(12-25-2019, 12:38 PM)Groshyr Wrote: So what's the real purpose of Guard IFF? Why such "semi-civilian" factions as Zoners or Junkers have Guard IFF at all?
It used to be a way to make cap ships harder to get, forcing players to do hours of missions for repping before they could buy them. Then a fewe guard IFF are there to keep civilians out of "forbidden" systems like alaska.
(12-25-2019, 12:38 PM)Groshyr Wrote: So what's the real purpose of Guard IFF? Why such "semi-civilian" factions as Zoners or Junkers have Guard IFF at all?
Guard IFFs were for Guard Systems that were bought by official factions for 200 million credits apiece and could be filled with any nonsense they wanted. Exactly why they should not be treated as sacred.
(12-25-2019, 12:38 PM)Groshyr Wrote: So what's the real purpose of Guard IFF? Why such "semi-civilian" factions as Zoners or Junkers have Guard IFF at all?
Guard IFFs were for Guard Systems that were bought by official factions for 200 million credits apiece and could be filled with any nonsense they wanted. Exactly why they should not be treated as sacred.
I think I do agree with the majority of this thread. I see no need in Guard IFFs, at the moment it's just not convenient remnants. Devs will make themselves a favor if they finally remove those relics.
As for Coalition Civilian/Military IFF, it should be either Civilian and Military ID with each having their own IFF or just generalized Coalition IFF.
(12-25-2019, 01:28 PM)Shiki Wrote: I think I do agree with the majority of this thread. I see no need in Guard IFFs, at the moment it's just not convenient remnants. Devs will make themselves a favor if they finally remove those relics.
As for Coalition Civilian/Military IFF, it should be either Civilian and Military ID with each having their own IFF or just generalized Coalition IFF.
I believe, that the generalized Coalition IFF is a better option than separated IDs and IFFs
Regular patrols are weak at all. If you want to fight something "stronk" you have to get a mission from 300k and above and go to fight powerful snubs, gunboats, caps
Remove them, make new factions (as this mod is all about exploration) and then we can use something useful not something that already exists. Rogues for example need you to friendly to them to buy cardamine, why can we not just implement this simple mechanic to any other faction we want to restrict access too?
Excuse me but what do you mean by "Rogues need you to friendly to them"? Rogues have sell points for Cardamine, and gamewise you can make commodities connected to some IDs, like White Boxes can be bought only by Ageira, DSE or USI IDs or Liquid Cardamine by OC ID only.