Quote: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.
What I'm suggesting (assuming the latter part of that refers to my idea) is actually making the capital ships a reward you can earn by RPing well (both as an indie and official faction member), though. Not taking it away from the endless swarms of 'RP-challenged' people and well-RPing people alike on a whim, but giving it to them if they RP well instead:P
...If that wasn't aimed at my idea, uhh, hey, it's my time to waste typing that paragraph!:P
Create a new set of "Leader" IDs for each and every faction. For example: "Liberty Navy Admiral ID", "Liberty Rogue Boss ID", "Corsair Elder ID", "Red Hessian Commander ID", "Kishiro CEO ID" etc. These IDs would be given out to leaders of official factions by the admins. Normally they would be a carbon copy of the normal faction ID, however these IDs would enable their "wearers" access to a bunch of nifty flhook commands, like for example:
- A repfix applicable to any player that will turn them to hostile/neutral/friendly for his own faction and/or guard faction.
- An ability to lock down select bases.
- Anything else that you can think of (within reason).
Create a new set of "Leader" IDs for each and every faction. For example: "Liberty Navy Admiral ID", "Liberty Rogue Boss ID", "Corsair Elder ID", "Red Hessian Commander ID", "Kishiro CEO ID" etc. These IDs would be given out to leaders of official factions by the admins. Normally they would be a carbon copy of the normal faction ID, however these IDs would enable their "wearers" access to a bunch of nifty flhook commands, like for example:
- A repfix applicable to any player that will turn them to hostile/neutral/friendly for his own faction and/or guard faction.
- An ability to lock down select bases.
- Anything else that you can think of (within reason).
Create a new set of "Leader" IDs for each and every faction. For example: "Liberty Navy Admiral ID", "Liberty Rogue Boss ID", "Corsair Elder ID", "Red Hessian Commander ID", "Kishiro CEO ID" etc. These IDs would be given out to leaders of official factions by the admins. Normally they would be a carbon copy of the normal faction ID, however these IDs would enable their "wearers" access to a bunch of nifty flhook commands, like for example:
- A repfix applicable to any player that will turn them to hostile/neutral/friendly for his own faction and/or guard faction.
- An ability to lock down select bases.
- Anything else that you can think of (within reason).
Good idea? Bad idea?
Thats a fantastic idea, seeing as the people who would invoke these rights would have to be faction leaders anyway, it makes sense that (If Cannon can magic up more epic FLHook commands) they would be able to do it without putting an extra load on the admins.
Make the Guard ID Repninja the Guard rep to full when mounted, and make it the only way to get Guard rep, that is, unhook the guard reps from the normal reputations, and make Guard IDed players allowed to carry more than one ID for the purposes of giving someone a Guard rep, either when being admitted to a Faction, or for a outstanding indy Role play.
I allready forsee some problems with it, for instance, Zoner Whale, Alaska system, Junkers here and in Gallia, but, those are all easy to solve, in my oppinion, and, this way, we remove the Admins from the process, thereby reducing their workload.
Its a good idea, although, I see it being limited by the amount of time that whoever is holding onto it is going to be online for. For some, it means that their faction will be alrighty, for others, it means that without any other benifits, it doesn't really do anything, cause, that guy with the ID lives in a completely different timezone.
Edit: Another thing is really, other than the rep-zapping to friendly, this doesn't increase the appeal for new players to join the faction, cause, only the higher ups of the faction are going to get access to such a toy, and such positions are almost always limited to a small number (i.e. less than 6).
Win man. I like it. Although, the "making red to your faction" should be fixable after... 3 or 4 days.
Or basically, the action could be taken away from them if the victm presents a strong case to admins.
I dont think they should be able to up the rep tho, people should work hard for their Guard ID's.
Lockdown for bases is a good idea too. Its a finer weapon than the repfix.
power to factions, faction powerabuse, unbalance / balance between two groups ( factions / non-factionized player )
all that is a bit problematic from my point of view.
firstly - power to factions is a GOOD thing... provided that the power is not abused. i compare it to monachy ( no, not the useless monachy today, but the monachy system in the middle ages ) - when you have a wise and reasonable king, monarchy is a great system. - it is fast, efficient and just.
but the very same system fails when your king is a selfish bastard. - the problem is not the system - the problem are those that benefit from it.
one faction leader is a great person, charismatic, reasonable and popular. - but is his second in command the same? ( or his successor )
do we apply mechanisms that ENSURE the quality that is NEEDED to apply such a system? - what happens when a faction really abuses power, who says that power is abused?
experience tells that the more the factions consider themselves to be "flawless" the more "defensive" they react to any sort of critizism ( while factions that are considered to be of rather lower standard or that take things "easier" usually have little problems with feedback threads and critizism )
so - factions and power: - only when we have ways to strip them off the power when they abuse it and only if factions work transparent and honest.
secondly - in general... one of the greatest problems with the whole discussion is that we artificially create a "we" and "them" situation. already in this rather short thread, i have read "why should they have the same opportunities like us?" ....
who is them, who is us for that matter? - people are so quick to associate "us/we" with the "good" guys - and "them" with the "bad" guys. - people so quickly tune it down to a very simple scale - which in turn means they fail to consider each player separately.
not every faction player is powerhungry, not every non-facitonized player is an ooRP jerk. - but i predict.... that this will happen sooner or later - if the idea of "us" and "them" is enforced and included. and once its in the heads of the people - it ll stick there and is very hard to remove.
Thats good Cheshire. Because with this, more actions will be taken in game rather than in forums.
Example: Corsairs gang up with mollies to plunder Kusari mining ships in Doublin. Extra weird, but that can totally happen.
Suddenly, whole group of corsairs is unable to dock at any station in Kusari, including Hogoshan ones, and when this word gets out (diplomatic channels) I am sure those Corsairs would remain alone. and sad.
On the other hand a deranged faction leader can do something unjust that can alter the behaviour of a whole other faction towards that faction - thus ruining his faction. With great boobs.. i mean power comes great responsibility and I think that since more than one will have the responsibility, the punishments will be dire.