Forums » Suggestions

Give guides more power

12»
Jan 28, 2006 ananzi link
Let the guides do more things. Not just via 'technology' like new mission systems, whatever.

But in general... just lighten up.

I'm sure some one will complain the first time a guide crashes a server. But I wont. I think it wlll be worth it. You cant bake a cake without spilling some flour.
Jan 28, 2006 Lord Q link
what sort of things do you think they should be able to do that theyc urently cant?
Jan 28, 2006 icbm1987 link
Drive ships around that aren't released yet.
Jan 28, 2006 ctishman link
We already can do that. It's just that for the most part, we respect the Devs' wishes and don't take them into public space. If you do occasionally see one of us flying something unusual, it's because the client is willing, but the user is weak.
Jan 28, 2006 zamzx zik link
No, anazai is wanting you guys to mess around more...take a frigate for a spin, spawn two or three sets of friggys at a time...just act silly and have fun.

^what I think he is saying
Jan 28, 2006 Dr. Lecter link
Since when does Ananzi have to *say* something merely because he spews explosive QWERTY diahreahha into a post?
Jan 28, 2006 ctishman link
Can it, Lecter. If you're just gonna flame, let's cut to the chase. Delete your post already and get out of the thread. (don't worry, it's been archived)

Okay, back on topic. Word is that we can't summon more than one set of frigates, or it'll make some serious crashness server-side. That's one of those things we don't push. If you can get it cleared with a dev or two, let me know. I'd love to take the Trident out again, perhaps as a group battle.
Jan 29, 2006 Obsidian link
I'm one who likes to make things happen in the game so I'm sure some of the guidelines have been set into place due to my experiences. Some of the relevant guidelines:

1) Guides can make hive bots from an approved list of bots. These bots range from collecotrs to guardians to assaults. While guides know how to summon all bot types, according to my notes queens, leviathans and transports are not on the approved list.

2) After the "Obsidian Incident" no more that a total of 20 bots may be spawned at any one time in a sector. I swear it was a typo but on the flip side we have found that 820 Ty Corps will crash the sector.

3) There are 3 preset Capship Patrol routes that a guide may access. Only these approved routes may be used. Only one set of capships make be activated and ideally no more than once in a 24 hour period.

4) Only ships currently available to the playerbase are to be used in normal space. Any special ships must be approved by a Dev as part of a sanctioned event. As far as I know that means no bunchies, player frigates or tridents.

Ananzi you had fun with my "Rabid Hive Bot" scenario and that was created within the rules. If another guide came along after I left and spawned queens then I absolve myself of breaking any of DA RULES.

@Ananzi
What do you want me to do for you? Ask me first and give me a chance to figure out if I can within the guidelines.
Jan 29, 2006 mgl_mouser link
Shut up Lecter! You're not allowed to speak from your prison cell!
Jan 29, 2006 Cunjo link
Absolutely! I agree!

the guides need more power... let's start with giving them a '/veto mute Ananzi' command, and a '/forum banish Ananzi' command... they don't need it for other players of course, so we can restrict it to you.
Jan 29, 2006 Whistler link
We can already mute and unmute regardless of any votes, but the option for forum-only banishment has been on my wishlist for years. Gameplay takes priority, of course.
Jan 29, 2006 who? me? link
they should be able to edit individual players /ignore lists
Jan 29, 2006 ctishman link
Heck no. It's none of our business who players choose to ignore or not, IMHO. Plus, it's a client-side textfile, and giving VO the ability to alter the contents of files client-side on other computers is bad.
Jan 29, 2006 LeberMac link
I'd like to see guides be able to "assume" identities of any bot ingame. It would be neat from a gameplay standpoint.

What if (early in the week) Obsidian and RelayeR both log in, Obsidian takes control over the Itani CtC transport, and RelayeR takes control over the Serco CtC transport. The names of the transports stay EXACTLY the same, you have no idea that the transport is actually human-controlled this time.

The usual suspects show up and lazily try to blow up the transport, but... whoa! this particular transport is dodging like CRAZY and turning around to FIRE on us and dropping mines! What's going on?!?

Well, you can see that a guide-controlled transport would be fun. What about Guide-controlled Hive Queens? What about guide-piloted Arklan Guardians hanging around in B8? Capships? Transports? Observer target drones? I think that would be super-cool.
Jan 29, 2006 Whistler link
That would be fun, though I'm sure there would be concerns about fairness in the case of CtC.
Jan 29, 2006 ctishman link
Heh. 0run Collector strikes again!
Jan 29, 2006 zamzx zik link
for CtC, you'd simply log on at a later date, and defend the other convoy :)
Jan 30, 2006 MSKanaka link
To be perfectly honest, I think the guides aleady have enough power--they just don't use/abuse it on a whim, as ctishman said.

However, there are a few things I'd like removed, actually, namely the ability for a guide to unmute a player muted by the players with /vote mute "character name". I see no problem with devs doing this, but I've seen players muted by the playerbase repeatedly (after the mutee has been particularly abusive ingame) and then unmuted by a guide subsequently with the reason "Oh, you guys exploited to mute this player."

Isn't it quite possible that if the players mute a player several times that they have a reason for it? The only reason that players exploit the muting system is because the number that the devs have set is not calibrated to the size of the community. It's very rare that we have more than 30 players online at one time.

Until the voting system is fixed so that it is calibrated to the size of the community, I see no valid reason for any guide to unmute a player that has been muted several times by the rest of the playerbase.
Jan 30, 2006 ctishman link
The main reason we did that was because the counter was broken. After a player was successfully vote-muted by the community, the counter wouldn't reset to 0 votes. so all it took was one player mentioning a mute vote to mute them again.
Jan 30, 2006 ananzi link
zamzx was 100% correct

0run collector was fun. so are the other various things. i think the guides should be free to use their imagination and try things like that out. i have many ideas but im sure many others do as well and hopefully the new tools will enable more of this.

obviously there can be fairness and favorites problems. but if they stay away from drinking then the 'rewards' shouldnt be too over-the-top. but you might want to hook a breathalyzer to their computer.