In
7 & 8 Politiking and Spying were taken up.
Reduction of Argubate: Smack talk and other role-play forms of politic wasn't even discussed, it's so much a part of our dynaverse lives. Spying in the form of breaching fora trust was a can of worms that everyone reacted to. Negatively.
Ideas that Crawled out of the Blue Lagoon: Fora breaching is wrong, according to the disscussion, but a form of Role-played spying in the form of Secret VC's was greeted with some warmth. This idea mostly involves sweat and tears from server administrators to 'simulate' intelligence by making some VC's more obvious or less obvious according to the success or failure of other VC's.
In
#9 the idea of mission times and droner arguments were taken up.
Reduction of Argubate:
This falls into two camps.
Gook wishes to see plasma mission times reduced, believing that this may attract more plasma players while leaving droneship mission times relatively intact. A carrot strategy.
Lepton wishes to see drone mission times increased, and proposed this be done by making more intresting and indepth missions. Though he sees the increased mission times as a bonus in the flip vs. PvP balance, this idea is lended more towards the ideology that all missions including ones versus AI should be valuable experiences, or at least entertaining ones.
Ideas that Crawled Out of This:
-Julien wishes to see better Mirak PvP ships to compensate for faster plasma times.
-Gook would have liked to try a cost drop for plasma boats, but Mog has stated that this hasn't worked in the past.
-Chutt suggested that basic PFT tenders be allowed out earlier to equalize mission times.
-A bunch of people wanted to tinker with the shiplist again, and a bunch of people don't want this, because everyone just starts tinkering with everything. This particular point is still under contest.
-Karnak suggested using mission scripting to solve this problem, but Chutt got mad.
#10 discusses deepstriking, which generated some discussion with free deepstriking versus limited deepstriking, the former under some qualification making for a simplier ruleset and the latter being less prone to abuse. And quite a bit of technical problems people started seeing with the former idea.
In
11 & 12 we discussed the disengagement rule, which turned out to be the most contentious argubate in the numbered discussions.
This will be divided into two camps as well for convenience.
One camp is in favour of the disengagement rule since it brings meaning to player versus player battles, given the mechanic of being able to run missions 'under' or 'around' another player in mission.
There is a second camp that is not in favour of the disengagement rule as another mechanic of the dynaverse prevents multiple players greater than a very small number to fight each other at once. This impedes small ships from challanging large ships easily and has led towards what people in the thread have started calling 'jousts.'
Ideas that rose from the ashes:
-The first ideas concern large ship use, which has become by steps more and more restricted in recent servers. Who can use a large ship and when was discussed, some advocating that the Who and When for use of such ships be loosened.
-The next ideas concerned the disengagement rule, and it seemed less disagreeable than most of the ideas bounced around at this point to lower the time-out to half an hour and to place some sort of gentleman's law concerning rematches, if they so desired. Other things were discussed such as PP loss, draft radius, equalizing times between death and retreat, forcing winning ships to stay in hex(and other abuse prevention strategies) and a lot of beating each other with pointy era sticks.
-Something brought up once before is the Miraki operating procedure of buying a ship that is correct for a specific mission parameter, this being either PvP or Flipping-off hexes. It is percieved that other races do not generally do this, at least to the extent that the miraki do. Shiplist and particular ship rarity was brought up as a result. We closed with several pages of pointy stick beatings, with the single point of which ships are most problematic (these being ships that were 'normally' rare) being brought up.
Unlucky 13 discussed ship pricing and was divided, some people in favour of making very large ships unrestricted, and some in favour of restricting things, but everyone had run out of propane, butane, gasoline, candle wax, and even matches from the previous discussion and as a result this didn't generate much debate.
the thread to end all numbered threads discusses player fleets and is still under discussion.
So far, the three ideas have been full SFB CnC, a simpler version of Command-Line fleets and mission script provided fleets. And the usual round of stick beatings and a couple joke posts.