts based on some beautifully written RP stories, we'll be forced to allow it? Regardless of how beautiful is the writing, it's just too far from the logic of how diplomacy between factions work in this mod.
Setting up own laws that contradict each other will drag this server into anarchy. That's what we are trying to prevent.
It almost seems like factions have more power over other factions and indies of other NPC factions then indies of their own faction. At least from what I've seen.
I think it boils down to this: Just because a group of people join an NPC faction and earn a couple billion credits, what gives them the authority to control anyone else in the same NPC faction? Billions of credits are a lot of money, but trading is very easy (though boring).
' Wrote:I believe that you, Dusty, rarely if ever have to deal with the full effects of such people, because, simply put, they don't flock to the Xenos. They don't HAVE big warships, they don't attract lolwutters and pvp hoarz. We have a number of issues you don't deal with on a regular basis.
I thought this was why the Gunboats were removed from the Xenos ID. Because people abusing terrorist IDs in cap ships. I may be wrong though.
Question's still not been answered, and I think it really needs to be addressed:
Why should any faction attempt to become official? It will cost them 500 million, and despite Silent's beliefs, that is not pocket change. Its a sizable sum that could easily be used on other things, more useful things, and its time that you would have to take out from actually playing the faction...for what?
Admins, Igiss, anyone else...Wheres my incentive to pay 500 million? I'm not seeing it.
Quote:Setting up own laws that contradict each other will drag this server into anarchy. That's what we are trying to prevent.
To late. heh anarchy came and gone in my opinion. The recent events lead to stress which lead
me to leave for a bit. and now im on leave again for other reasons. As for
the Order assuming control and all.
I remember what happened when I did sometin of the sort and got thrown in jail for it
that's why I went back to my old way of playing where no one bugged me.