Crossfire 2.0 Roleplay explained

There are 103 replies in this Thread. The last Post () by Martind Forlon.

  • One of the main tasks of the CF2.0 development was to create a new roleplay system which can be played in a fluid way and does not require large rulebooks.
    Rules always can be misunderstood or ignored and next to that there is always the requirement to read them first.
    We want to reduce the rules for server gameplay to a minimum.


    In August the new roleplay system was successfully tested by us and I put high hopes into it becoming a way for the players on the server to really do roleplay.
    A player does not need to worry about doing something wrong anymore, rules can not be violated. The servers roleplay system sets up the conditions under which roleplay can happen.


    So lets take a detailed look at it and start with the roleplay factions that were already supported by the server software.


    Smugglers
    The smugglers have one special ability in this roleplay environment. They are the only ones which can trade black market goods which makes them priority target of the police faction and also target of pirates which want their piece of the cake.
    By mounting the smuggler license the Black Market opens to the players offering lucrative trades.


    Mercs
    The role of the mercs is probably the most flexible actually. They can collect bounties (unlike all other factions) and they are free to accept other long term agreements such as escorts (if announced on the job board -> launcher)
    Access to the bounty system is only granted with valid merc license.


    Pirates
    Now here we are starting with something new since Pirates now will get the chance to target a player in sight and use the "/tax" command... to do the obvious.
    A player which is being taxed will receive a clear message that a tax is to be paid.
    This player has now some options to consider.
    1. he can agree to pay the tax (and from that moment can not be taxed again for at least 2 hours)
    2. he can decide to fight and kill the pirate
    3. he can try to escape
    "escape" means to leave the system without being killed before
    If a taxed player docks on a station/planet the tax request remains valid. As soon he undocks the pirate can collect the tax by killing that player.
    If that player decides to logoff or switch chars the tax is paid to the pirate.
    Sounds like a win/win situation for the pirate actually... if there wouldnt be a small detail. Using the "/tax" command issues a distress call to all police forces in the system.


    Police
    The police roleplay works similar to the one of the pirates with the difference that the police of course should maintain law and order.
    There is a "/fine" command which works pretty much like the "/tax" command.


    The amount fines and taxes are not set by the players. That means nobody would ask for 500mio§ or something like that.
    Based on the total money of the taxed/fined player the amount of money is calculated which will be transfered for an successful ruleplay event. With "total money" the money on the char + the money on the bank account is meant.
    So ultra rich players have to pay ultra high fines/taxes + the usual death penalty.

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    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • Looks good, i only wanted to ask few things:


    - is count with some MAX fine/tax amount?
    - tax/fine can be used anywhere in system where is "target"? (this mean that police or pirate not need to be "in sight"?)
    - and now one serious thing: what with players which will hide in system? Is relative very easy to hide that no one can find you. Can be used some time limit for "target" so he need escape (meant to other system)? ... imo very important. (can cover also situation like "idling" on base)
    - how about situation when is police chasing smuggler: need to be confirmed (scan) that smuggler posses illegal cargo to be possible fine him? And what if smuggler will be able dock and sell illegal cargo?
    - will be count also with situation when merc will kill someone (except pirates) for bounty and chased by police?

  • good questions
    i think its better when huor answer them as he has more knowledge about this part

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    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • Quote


    - is count with some MAX fine/tax amount?


    Sure there is an upper limit to tax or fine someone. Its adjustable on the server configuration. So we can adjust the max fine and tax at anytime.


    Quote


    - tax/fine can be used anywhere in system where is "target"? (this mean that police or pirate not need to be "in sight"?)


    Yes. Either you select a player to tax or fine (most easy way) or you just have to use a command like /tax$ <PlayerID> <Amount>. If you dont submit an amount then it will be automatically calculated based on the rank and the money stored on the players account.


    Quote


    - and now one serious thing: what with players which will hide in system? Is relative very easy to hide that no one can find you. Can be used some time limit for "target" so he need escape (meant to other system)? ... imo very important. (can cover also situation like "idling" on base)


    If a player leaves the system the tax or fine will be paid. That is optional and can be deactivated if needed. No there is no time limit esle the 2 hour rule actually. After this you can tax or fine the player again. Previous tax/fines are deleted and will not be paid.


    Quote


    - how about situation when is police chasing smuggler: need to be confirmed (scan) that smuggler posses illegal cargo to be possible fine him? And what if smuggler will be able dock and sell illegal cargo?


    If a smuggler can escape then he can escape. That makes no sense to punish him to be lucky. There is no further restrictions on issuing a fine command. Once fined though he cannot leave the system or just switch the char.


    Quote


    - will be count also with situation when merc will kill someone (except pirates) for bounty and chased by police?


    Bounties should have no impact. But that hasent been tested so far. But actually it should not have :)

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  • Thx, it make sense :) .. I think ppl will get used to this system fast :D


    I maybe only want suggest to rethink little possibility add "timer" to taxed/fined bcs I know and had many situations when player idle on base, is hiding in system corners up or down etc (and he knows that this who hunt him will get bored ... ). Give reasonable time like 1/2 hour can only help imo ... but its suggestion only ofc.

  • Yeah i understand your point of the things. But you should also see the other point of the things. Someone using the tax/fine without seeing the target is credulous to get the target. Due to this the tax or fine command should be used only when the player is in sight. And due to this its made easier to use, just makr the player to tax or fine and then type /tax or /fine. Easiest possible solution. And with that it is sure that you have your target in sight range and have selected it. If you then loose your target then you should improve your capture technics :D


    We have several options available when the tax/fine will be paid. Under default settings tho it will be restricted to system switch and char switch only. We dont want so many restrictions and dont want to make it too easy to capture fines and taxes. Also bounty hunters first have to find their target. So in opposite to these factions, pirates and police have it alot easier.I think its good the way it is, we will for sure see how good. Adjustments can be made at anytime, but currently i have a bit of other important stuff to do for the clans (just a small spoiler)...

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  • thinking about it... wouldnt it be good to remove the command for taxing/fining players and instead only using the tax on sight?
    its not that logical to tax someone from the other side of the system when being clearly out of weapon range

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    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • sounds like a plan

    signew.jpg


    cfmoddblogo.png5904.png5904.png
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    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • i just remember it as
    Mercenary is a bounty hunter
    Police is a law Enforcement
    Pirates are Thugs
    and Smugglers a Decicive Traders :D


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  • naaah. i still have a problem. because why the tax should be paid, if victim escapes from system? this is not logical and gives too much rights to pirate.


    in this case i, as merc, want similar rights: bounty-head in a system, i enter system and tell victim, i want his bounty (without seeing him) and if he leaves system i get the bounty 8).


    not logical? RIGHT!

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  • very logical if you ask me. The bounty hunters have a valid bounty over all systems for several days - which pirates and police do not have.
    Furthermore i dont see the sense to notify a player if a bounty hunter is in system.


    And additional to that one, we define what seems to be right and not. And currently extending the bounty feature is not on our todo list - and our todo list is still not closed ;)
    Eventually if all other items are closed then i am open for any changes in the hook, as far as they are logical to me.

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  • denne: if "target" escape from system then is tax/fine void ;) ... you can't leave game or sw chars IN system where was tax/fine SET.

  • @ Huor: i didnt want to have any changes for merces, calm down 8) i just asked "why the tax should be paid, if victim escapes from system?". but Forlond told me, i was wrong.
    @ Forlond: thank u but am i really misinterpreting Huors sentence: "If a player leaves the system the tax or fine will be paid."


    ... still puzzled ?(

    "There is no connection between truth and politics." Londo Mollari (Centauri Ambassador) londo.jpg


    Dark Phoenix Clan introduction: link
    Sigma 17 Rules: link
    DP Recruiting Office: link


    Events, Eventmanagers: link
    Event Rules: link

  • Quote

    ... still puzzled ?(

    I also.
    Hour, perhaps you could explain, what you mean with :

    Quote

    If a player leaves the system the tax or fine will be paid.

    Do you mean, that the player/char leaves the system IN GAME (escaping, as "offered" by OP as one of the 3 options for the taxed/fined char in his starting post)
    or
    that the player/char leaves the system OF the GAME (char switching/leaving the game/server at all, as "interpreted" by Forlon) ?


    THX in advance :)


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  • Leaving the system is leaving the system, it doesnt matter on what kind you do that, by purpose or not. But dont worry to much - we have many options available, so we can adjust the behaviour of the feature to that of the players :)
    Actually we want that you play the RP. Jumping from one system to another isnt really much of playing.


    Ok on thing i took from this discussion. - i will add a timer, so a player does not pay the tax or fine within a given time period. To avoid players waiting in front of gates and jumpholes and suddently tax or fine other players who are within jumping to another system.
    Gonna add this.


    Moreover the feature of paying when leaving the system remains.

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  • WOW, quick answer.


    Thx for this clarification of taxing/fining as it is atm.
    That really has the potential of boosting "roleplay" up. If taxed/fined, no other way out of it then paying or dyi.... fighting.


    Might need a propper planning : playing time / real life, no - or quite "risky" - walk for the loo.


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    Am I a man ? I am. So - I got married. House, wife, children,everything.
    The FUULL catastrophy !

    "MY MACHINE": Win 7 prof 64bit , i7 3770K , vtx HD7950 X-edition , 8 GB DDR3-2400 , Sandisk 256 ultra , 2TB Seagate, BenQ BL2710PT (2560x1440)

  • 8| Hmmmm.... So, if a pirate/cop/merc gets within weaps range to initiate tax/fine/bounty collection, and I am able to outrun them into the next system (thereby escaping), I still have to pay the cost?? After all, most profitable BMG routes cross several systems, so it is normal business to push on to the next port for delivery. Up to now, evasion or combat were the only way for a smuggler to avoid such penalties; now it seems that skill at evasion is no longer an asset. ?( So once again, the pirate/cop/merc can afford to be lazy, while the hard-working smuggler funds all the parasites... Why bother having a smuggler RP at all if the only acceptable mode of RP is combat??

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  • I don't want to beat the point to death, but it seems that the "auto-pay" scenario as it has been described means that pirate/cop/merc now don't even need to actually kill the target anymore, so long as they get close enough for a couple of seconds to "tag" a trader ship with the tax/fine/bounty command, using a hotkey. I can't say that is even fair to the pirate/cop/merc RP, since they are essentially now playing flag football instead of full contact. If it is that easy to set up shop on some trade route and just play tag, I might as well be a pirate, since they don't even seem to be subject to fines, as they aren't licensed to carry BMG's.


    And what happens in the situation where the trader has paid for an escort, gets tagged by a pirate/cop, and the escort kills the pirate/cop? Will FLHook still make the escaping trader pay the tax/bounty? It would be easy enough if the trader character kills the pirate/cop, using the normal PvP triggers, but a third-party kill would surely need some additional coding. Also, what use is the cloak then, if not to help evade threats to shipping? If I have spent >$120 million (and hours of acquisition time) on a cloak, and am able to use it to survive or evade attacks, why should that not be good RP? The burden should not always be on the trader to hire help; if pirates/cops want to assure a collection, they can band together or hire their own help, instead of getting a free pass by merely getting within range for a few seconds. X(

    My rig: i3-4130 Core Duo (3.4Ghz), Gigabit GA-B85-HD3 mobo, 8Gb PC1600ram, Samsung 2x 80Gb SATA RAID, Intel Integrated graphics, 3 optical drives, 23" Asus HD monitor + peripherals


    Character names: Centaurian_Alpha & CA derivatives
    Founder: Independent Operators' Consortium (established 2006)