Author Topic: Colony Rules  (Read 9687 times)

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Hyper

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Colony Rules
« on: November 20, 2009, 10:43:04 AM »
I am going to start a basic set of rules for the colony.
Since this is your colony as well as mine, help me with some rules.

One of the basic rules I want to have in place is game names. Since this is leaning toward a simulation I would like to keep the names more realistic. A lot of you want your game name to be like "Fragmania" or "UberGamer" lets try to keep it down to a soft call sign or a real name.
« Last Edit: December 21, 2009, 09:36:08 AM by Hyper »

pad69

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Re: Colony Rules
« Reply #1 on: November 23, 2009, 06:17:05 PM »
Hyper Thank you I think it is needed.  :D
Murphy's Law applies "Anything that can possibly go wrong, does." or some say it this way "If anything can go wrong, it will.

geoffcartwright

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Re: Colony Rules
« Reply #2 on: November 23, 2009, 06:26:02 PM »
if we are discussing rules maybe be a bit more organic for the test group and let a rule set be establish from within, obviously not to take away from hyper the object of the testing which i think has progressed to a stage where it need rules.
maybe time for a mission commander and maybe try to have smaller teams to work on set tasks. we also need to be more careful with rovers, Ive juts failed my MCO road test i think

thedubman

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Re: Colony Rules
« Reply #3 on: November 23, 2009, 06:55:33 PM »
As fars as rules goes, with the known testers we all understand the 'ettiqutte' of the colony,.. and help each other best we can..

 For the likes of new players an enforced set of rules of what you can or cant do is needed.

A mission commander giving out tasks, via hab pc which players could accept could help the coherance of the colony.. Mission commander could issue jobs either by request by as an 'order'  and after accepting the player or team get the 'work order' and full use of equipment needed.. and with that gain xp, training etc.
This could allow higher ranking players to use important/complex stuff while allowing newer guys to practice on stuff..

ie farm need tending, fish need sorting
Rover use
Life support systems

6 players including mission commander, one rank 3, 4 new guys, mission commander issues farm+fish new guys, rover and LS to Rank 3.

rider

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Re: Colony Rules
« Reply #4 on: November 23, 2009, 07:05:02 PM »
Quote
A mission commander giving out tasks, via hab pc which players could accept could help the coherance of the colony.. Mission commander could issue jobs either by request by as an 'order'  and after accepting the player or team get the 'work order' and full use of equipment needed.. and with that gain xp, training etc.
This could allow higher ranking players to use important/complex stuff while allowing newer guys to practice on stuff..
I like that alot
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pad69

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Re: Colony Rules
« Reply #5 on: November 23, 2009, 07:51:02 PM »
Hyper I touched on this before and I think you misunderstood me so I will try to clarify this now. Set up the or a computer that has work orders on it.The work orders are assigned in their order to be done by a certain ranking player preferably by the highest ranking player in game at that time. players that accept the work assignment are time logged of acceptance of that work order and no one else can do that work assignment unless the player logs off before the assignment is finished. This can allow inexperienced players to tag along with the ranking players so they can learn different jobs they are interested in. After the inexperienced players gain rank and experience they can pull jobs from the computer that need attended work assignment. Ranking players can log in and log their work location like I am attending farm hab and bio hab thereby notifying everyone what that player is doing and then decide what they will do or help with.This would allow people to know what is going on with minimal chat and confusion and with the logging on and off of players.It is almost like covering shifts in RL I envision it like this. I log on to the game first thing is check the work assignment on the computer and then plan my work accordingly taking my rank into consideration.

Well that is my lowly two cents worth of thought.

I hope it is worth something. ;D
Murphy's Law applies "Anything that can possibly go wrong, does." or some say it this way "If anything can go wrong, it will.

geoffcartwright

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Re: Colony Rules
« Reply #6 on: November 24, 2009, 01:28:19 AM »
we might have to get the right balance between 'fun' and return play of newer player and allowing for a the sim to devolpe and for the established game colony to survive. after all you have a solid core of players testing now but we all have to think long term.

thedubman

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Re: Colony Rules
« Reply #7 on: November 24, 2009, 01:58:15 PM »
In reading and posting about rank etc, don't forget the element of the 'free form' colony, one which players have to sort out between themselves to enable survival, its interesting to watch how and what pepole do in different situations and how they get things organised. Having a random chaotic player who just there to mess things up isnt fun but, an non-ruled or rules colony could be .....?

Hyper

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Re: Colony Rules
« Reply #8 on: November 24, 2009, 03:10:23 PM »
one rule I might like to see is everyone in the colony should be able to vote someone out. If we do this for pay then I think everyone should have a say in this. We recently had a player disrupt the colony to a point of irritation. After playing online games for a while, there will be instances of the player just too creepy or obnoxious that no one can stand them. If we were actually on mars then this person would be moved to another colony? This is your game/sim so everyone should have some sort of say. That being said then the colony needs to have a pecking order or officers etc.

Zaneo

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Re: Colony Rules
« Reply #9 on: November 24, 2009, 04:34:32 PM »
Not sure if voting out right away is good idea.
Maybe like:

1st Warning   : 30-60 Seconds of all Actions Disabled
2nd Warning  : 10-20 Minute Lock Out from funds
3rd Warning   : 15 Minute Ban from server
4th Warning   : 1-2 Hour Ban from server
5th Warning   : 24-48 Hour Ban from server
6th Warning   : Perma-Ban


Where after x amount of minutes/hour/days you go down a warning level
« Last Edit: November 24, 2009, 04:51:56 PM by Zaneo »

Desmond

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Re: Colony Rules
« Reply #10 on: December 03, 2009, 02:46:24 AM »
Sounds good to me too.
A mission commander will help keep everyone in line if that is ever needed. Also, the overall resource management will be improved with 1 person issuing orders.

I would recommend that the mission commander be not based on in-game hours, but on forum posts. ie. command would always fall to Hyper when he is logged in.

Also, I think all of us are willing to follow each other's lead. ie. If Hyper logs in and someone is already playing as commander, he will make suggestions rather than take full charge immediately, although he should have "rights" to commander.

kudos to Geoff, Marcus and Rider  :D

Quote from: rider
Quote from: thedubman
A mission commander giving out tasks, via hab pc which players could accept could help the coherance of the colony.. Mission commander could issue jobs either by request by as an 'order'  and after accepting the player or team get the 'work order' and full use of equipment needed.. and with that gain xp, training etc.
This could allow higher ranking players to use important/complex stuff while allowing newer guys to practice on stuff..

I like that alot

Quote from: geoffcartwright
maybe time for a mission commander and maybe try to have smaller teams to work on set tasks.
« Last Edit: December 03, 2009, 02:53:44 AM by Desmond »

geoffcartwright

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Re: Colony Rules
« Reply #11 on: December 03, 2009, 07:55:12 PM »
nice point there desmond...from what ive seen we have allowed hyper to play 'god' as is only fit and proper since its his game but we have be more proactive and taken the mundane resposibilities of actual playing the game from his hands ( of course we take all his suggestions / orders most seriously ). after all we are the test crew and its our number one job to find and test glitches whilst playing and exploring the boundaries of the devoleping game.
But i also agree time for a set of rules along with ranks etc to be implimented if no more than a social test.

1) newbe players get a kinda mentor or guide to show them around for a while and the objectives were give clearly to them.
2) objective is to find glitches, test and retest and report glitches, bugs and anything else we can think of.



Hyper

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Re: Colony Rules
« Reply #12 on: December 03, 2009, 09:05:16 PM »
I"m only a god of code. I see this as your game and as such all your ideas will be put into the hat for consideration. You people will be the users of this monster so I do need to know what and how to keep you interested.

pad69

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Re: Colony Rules
« Reply #13 on: December 05, 2009, 10:12:52 AM »
Rule 1)
new players must play the 2 part demo first and try the game before becoming a tester. Remember this reduces questions and shows some kind of minimum standard of intelligence and commitment. No exceptions!

Rule 2)
you must have TS and use it for the introduction and testing. No exceptions! If you don't have the equipment to use TS then Tuff titty said the kitty when the milk turned sour get the equipment. (some people can't type  ;D)

Rule 3)
Forum participation is mandatory for every tester testing the game. No exceptions!

Rule 4)
Someone will be official greeter of the day to guide new people around preferably as a group. the new group first have a set day and time that is confirmed via forum then they listen to the greeter and it will be posted on forum who that person is and volunteers are welcomed. (Note: I am cranky thus not a good candidate for greeter ;D)

Rule 5)
Offenders are subject to trial by fellow testers and everyone answers a pole in forum before kicking a player and a time frame for offensive player to make changes before final vote to kick that player.( a forum trial as it were. open and public)


If we need more we can continue and remember we all know there are many Clans for many games and they all have rules.
Murphy's Law applies "Anything that can possibly go wrong, does." or some say it this way "If anything can go wrong, it will.

Hyper

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Re: Colony Rules
« Reply #14 on: December 25, 2009, 10:44:47 AM »
Good rules Pad. I want to add a couple more here

If you have equipment in a rover and decide to leave the game, please unload the rover. If you unload the rover unload it where the equipment belongs. I found the GPR and a Drill on a rover by the main Hub.

Park the rovers in a orderly fashion away from the Hub. You can line em up 20 or so meters away from the Hub then as you need to drive one up to be fueled.

Every run when you return, fuel up the rover and park it for the next user.

When you log in, if no one is on, do the work in the following order.
Check farm, water and fert as needed.
Check bio, harvest, feed as needed.
Check mine, clean augers etc
Fix any rovers you find with excess wear like 200+ at main hub just fix one if you can.
Do a waste run
Check PV array on your travels, fix any broken wind generators
Check all fuel generators on your travels.

I jumped into the colony and find things off, broke and misplaced all the time, you guys are sloppy. When we get the new version out all this will become extremely critical.