The New Guilds and Player Owned Stations Discussion Thread.

Guilds and Player Owned Stations

  • Guilds and limited player-owned stations

    Votes: 788 54.4%
  • No guilds or player owned stations

    Votes: 506 34.9%
  • Guilds but no limited player-owned stations

    Votes: 155 10.7%

  • Total voters
    1,449
  • Poll closed .
Status
Thread Closed: Not open for further replies.
THEY do that now. It would be no different than we have now. They use out of game tools to communicate. Having in game tools will not change this. And it is a pvp issue not a guild issue. You fix it buy using pvp tools. Not by banning guild tools. If they do the pvp gawking in civilized areas maybe make them not welcome in civilized stations. How fast would you change your behavior if you had a hard time finding places to repair?
 
Oh dear Zeus, alright.

Again and again the claim is made: "If you don't like Guilds, why be against it? If you don't join one, you won't be affected by it". I'm testing that claim.

What you're listing there is ship on ship action which is exactly the interaction Elite is all about.

Am I being perfectly clear dear medwyn? I trust I am and don't have to respond to any more of this nonsense :)

Don't run forward. Stay still for a while and think.

One more thing, Ziggy, and you'll like it, I promise:

4. Do you want to post on ED's forums to tell people what's right or wrong or what's ED about?
If the answer is yes, you are NOT affecting other players AT ALL so please go ahead. Keep this in mind. :)

(Meanwhile the poll's top coloumn reached 56%. It's more exciting to watch this number growing than caring about FD's revenues...)
 
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Guild tools, depending on how they are implemented, would make it easier for such groups to do what they already do. They would be able to do it more efficiently and more organized.



Open Mode is PvP. Every addition to the game should be made with PvP taken into consideration and how the addition will affect PvP. Any advantage a group in Open Mode can get is a direct advantage in PvP.

I don't fear guilds, I fear what player groups will do with guild tools.
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Stop ignoring the issue ;) You can't separate single aspects of a game from the rest.

Not ignoring the issue. You cannot fix a pvp issue by denying the access to guild tools. You fix the pvp issue by dealing with the pvp using pvp tools. Like having pvp actions have consequences. If a player is attacking clean players and npcs in a system that systems stations should deny them access to their stations. Not being able to get repairs because they keep making themselves wanted in a system would clear this problem up real quick.
 
One more thing, Ziggy, and you'll like it, I promise:

4. Do you want to post on ED's forums to tell people what's right or wrong or what's ED about?
If the answer is yes, you are NOT affecting other players AT ALL so please go ahead. Keep this in mind. :)
I'm glad you realised your mistake and decided to abort your line of argument in favour of drollism. Good call :)
 
THEY do that now. It would be no different than we have now. They use out of game tools to communicate. Having in game tools will not change this. And it is a pvp issue not a guild issue. You fix it buy using pvp tools. Not by banning guild tools. If they do the pvp gawking in civilized areas maybe make them not welcome in civilized stations. How fast would you change your behavior if you had a hard time finding places to repair?

But would (some) guild supporters not want to set the laws of the systems they controlled ?, and if a guild was controlled via in-game law in their home system they could still pop over to a rival guilds system and blast everything in sight (aligned or not) to damage the competing guild economically. Again independents caught in the crossfire, game-play restrictions for those not involved.
 
But would (some) guild supporters not want to set the laws of the systems they controlled ?, and if a guild was controlled via in-game law in their home system they could still pop over to a rival guilds system and blast everything in sight (aligned or not) to damage the competing guild economically. Again independents caught in the crossfire, game-play restrictions for those not involved.

Your question is based on the premise that Associations would "own" a system. That doesn't have to be true.

Your question then becomes related to crime and punishment and PvP systems.
 
NPC chaperones? Horrible idea.
While I support social features I also do not want to see ED degrade into 'Raid Content' and 'Inspections'. There should always be a way to participate in any activity the game offers, even if you lone wolf.

It's early and I'm still out of it so maybe I'm being dense, but I don't understand your response here ... "NPC chaperones" - are you referring to my comment that I would rather see Powers take the place of guilds so that players can't intentionally exclude other players?
 
But would (some) guild supporters not want to set the laws of the systems they controlled ?, and if a guild was controlled via in-game law in their home system they could still pop over to a rival guilds system and blast everything in sight (aligned or not) to damage the competing guild economically. Again independents caught in the crossfire, game-play restrictions for those not involved.

I would go for a rule set which allows guilds to determine how their organization works while still being responsible to keep the system regulations and law.
In my view guilds are organizations opening up extra and optional possibilities for themselves and other players in a predictable order rather than being restrictive. The key is the cooperation and the achievement which is not possible alone. Just like in real life: try to build cathedral alone. You'll possibly not be able for several reasons but if you would like to enjoy it in any ways, it needs a well organized group effort to achieve and maintain.
 
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Your question is based on the premise that Associations would "own" a system. That doesn't have to be true.

Your question then becomes related to crime and punishment and PvP systems.

How would (or could) a guild function without territory, you just don't want to answer the question.

Crime and punishment wouldn't be of any concern to a war-band from a rival guild making a mess in a hostile system, they would set off "loaded for bear" and return home for repairs.
 
I would go for a rule set which allows guilds to determine how their organization works while still being responsible to keep the system regulations and law.
In my view guilds are organizations opening up extra and optional possibilities for themselves and other players in a predictable order rather than being restrictive. The key is the cooperation and the achievement which is not possible alone. Just like in real life: try to build cathedral alone. You'll possibly not be able for several reasons but if you would like to enjoy it in any ways, it needs a well organized group effort to achieve and maintain.

Nothing objectionable there, but guild members would only respect the laws of their guild. I can play as a lawful bounty hunter in fed space, with a massive imperial bounty. They could avoid legal sanctions by only misbehaving in someone else's system, they'd always have a safe haven. The rule-set would favor the more aggressive guilds in a greater war (more scope to attack with impunity and launch pre-emptive defense attacks against anybody who wanders in). No-one would hobble themselves by using the more restrictive options.
 
How would (or could) a guild function without territory, you just don't want to answer the question.

Crime and punishment wouldn't be of any concern to a war-band from a rival guild making a mess in a hostile system, they would set off "loaded for bear" and return home for repairs.

Crime and punishment would be regular fines and bounties on their heads.
 
How would (or could) a guild function without territory, you just don't want to answer the question.

Influence. In ED territory is pretty meaningless as it's such a huge stage and the islanding system prevents mass battles or flag capture play. Instead, influence is the central mechanic, with both the factions and Powers. Put the player groups on the same system and use influence as the yardstick for measuring progress.
 
Good ideas. Keep the space cops independent of control by players, regardless of the group's influence over a station.

Exactly. Just like if a corporation would own a building and a lot of land around it in New York does not mean they control the NYPD...they might BRIBE a few though.
 
Crime and punishment would be regular fines and bounties on their heads.

Bounties in systems owned by a rival power (there are naughty people who would buy disposable sidey's and "help" each other with an outstanding bounty in the name of guild service), that could also cause problems for unaligned BH's using KWS in the home system.
 
Nothing objectionable there, but guild members would only respect the laws of their guild. I can play as a lawful bounty hunter in fed space, with a massive imperial bounty. They could avoid legal sanctions by only misbehaving in someone else's system, they'd always have a safe haven. The rule-set would favor the more aggressive guilds in a greater war (more scope to attack with impunity and launch pre-emptive defense attacks against anybody who wanders in). No-one would hobble themselves by using the more restrictive options.

Respecting the laws of the guild will not save the members to respect the law of the system - otherwise they are treated as criminals or so.
Powerplay now has a system which made a move towards putting more colours on the picture in this matter: being pledged to a power can affect one's rep in other systems. So in order to get the benefits, one has to make compromises. All optional so nobody is forced to pledge or be part of guild play if this system is extended to them. (But it's only one way to go and we are speculating here.)

Pre-emptive is a term based on interpretation from a specific point of view. Technically it's an attack like any of them and can be treated by the general regulations.
 
Influence. In ED territory is pretty meaningless as it's such a huge stage and the islanding system prevents mass battles or flag capture play. Instead, influence is the central mechanic, with both the factions and Powers. Put the player groups on the same system and use influence as the yardstick for measuring progress.

But that would still involve physical chunks of space being bickered over, which again leads us back to to guild ganking wings.
 
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