Forums » Suggestions
ConqSt: Givekey to {Guild,Nation} option
Expanding Conquerable Stations usage, there should be an option to give {owner,user} key to {Guild,Nation}.
Thus enabling alternate gameplays for ConqSt owners, as:
* Nationalism, for Deneb
* Trade outpost, for profit
* Resources control, to raise prices of craftable items
* Guilds wars: For my Guild!
---Giving keys:
-Owner Key to Nation: Nation owns it, no one else can give keys from that station, all citizens receive a USER key
-Owner key to Guild: Guild owns it. Its commander (&council) becomes OWNER, all other members become USER
-User key to Nation: All citizens become USER
-User key to Guild: All member become USER
---Tech (x509 style)
-Permit key cross-signing, generates a certificate that is stored in server.
-CrossCert can be revoked by key owner at any time.
-Every player receives his nation key, and guild key if affiliated.
-When a ship approaches ConqSt, it presents its personal key for that station, then his guild key, then his nation key.
For last 2, if a cross certificate is valid, it is accepted.
OR, simpler implementation:
-Each nation and guild have a keychain
-Every player have his own keychain, plus read-only access to his guild and nation keychains
-When approaching ConqStation, it checks the 3 keychains for a valid key for that station
Thus enabling alternate gameplays for ConqSt owners, as:
* Nationalism, for Deneb
* Trade outpost, for profit
* Resources control, to raise prices of craftable items
* Guilds wars: For my Guild!
---Giving keys:
-Owner Key to Nation: Nation owns it, no one else can give keys from that station, all citizens receive a USER key
-Owner key to Guild: Guild owns it. Its commander (&council) becomes OWNER, all other members become USER
-User key to Nation: All citizens become USER
-User key to Guild: All member become USER
---Tech (x509 style)
-Permit key cross-signing, generates a certificate that is stored in server.
-CrossCert can be revoked by key owner at any time.
-Every player receives his nation key, and guild key if affiliated.
-When a ship approaches ConqSt, it presents its personal key for that station, then his guild key, then his nation key.
For last 2, if a cross certificate is valid, it is accepted.
OR, simpler implementation:
-Each nation and guild have a keychain
-Every player have his own keychain, plus read-only access to his guild and nation keychains
-When approaching ConqStation, it checks the 3 keychains for a valid key for that station
+1. Make it so you can give several Guild keys out ofc.
+1
* Trade outpost, for profit
-1. In fact traders ruin all RP in 'verse. the only last roleplayers are.. pirates, some Serco/Itani nazis and couple of UIT mercs.
For trading outposts there are common nation and grey stations. Traders should not be envolved in capturing stations, they are not military, not fighters, not even mercenaries.. they are simply bots that haul cargo from point A to B and usually merciless killed by pirates and other cargo hunters, oh and they are NEVA PAY, only because they exploit the game's engine to their own profit.
Or if traders want still go in military and combat things I suggest they create or rename their guild to "Trading Cadre of Armed Gameruiners".
* Trade outpost, for profit
-1. In fact traders ruin all RP in 'verse. the only last roleplayers are.. pirates, some Serco/Itani nazis and couple of UIT mercs.
For trading outposts there are common nation and grey stations. Traders should not be envolved in capturing stations, they are not military, not fighters, not even mercenaries.. they are simply bots that haul cargo from point A to B and usually merciless killed by pirates and other cargo hunters, oh and they are NEVA PAY, only because they exploit the game's engine to their own profit.
Or if traders want still go in military and combat things I suggest they create or rename their guild to "Trading Cadre of Armed Gameruiners".