(06-26-2023, 07:23 AM)RaumDeuter Wrote: I agree with the intel factions. They are supposed to go deep behind enemy lines, gather intel etc. Anything larger than a gunboat would attract too much attention in my eyes. Imagine getting caught in another House's territory with a battle cruiser. That's basically a declaration of war.
they already cant do anything outside of their ZOI with caps to begin with
If you want people to actually play police factions, you should ditch /nodock and /net entirely. All these commands do is encourage lawful players to camp trade lanes and bases. It's reactive play. If a smuggler can pull all the way up to your home base undetected because you weren't out patrolling to find them, they've "won" the encounter.
Removing those commands encourages active play. Smugglers and pirates by virtue of breaking in-roleplay laws are already active players; lawful players should have to give too, and not just take.
A way a lone a last a loved a long the riverrun, past Eve and Adam's, from swerve of shore to bend of bay,
brings us by a commodius vicus of recirculation back to Howth Castle and Environs.
(06-28-2023, 01:51 AM)Grumblesaur Wrote: If you want people to actually play police factions, you should ditch /nodock and /net entirely. All these commands do is encourage lawful players to camp trade lanes and bases. It's reactive play. If a smuggler can pull all the way up to your home base undetected because you weren't out patrolling to find them, they've "won" the encounter.
Removing those commands encourages active play. Smugglers and pirates by virtue of breaking in-roleplay laws are already active players; lawful players should have to give too, and not just take.
Imagine you actively play the game as police, intercept a smuggler, who just docks at any station. They won the encounter. And you are left with a bitter thought of why is /nodock gone. And in the meantime, FR5 is worse than /nodock, because it does not rectify what could have been avoided.
As for /net, that is a powerful tool against smugglers, who use JG and TL net. But at the same time, it requires people to be logged in and actively scan ships, and try to catch them.
The issue these days is simple. We don't have enough concurrent players to saturate the server with various roles to keep everyone busy.
(06-28-2023, 05:21 AM)SnakThree Wrote: Imagine you actively play the game as police, intercept a smuggler, who just docks at any station. They won the encounter. And you are left with a bitter thought of why is /nodock gone. And in the meantime, FR5 is worse than /nodock, because it does not rectify what could have been avoided.
As for /net, that is a powerful tool against smugglers, who use JG and TL net. But at the same time, it requires people to be logged in and actively scan ships, and try to catch them.
The issue these days is simple. We don't have enough concurrent players to saturate the server with various roles to keep everyone busy.
For the record, I think FR5 should also be abolished. It's a feature designed to provide a consolation prize to sore losers—not something you want in any game.
Also, forcing a smuggler to log off before reaching their destination is a victory; you stopped them from profiting, even if only temporarily.
Law enforcement play is not a "job"—nobody's getting punished just because a few targets slip away. It's just part of the game.
A way a lone a last a loved a long the riverrun, past Eve and Adam's, from swerve of shore to bend of bay,
brings us by a commodius vicus of recirculation back to Howth Castle and Environs.
(06-28-2023, 05:47 AM)Grumblesaur Wrote: For the record, I think FR5 should also be abolished. It's a feature designed to provide a consolation prize to sore losers—not something you want in any game.
its for chronic shitlers and "freelancers" who solely engage people they're otherwise neutral to. FR5's are also exceedingly rare. They exist as a mechanic to deal with people who refuse to have their reputation as it should be against factions they're hostile to. You don't think you wouldn't be entirely banned from, or rather, arrested upon entering the USA if law enforcement had evidence of you committing mass murder in the country? same thing.
Quote:Also, forcing a smuggler to log off before reaching their destination is a victory; you stopped them from profiting, even if only temporarily.
Law enforcement play is not a "job"—nobody's getting punished just because a few targets slip away. It's just part of the game.
please tell us the date where the LPI nodocked you with an interspace 5ker full of xeno relics
(06-28-2023, 01:51 AM)Grumblesaur Wrote: If you want people to actually play police factions, you should ditch /nodock and /net entirely. All these commands do is encourage lawful players to camp trade lanes and bases. It's reactive play. If a smuggler can pull all the way up to your home base undetected because you weren't out patrolling to find them, they've "won" the encounter.
Removing those commands encourages active play. Smugglers and pirates by virtue of breaking in-roleplay laws are already active players; lawful players should have to give too, and not just take.
Tbh, this would be the worst decision ever. As a police, you are already hampered by the fact that smugglers usually use jumpholes and simply cruise to other jumpholes throughout the whole system. And quite often there are multiple exits per system so unless you are playing in a group, there is a big chance you will not meet the smuggler and flying like an idiot between two jumpholes 100k apart is not exactly an enticing gameplay. On top of that, even with no /net command it anyway turns into a camping, just next to the above mentioned jumpholes. /net at least allows to reduce the boring part when you need to find the smuggler if the latter is lazy enough to use the trade lanes.
Similar is with no dock. Imagine, you stop a smuggler. You have to do some basic RP, explaining them what they did wrong and why you are stopping them. Or if they are a combat target you need to drop /1/2 with 30 seconds to react, according to the rules. While you are doing all of it, nothing stops the silent smuggler from simply starting the cruise and spamming CMs and then either run away or dock the nearest station. You are already at a disadvantage playing the lawfuls in this case. /nodock at least can give you an edge against this gameplay. As you can see, there aren't many people playing the police as it is. Taking more from them will not entice more people to join and will simply make smuggling even easier than it is now, and it's damn easy and just like silent trading requires to press F2 and F3 once in a while with minimal brain activity.
(06-28-2023, 06:05 AM)Shimamori Wrote: Tbh, this would be the worst decision ever. As a police, you are already hampered by the fact that smugglers usually use jumpholes and simply cruise to other jumpholes throughout the whole system. And quite often there are multiple exits per system so unless you are playing in a group, there is a big chance you will not meet the smuggler and flying like an idiot between two jumpholes 100k apart is not exactly an enticing gameplay. On top of that, even with no /net command it anyway turns into a camping, just next to the above mentioned jumpholes. /net at least allows to reduce the boring part when you need to find the smuggler if the latter is lazy enough to use the trade lanes.
Similar is with no dock. Imagine, you stop a smuggler. You have to do some basic RP, explaining them what they did wrong and why you are stopping them. Or if they are a combat target you need to drop /1/2 with 30 seconds to react, according to the rules. While you are doing all of it, nothing stops the silent smuggler from simply starting the cruise and spamming CMs and then either run away or dock the nearest station. You are already at a disadvantage playing the lawfuls in this case. /nodock at least can give you an edge against this gameplay. As you can see, there aren't many people playing the police as it is. Taking more from them will not entice more people to join and will simply make smuggling even easier than it is now, and it's damn easy and just like silent trading requires to press F2 and F3 once in a while with minimal brain activity.
You do realize that this is effectively the same problem faced by any pirate faction going after traders? The trader can always try to get away from you, you have to drop the minimum roleplay, they might ditch out of a trade lane and take an alternate route to avoid you, etc. If you're playing pirate in an area without trade lanes, it's all guesswork anyway. Likewise for a law enforcement player. Anyone who really wants to avoid contact can always take a longer, more circuitous route—at some opportunity cost, of course.
This is what the game is. Law enforcement isn't special in this regard.
A way a lone a last a loved a long the riverrun, past Eve and Adam's, from swerve of shore to bend of bay,
brings us by a commodius vicus of recirculation back to Howth Castle and Environs.
(06-28-2023, 06:03 AM)Saronsen Wrote: please tell us the date where the LPI nodocked you with an interspace 5ker full of xeno relics
Wow, amazing, Saronsen's arguing in bad faith? Color me surprised.
Actually, no, it was an LPI- /nodocking my Liberty Rogue fighter at a Junker base.
A way a lone a last a loved a long the riverrun, past Eve and Adam's, from swerve of shore to bend of bay,
brings us by a commodius vicus of recirculation back to Howth Castle and Environs.