(10-30-2014, 04:12 PM)Leppy Wrote: Actually it is completely RP and should stay. How would being able to jump to any point in space without having to recon and scan the area first be ooRP? Keep in mind that space is continually changing and therefore requires updated scans. JGs work because they are pointed to exactly one place in space and therefore can get constant scans from the other side. A new JG can't be built and then suddenly pointed to anywhere otherwise you would have seen Liberty build one w/their corps help and point to right next to New Berlin.
And it is totally inRP for Zoner ship to go around, make scans, and then log on his military stuff and use those? I don't find it great RP. You have the point too tho.
Nobody is forcing you to get around this obstacle via ooRP ID combinations, you could just as well do both the scanning and the jumping with ships equipping identical IDs.
Nobody is forcing you to get around this obstacle via ooRP ID combinations, you could just as well do both the scanning and the jumping with ships equipping identical IDs.
The question is not about doing it right, but about disabling ways to abuse it <_<
So... How does that thing work now? Vessels can jump alongside the other JD-capable vessel, or they can't jump at all, even if someone capable is sharing the jump?
It's not the first time a change has been made. A few years ago jumping was entirely removed for a few months after the JZ jumping zoner group was active. When jumping returned it was with the caveat that scanned jump points were no longer arriving in exactly the same spot as before.
Quite frankly that one I agreed with. It was "TOO EASY" to pirate jumpers back then because they'd always jump in to the same coordinates (and people would share coords with each other).
While I'm not thrilled with the current decision it's not because I want to jump barges. My issue is that some people were whining about lack of interaction for piracy when I never had an issue with it. I've shown dozens of screenshots of intercepting jumpers as a police, merc, and pirate. Thus, I don't like the decision based on the opposing argument being invalid, not because of wanting to jump barges.
Anyway, things changed before and will change again.
Excluded everyone but the in crowd cliques (faction only) from the final opinion survey.
Made a decision that forces traders into more piracy "interaction" (also referred to as, "Gimme, seeya!"), while allowing the military crowd to avoid interaction in the same territory.
Used the argument that the military/law enforcement folks needed the trader getting ganked by pirates as motivation for interaction at the same time you allowed them to avoid the encounters by not moving through the systems.
Complained about the economy, yet the people that most benefit from this change are noncontributors to the economy because they are military.
Confused pews with RP because, well, you know, we have a bunch of military in one place. It must be RP with that many people present, right?!!
Yet, in some mysterious fashion, this is supposed to improve the server population.
[sarcasm]Rev 4.89, you can only make money through pews, yet you still start in a piddly little light fighter unless you belong to an official faction, then you get a fully populated cruiser, bigger ships reserved for faction officers. Oh, and let's not forget, Indies and Factions have different IDs because, well, you should be Faction anyway.[/sarcasm]
We all have an Angelic and a Demonic side. Use of them determines good or evil in the end.
(10-31-2014, 02:33 AM)Chrystoph Wrote: Yet, in some mysterious fashion, this is supposed to improve the server population.
If you like jumptrading, you can still do it, but in smaller vessels. Congress jumped during this trial and noone really complained about it as they had to gather a bunch of people to make it worth the time.
On another note, this change isn't aimed to increase server population, as quantity is not the main concern. Quality, through player-player interactions on this multi-player ( and not co-op ) server, is preached and taken care for.
(10-31-2014, 12:21 AM)Tigger Wrote: It was "TOO EASY" to pirate jumpers back then because they'd always jump in to the same coordinates.
U wot?
As Jumping Zoners, we were jumping to the same destinations over and over again, and even GRP| and GRN| combined, bringing cruisers and stuff, couldn't stop us when we went to Gallia to get Cryocubes. In the end, the GRP| lead even joined us to get filthy rich, as there was no point in trying to stop us.