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Difference between revisions of "Guard Systems"
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Guard systems serve as a home base for player factions. They are generally restricted to players of the specific faction, and closest allies - although this restriction is only enforced by the faction itself (there are no rules against entering a guard system without the controlling faction's permission). Guard system bases and patrols are usually assigned to the guard faction of the faction owning the system. These guard factions are generally hostile to most players. | Guard systems serve as a home base for player factions. They are generally restricted to players of the specific faction, and closest allies - although this restriction is only enforced by the faction itself (there are no rules against entering a guard system without the controlling faction's permission). Guard system bases and patrols are usually assigned to the guard faction of the faction owning the system. These guard factions are generally hostile to most players. | ||
Owner factions are allowed to deal with intruders in their guard systems as they see fit. General restrictions on, for instance, capital ships engaging transports do not apply, making smuggling or moving through these systems a hazardous endeavour at best. NPCs in these systems are typically heavily armed. | Owner factions are allowed to deal with intruders in their guard systems as they see fit. General restrictions on, for instance, capital ships engaging transports do not apply, making smuggling or moving through these systems a hazardous endeavour at best. NPCs in these systems are typically heavily armed. |
Revision as of 00:39, 17 January 2012
This article has not been verified to be up to date for the latest version of the Discovery mod. The last edit was made on 17.01.2012 (DD/MM/YYYY). You may help by updating it, often by using the code generator.
Guard systems serve as a home base for player factions. They are generally restricted to players of the specific faction, and closest allies - although this restriction is only enforced by the faction itself (there are no rules against entering a guard system without the controlling faction's permission). Guard system bases and patrols are usually assigned to the guard faction of the faction owning the system. These guard factions are generally hostile to most players. Owner factions are allowed to deal with intruders in their guard systems as they see fit. General restrictions on, for instance, capital ships engaging transports do not apply, making smuggling or moving through these systems a hazardous endeavour at best. NPCs in these systems are typically heavily armed.
Liberty Factions Systems
- Liberty Navy - Virginia
- Liberty Police Inc. - Illinois
- Hellfire Legion - Vespucci
- Liberty Rogues - Cassini
- Liberty Security Force - Ellesmere
- Xeno Alliance - Tau-45
Bretonia Factions Systems
- Queen Carina's Royal Fleet - Salisbury
- Bretonia Police Authority - Poole
- Molly Republic - Londonderry
- Gaians - Lewis
Kusari Player Factions
- Kusari Naval Forces - Hiroshima
- Golden Chrysanthemums - Tau-65
- Artisan Farmers Alliance - Tau-42
- Black Dragon Society - Tottori
- Kusari State Police - Fukuoka
- Gas Miners Guild - Sigma-59
- Blood Dragons - Tau-63
Rheinland Player Factions
- Rheinland Military - Braunschweig
- Red Hessian Army - Omega-54
- Landwirtrechtbewegung - Saar
- Unioners - Duesseldorf
- Rheinland Federal Police - Halle
- Bundschuh - Luneburg
Hispania Player Factions
- 101st Outcasts Guard - Omicron-85
- The Brotherhood - Omicron-91
- Corsair Benitez Family - Omicron-94
- Sirius Coalition Revolutionary Army - Omega-52