Forums » Suggestions
Sovereign citizenship
A sovereign citizen of one of the 3 major nations has completed a mission that makes the ramifications clear. Requirements for mission availability must show significant intention since the results are permanent.. like Pillar of Society standing etc..
1. The pilot loses the ability to move their standing with the other 2 nations over neutral.
2. The pilot cannot lose faction standing with their own nation.
3. The pilot is able to attack or destroy other pilots in his national territory that are not of the same nationality without penalty or TKOS or ramification other than potential death and ship loss.
4. The pilot is unable to harm pilots of the same nationality within his national space (grey or other national space is as usual)
Nyrius F6 access for crucial manufacturing activity might be a point of contention in this suggestion and an alternative may need to be implemented.. perhaps making those mfg missions available at one station in each of the other national territories as well.
1. The pilot loses the ability to move their standing with the other 2 nations over neutral.
2. The pilot cannot lose faction standing with their own nation.
3. The pilot is able to attack or destroy other pilots in his national territory that are not of the same nationality without penalty or TKOS or ramification other than potential death and ship loss.
4. The pilot is unable to harm pilots of the same nationality within his national space (grey or other national space is as usual)
Nyrius F6 access for crucial manufacturing activity might be a point of contention in this suggestion and an alternative may need to be implemented.. perhaps making those mfg missions available at one station in each of the other national territories as well.
3. The pilot is able to attack or destroy other pilots in his national territory that are not of the same nationality without penalty or TKOS or ramification other than potential death and ship loss.
Why do we want this, exactly?
Why do we want this, exactly?
Why do we want this, exactly?
There is a bit of role play anomaly in, that the game is nationalistic by nature. A player must choose a nationality and then can participate in the Deneb wars because the nations are at war with one another. Your name is a different color based on your nationality. Your ship selection is different based on nationality (though not purely implemented).
However, despite these facts.. a player can enter another nation's space based on standing rather than national origin. There is a bit of "tug of war" about this in the games history. Changes have been made to make it not possible to own the specialty ships of another nation which fits the narrative appropriately. There is of course this issue that doesn't seem to fit the national role though. Why should a Serco be penalized for killing an Itani in Serco space or visa versa? The faction standings system seems to sort of undermine the narrative. As does the tkos and related measures when one of the involved pilots are of a different nationality.
The suggestion is meant to make it possible to be a sort of national purist or sovereign citizen... sacrificing the trust of other nations for the oath of commitment to your nation of origin. Likewise being unable to harm your own citizens within your borders, but not being punished for eradicating foreigners from a nation at war. I think that leaves it balanced but also makes it more realistic to be in line with the game's narrative with your role play.
It also makes it possible for newer or not PvP oriented players to engage other players from the safety of nation space without accidentally TKOS and being torn away to grey space to be potentially trapped. It simplifies the rules to be as one would expect when first starting the game. I only suggested to make it optional because it seemed like a softer steering in that direction. To me personally I think it should probably always be this way for everyone, but it's not my vision that counts here really.
There is a bit of role play anomaly in, that the game is nationalistic by nature. A player must choose a nationality and then can participate in the Deneb wars because the nations are at war with one another. Your name is a different color based on your nationality. Your ship selection is different based on nationality (though not purely implemented).
However, despite these facts.. a player can enter another nation's space based on standing rather than national origin. There is a bit of "tug of war" about this in the games history. Changes have been made to make it not possible to own the specialty ships of another nation which fits the narrative appropriately. There is of course this issue that doesn't seem to fit the national role though. Why should a Serco be penalized for killing an Itani in Serco space or visa versa? The faction standings system seems to sort of undermine the narrative. As does the tkos and related measures when one of the involved pilots are of a different nationality.
The suggestion is meant to make it possible to be a sort of national purist or sovereign citizen... sacrificing the trust of other nations for the oath of commitment to your nation of origin. Likewise being unable to harm your own citizens within your borders, but not being punished for eradicating foreigners from a nation at war. I think that leaves it balanced but also makes it more realistic to be in line with the game's narrative with your role play.
It also makes it possible for newer or not PvP oriented players to engage other players from the safety of nation space without accidentally TKOS and being torn away to grey space to be potentially trapped. It simplifies the rules to be as one would expect when first starting the game. I only suggested to make it optional because it seemed like a softer steering in that direction. To me personally I think it should probably always be this way for everyone, but it's not my vision that counts here really.
So, first of all, during WW2, if you met a passport-carrying German on the street in New York, and you proceeded to kill him outright for 'being German", you would have been tried for murder. Because that isn't how a military conflict is supposed to work.. giving your citizens "carte blanche" to randomly kill anyone of an opposing nationality, that would be nuts. It opens the door to all kinds of vigilante decision-making that ends very badly.
Additionally, there's at least one substantial military standoff/conflict going on in the world, right now, where the diplomatic relations between two countries are still technically functional, and people are traveling between the two countries; but there's a massive military buildup at the border, and there have been occasional skirmishes and fighting of one kind or another, along that border, for some years.
So, the idea that this is somehow unrealistic is not true.
Anyway, no, we aren't going to be implementing your Suggestion. Players place way more emphasis on "absolute" nationalism than I ever have. National alignment has its merits, and values, as a game mechanic and place-setting: but VO is a game of "gray areas". I find the gray areas of history, the uncertainty and nuance and changing alignments, to be the most interesting times and places. Berlin in the late 1940s. Lots of other examples.
If the game were truly structured the way you illustrate, we would do something like WoW, where the two sides can't even communicate with one another, and all there is is PvP between Nations. That would be a hell of a lot simpler to design, as an MMORPG (it largely eliminates griefing). But, it's also (to me) kind of boring, and lacking the nuance, uncertainty, and potential for.. "gray areas" that I personally find more interesting.
Additionally, there's at least one substantial military standoff/conflict going on in the world, right now, where the diplomatic relations between two countries are still technically functional, and people are traveling between the two countries; but there's a massive military buildup at the border, and there have been occasional skirmishes and fighting of one kind or another, along that border, for some years.
So, the idea that this is somehow unrealistic is not true.
Anyway, no, we aren't going to be implementing your Suggestion. Players place way more emphasis on "absolute" nationalism than I ever have. National alignment has its merits, and values, as a game mechanic and place-setting: but VO is a game of "gray areas". I find the gray areas of history, the uncertainty and nuance and changing alignments, to be the most interesting times and places. Berlin in the late 1940s. Lots of other examples.
If the game were truly structured the way you illustrate, we would do something like WoW, where the two sides can't even communicate with one another, and all there is is PvP between Nations. That would be a hell of a lot simpler to design, as an MMORPG (it largely eliminates griefing). But, it's also (to me) kind of boring, and lacking the nuance, uncertainty, and potential for.. "gray areas" that I personally find more interesting.
Passports sounds like a great idea including fake passports that you get caught with if you dock :)