BFett wrote: ↑Sun Jul 02, 2017 10:41 am
IFF tells you who is good and who is bad. That means there must be a faction which owns the ship's IFF because a pirate's ship would detect law enforcement as hostile while the inverse would also be true.
IFF doesnt tell them from where i am, it tells them
who i am.
The IFF belongs to me, the owner of the ship, not to the person who sold me that ship.
If the pirates like
me (and the corp which i own and command) they dont percieve me as hostile.
Doesnt matter where im from beyond the initial seeding of like values.
Bfett wrote:
This is probably where the confusion is. The player doesn't necessarily work for the state faction when they enter the game.
But you said that they control all the research of the subfactions (aka the player) and that they may own my ship which gets revoked when i leave. That doesnt sound like "not employed"
BFett wrote:
The player gets to make his own research when he acquires a research module equipped to a station or a ship. Then the player just has to choose the area of research to start in and the game takes care of the rest.
But you said the toplevel faction controls research, that doesnt work at all if the subfactions can just research on their own.
BFett wrote:
What? You get to use the tech the faction has developed. Earn your own money and go buy whatever you want.
Me being able to buy stuff from them doesnt remove the fact that i have to redo
all the research they already did when i start researching.
having to buy everything leaves the player at the same place as before, at the very bottom of the research tree.
BFett wrote:So buying a stolen ship compared to buying a ship with a clean record result in the same IFF transfer? Even if the ship is from a group of pirates?
and pirates cant build ships themself?
how should i be able to tell reliably if a ship is stolen or not?
The records aboard the ship cant be regarded as trustworthy, so how would i differentiate between a genuinely clean ship and a wiped ship?
How would you differentiate a ship whichs pilot got killed by the people who are trying to sell me the ship and a ship that was simply salvaged by them?
Its mechanically identical.
BFett wrote:IFF should identify the ship's identity as well as friends and foes.
How do you think that would work? The iff broadcasting who the owner likes and who not?
BFett wrote:You seem to argue that IFF is really only the 'I' or 'IS' as in Identify Self.
Yes, thats all what an IFF system is, an identity response.
Everyone has to know themself who they like and who not.
"I am ship x from faction y"
You have to decide yourself if you like that ship or not.
BFett wrote:The only difference is that they are now under a "governing" faction which works on the high level game-play.
Aka not independent and shackled to some faction which the player didnt chose.
the player being commanded around by some faction they didnt choose doesnt sound any fun.
Why shackle the player to anything at launch?
Let the player inherit the standings with known factions from the faction they spawned and leave it at that.
The player doesnt need to be a more or less undefined subfaction of some equally undefined faction in the area.
If the liberty navy likes the player then they can buy equipment from the liberty navy, if not, then not.
BFett wrote:
Instead, I'm setting the groundwork for what would hopefully become interesting faction based interactions which develop naturally over time.
no, you arent.
You are throwing some generalities into the room without explaining any of them.
What is a subfaction?
How are they created?
Why are they created?
Who controls them?
What are their conditions to continue existing?
How much control does their superfaction have over them?
Why should they do what their superfaction ordered?