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[FAQ
Forum Index » » Developer Feedback » » n idea to help put a stop to the Spy role
 Author n idea to help put a stop to the Spy role
Thorium
Grand Admiral

Joined: August 05, 2004
Posts: 185
Posted: 2004-11-15 09:42   
4th faction for mods.
they get a ship that can move anywhere any time (no wepons and cannt be damaged)
can spawn at any gate/planet
see where all ships are.
see all that is said by any faction.
see all changes made to planets as it happens.
they can spec any player/object.


also

if you the player wants to change anything you must be in orbit of the planet to change it. this will make it easyer for the mod to see who is makeing the changes and why.




maybe redundent as i have no idea how mods see the MV when they are on.
_________________


Doran
Chief Marshal
Galactic Navy


Joined: March 29, 2003
Posts: 4032
From: The Gideon Unit
Posted: 2004-11-15 10:19   
Quote:

On 2004-11-15 09:42, Thorium wrote:
4th faction for mods.
they get a ship that can move anywhere any time (no wepons and cannt be damaged)


bring back the mod orb?

Quote:

see all that is said by any faction.
they can spec any player/object.


think these are current mod powers, could be wrong tho


Quote:

if you the player wants to change anything you must be in orbit of the planet to change it. this will make it easyer for the mod to see who is makeing the changes and why.



hey if engies have to be in orbit to build, shouldnt someon have to be in orbit to scrap?

good idea
_________________


Pope
Fleet Admiral

Joined: June 11, 2002
Posts: 2449
From: World of tomorrow
Posted: 2004-11-15 11:03   
And who's going to pay those mods, seeing as they can't play anymore?
_________________


Xilaratu
Cadet

Joined: May 06, 2004
Posts: 745
From: Florida
Posted: 2004-11-15 11:17   
^ What he said
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Move like water.

Coeus {NCX-Charger}
Admiral, I can't read,
Sundered Weimeriners


Joined: February 16, 2004
Posts: 3635
From: South Philly
Posted: 2004-11-15 13:00   
Uhhh... huh?
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Darkspace: Twilight

  Goto the website of Coeus {NCX-Charger}
Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2004-11-15 14:29   
A mod would have the oppurtunity to switch between the mod 'orb', for lack of better term, or an actual ship at a shipyard. Or ingame. However, if it was ingame, I could see mods switching out invincible ship for damaged ship. If the mods were evil. Seeing how their is no evil mods here, I can assume that allowing them to switch at will for viewing should be allowed.

added note: spying on the enemy with an orb and reporting their stratey back should not be allowed

also added note: seriously, everything done that the server knows about should be recorded.

me 2e-2 cents
_________________


Thorium
Grand Admiral

Joined: August 05, 2004
Posts: 185
Posted: 2004-11-16 07:52   
who pays for the mods now?
and why would they not be able to play?
_________________


Proximity
Cadet

Joined: October 04, 2004
Posts: 78
From: USA
Posted: 2004-11-16 12:25   
Why don't we just fix the bugs and exploits as they arise and let everyone play without having a person over their shoulders every 5 seconds.

Be Patient people
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Is it wrong to slam a dunk?

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Fatal Command (CO)
Marshal
Fatal Squadron


Joined: November 27, 2002
Posts: 1158
From: over here in New York noticing some ppl are like canoes.....they need to be paddled.
Posted: 2004-11-16 22:46   
well.......could give independents say 30 days play in MV....after that.......have to choose a faction..and stay with that faction X amount of days.......and 7 days is just way too short...
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  Email Fatal Command (CO)
Strategery
Grand Admiral
Sundered Weimeriners


Joined: December 07, 2002
Posts: 522
From: Straight Outta Boston!
Posted: 2004-11-17 03:03   
^ I'm with Stupid.... ^


Seriously, i like PJ's idea of a term limit when you join a faction. I've never believed a person should be able to switch factions X amount of times in 1 day, let alone a week. At least a month or so IMO.



Out
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ICC Master Battle Strategist (ret.)
Proud Commander of the C.S.S. Ticonderoga


  Email Strategery
Beast
Cadet
Sundered Weimeriners


Joined: May 27, 2002
Posts: 345
From: Wouldnt you like to know
Posted: 2004-11-17 03:19   
about the original post well um.... never mind all I,ll say is mods can be present in the mv even if you dont see them.
_________________


  Email Beast
Meko
Grand Admiral

Joined: March 03, 2004
Posts: 1956
From: Vancouver
Posted: 2004-11-17 06:34   
i like the restriction on faction hopping.

the mod orb...... sounds reasonable to me. actually id kinda like the option to have a mod there.

back to faction hopping. one week is a GOOD time.

i know youd rather it be a month or two right PJ, but seriously, for grimiths sake... and... mine. and a great many others....... no

7 days is even too long.

maybe 3 days.
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