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Posted
29 minutes ago, Bart said:

Well nice things you wish upon me. Although it was actually 4 months on my last ship after the satellite antenna broke before we could get it replaced. first had to go to a 'civilised' port to recieve one, and then figure out how to get it attop of the mast (man power, rope and pulley was the answer, but no time, so next port i.e. 3 weeks later) 

But to be honest it is of hardly any use to keep the ships going, other then get db's from trade. I would just spend a mcra turn to catch up with the fleet again from where i was stranded. 

Glad I missed that! otherwise I would be missing out on an most promising Ball :P 

Haha i dont wish wish them i just know they happen ... Have alot of navy in the family ... Usually the sat link is cut two weeks before port.  

As far as the SR/COR it was an issue before I joined and as I see it only affects the ACTUAL involved parties lol wont mention names but dont think i need to

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Posted

I believe our problem is that we don't have a captain of the game right now. We need someone steering this ship, but unfortunately what we have instead is a bunch of little mutinies. We need someone who is able to step in and say "this is how it's going to be" without waiting for the committee to meet to decide who is going to be on the committee to decide what rules we should have in place.

Posted

The court has decided on the following:

  • If there is some form of agreement (formal or informal), existing ships can be used/managed according to the agreement. For escorts, trade, warfare, etc. as agreed. This agreement does not need to be published.
  • These agreements can be faction wide, player based, etc. but if anyone misuses a player's ship against his wishes, leadership will step in. Anyone should always be free to opt out of such an agreement.
  • Only existing vessels can be used. No new ships can be licensed in passive player's names, and ships cannot be sistershipped once lost. Over time, fleets of inactive players being used will thus dwindle.
  • Exception are ships build by the absent player for a faction, settlement, or trade company, as use rights already belong to the given entity.
  • Once the player returns, ships can be sistershipped and new licenses can be made as per normal rules.
  • You are not allowed to change ownership, as that would eventually be stealing the vessels. Neither can they be sistershipped by any other entity once lost

This policy will mean that only existing vessels can remain active, that players or factions cannot "optimise" upkeep or game the system by using inactive accounts, and that we get no additional paperwork or administration.

Please note that it should also ensure balance. A faction will not be unduly punished because someone suddenly becomes inactive, but also that we will not see "ghost ships" sailing the seas. (Only known and active vessels still sailing)

I will add these to the ship licensing rules shortly.

Posted

I think this is more comprehensible to the people who look at the back side of the game more. (the general players looking at the 'front') 

In other words, I don't really understand how, but I don't need to, because I do think it will work to solve the issue that has been brought forward. 

Posted

@Bregir ... The only thing i see is the event that a currently inactive players account does not have the dbs for upkeep of a ship(s) do they simply drop out of the active status as "if drydocked for repairs"?  This may not be an issue currently but i could see it coming up with the new results ie: cargo lost no dbs added to a run (higher upkeep due to repair) 

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