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Table of Contents


Chapter One - The Liberty Police Inc. and its History.

Chapter Two - Areas of Operation and You

Chapter Three - The Laws of Liberty and You

Chapter Four - Allowed Ships and You

Chapter Five - Your patrol craft and You

Chapter Six - Pre-Flight Checks and You

Chapter Seven - Tips and Tricks (and You)

Chapter Eight - Your Taser and You

Chapter Nine - Your Life Pod and You

Chapter Ten - Your Comm Device and You

Chapter Eleven - The Liberty Bounty Board and You

Chapter Twelve - Junker Bases and You

Chapter Thirteen - Environmental Hazards and You

Chapter Fourteen - Rank and You

Chapter Fifteen - Your Enemy and You

Chapter Sixteen - Acoustic Warfare and You

Chapter Seventeen - Acknowledgements and Footnotes

Chapter Eighteen - Liberty Police Inc. Fining and engaging protocols and you.
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Chapter One - The Liberty Police Inc. and its History



Liberty Police, Incorporated (LPI) is a private corporation that handles the policing of Liberty space, namely, the interdiction of smugglers, pirates, and other law-violators. Many contractors have tried to compete with the LPI throughout it's long history, but none have succeeded. As such, LPI remains the premier civilian law enforcement force in the Republic of Liberty, renowned for their ability to strike at any target within Liberty's borders.

While the LPI is a corporation, the Liberty Government maintains oversight over the company through control of government subsidies and by conducting their own investigations into LPI-related incidents and matters. Reports of corruption within the ranks of the LPI have been released by multiple news agencies, however, the LPI refuses to comment on them.



Summary of Duties



-Keeping the peace, through deadly force if necessary.
     
-Destruction of any and all unlawfuls, including pirates, terrorists, and other assorted degenerates.
     
-Maintaining and stocking of prison stations Sugarland, Huntsville, and Attica.

-Search and Rescue of disabled or distressed ships and/or personnel.




History



1 A.S. - The Liberty Peacekeepers are formed to help maintain the peace and provide assistance those in need. The Liberty Peacekeepers were a combination of Police and Rescue and Assistance squads.

10 A.S. - Liberty Police Department founded.

16 A.S. - Liberty Police Department's space arm is founded.

653 A.S. - Liberty Police Inc. takes over control of the old government-funded Liberty Police Department.

800 to 801 A.S. - Liberty Police Inc. participates in the Nomad war.

815 A.S. - "The Great Shake Out", as it was known, rids the LPI of dozens of incompetent and corrupt officers. This is after a year of investigations led and supervised by Chief of Police Matt Myers.

815 A.S. - Chief Of Police Matt Myers retires and moves to Curacao.

816 A.S. - Chief Of Police Roger Williams dies in an Assassination Plot.

816 A.S. - Matt Myers is brought back as Chief of Police.

816 A.S. - Terrorist attack on Fort Bush kills 150 LPI officers. Leads to the largest manhunt in all of the LPI's history. It was discovered that the bomb parts used in the bombing were Rheinlandic in origin. Liberties President Powell lays blame for the bombing at Rheinland's feet.

817 A.S. - War is declared on Rheinland. The LPI distinguishes itself by assisting the Liberty Navy and Liberty Security Forces in several battles in the opening of the war that turn out to be complete losses for Rheinland.

818 A.S. - Failed assassination attempt is made upon Matt Myers. By a miracle, he survives.

818 A.S. - Matt Myers sells the LPI to the IND and retires, Hull O'Brian is made Chief of Police.

821 A.S. - Unrest begins to spread within the LPI's higher ranks as Hull O'Brian still hasn't showed up to his office after three years. Some say that he has been observed enjoying life alongside Mr. Myers at Planet Gran Canaria, but these rumors are as of yet unconfirmed. Due to his prolonged disappearance the LPI Board of Directors meets and promotes Jonas Valent to Chief of Police.

822 A.S. - Jonas Valent steps down from the position and J.D. Masket is promoted to Chief.

822 A.S. - Chief Masket finds out about his roots and is now known as Zenon. After accused of being involved with artifact smuggling but with no real evidence, he decides to step down for the greater good and passes the Chief torch onto Jax Rogers.

823 A.S. - Chief Rogers steps down and David Wright is appointed as temporary Chief of Police.

823 A.S. - With the conflict between the Navy and LSF heating up, David Wright orders more funding to be allocated for heavier ships and weaponry.
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Chapter Two - Areas of Operation and You


These are our primary areas of operation.

New York:
The New York system is the trade hub of Sirius, thanks in part due to it's position in the center of the Great Houses (and Gallia), and as such, this is likely where you'll spend most of your time when on patrol. With Manhattan's population becoming increasingly more addicted to drugs and artifacts, this is also a hotbed for all kinds of scum and villany. Bases of operation in the New York system include Fort Bush and Planet Manhattan.

California:
This is where the majority of Liberty's lowlife hang out. Hackers, Outcasts, Rogues, Legionnaires, and even the occasional Gallic can be found roaming around aimlessly. Be especially careful when patrolling the system, because you'll never know when you'll stumble across a bad guy. Our bases of operation in California include Los Angeles.

We will never forget San Diego.

Texas:
Texas used to be a battleground between Liberty and Rheinland, but now that the war's over and the embargo has been lifted, our presence in the system has gradually waned down to harassing Junkers and protecting our assets in the region. Our bases of operation in the Texas system are Planet Houston, LPI Huntsville, and LPI Sugarland.

Colorado:
Colorado is Xeno turf, with an asteroid field hiding their movements and ample targets in the form of trade coming in from Kusari. Only a small problem for us, since we need to feed our prisons with labor. Our only base here is on Planet Denver, and we've got a lot of ground to cover in very little time.

Pennsylvania:
Home to the main "New Pilot Training Station" in Liberty, this system has the highest amount of space-flight fatalities. Our main base is on Planet Erie, with smaller precincts aboard Philadelphia and Harrisburg Stations.

Illinois (Our Guard System):
This system is host to One Police Plaza, one of the largest and most beautiful stations in the entire sector. The LPI's maximum security prison station, Attica Supermax, is located here, as is the restored battleship McNeil Island. Recruit officers are shipped here for basic training before heading into the field for hands-on training.
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Chapter Three - The Laws of Liberty and You


Here are the laws. Read them and uphold them. What else are you here to do?

The Laws of Liberty
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Chapter Four - Allowed Ships and You


This is likely the most important part of the manual, so pay attention. A Pilot and their Vessel are a single unit whilst in space, and one cannot survive without the other. This is why it is imperative to know your ship inside and out.

A good Officer always knows what his ship is capable of. For instance, if a perpetrator in a transport decides to go for a sight-seeing trip around Manhattan, it is not advisable to attempt to engage it in a Liberator. Try to first call for backup in the form of SWAT bombers or fighters, and escalate if need be from there. If your fellow Officers are unavailable, then you should improvise. Try sweet-talking him, or annoy him so much that he gives up and submits to arrest. If he doesn't, then at least you tried.

Listed below are the vessels that an Officer is allowed to operate.

LZF-9805 "Liberator" LF
Permitted for use by all officers of Liberty Police Inc. of any rank for all purposes, from interception to combat. Fast, manueverable, and highly flexible, it floats like a butterfly, and stings like a bee. Very effective against slow-moving bomber or super-heavy fighters, and can pose a threat to gunships in large packs. Just watch out for mines.

BDR-804 "Guardian" VHF
Permitted for use by Officers and above. Heavy fighters no longer follow the SWAT naming convention, but Officers are advised to refrain from using them unless the situation demands heavier firepower. A well-balanced fighter, decidedly average on paper and decidedly deadly if used right.

CTE -6000 "Eagle" VHF
Available on a case-by-case basis as an alternative to the Guardian. A lot faster than the Guardian, but as a trade-off it is significantly less armored while remaining roughly the same size. Good in a one-on-one engagement, but lackluster in larger brawls.

Li-117 Liberty "Upholder" Bomber - SWAT Designator [U]
Permitted for Officers and above. All bomber vessels carry the SWAT designation and follow the LPI-SWAT-<name><designation> naming convention. A large bomber vessel bearing resemblance to a sharp pancake, the "Cupholder" holds the distinction of being the most manueverable bomber craft in the Sirius Sector (and Gallia). Has modest firepower and high potentional.

CTE-19000 "Roc" Bomber - SWAT Designator [R]
Available on a case-by-case basis as an alternative to the Upholder. Slightly smaller and sticks out a lot less.

XB-2 "Havoc II" Bomber - SWAT Designator [H]
Available on a case-by-case basis as an alternative to the Upholder. About as well-rounded as the Upholder, but maintains a unique appearance with different performance.

DL-Hai Liberty "Grizzly" Class Freighter - SWAT Designator [Z]
Permitted for Cargo Interdiction and SWAT usage. Has eight guns forwards, meaning that it can pack a nasty surprise for anyone crazy or dumb enough to go head on, and has two slots for countermeasures. With new, more efficient cloaking technologies, the Grizzly can mount a cloak, a respectable armor upgrade for it's size, and a countermeasure dropper.

EL-HiL27 "Rhino" Liberty Freighter - SWAT Designator [O]
Permitted for Cargo Interdiction and SWAT usage. Perhaps the most successful small craft in Liberty's long history, with pilots such as Agent Tracer of the Liberty Security Force racking up over one hundred kills without a single vessel lost in combat. A good balance of speed, firepower, and armor.

Armored Transport
Permitted for use by Sergeants and above. These are used to transport VIPs or act as pocket gunships, as they have significant firepower in the form of 9 guns as well as good armor.

CT-39X "Albatross" Transport
Currently being phased out of service, although LPI-Rikers is still maintained and is in active service. Used mainly as a storage vessel.

Prison Liner
Permitted for use only as bursar and prison ships. Solid armor prevents any unwanted things getting in or out.

Class C5 "Bison" Liberty Transport
LPI maintains a company fleet of ADX transport vessels for inter-Liberty shipping purposes. Holds a respectable amount of cargo while retaining a nasty bite in the form of 10 transport-grade turrets. Can effectively combat gunboats and cruisers in a pinch, with support.

Liberty Gunboat
Liberty Police Incorporated maintains a fleet of gunships to engage larger targets. Deputy Chiefs and up can request their own personal gunships, but Detectives are allowed access to Company-issue vessels.

And that concludes this chapter about the types of vessels we use within the Liberty Police Inc.
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Chapter Five - Your patrol craft and You



With the new updates due, the fining and engaging protocols will be shown in the new chapter.

You should have police lights set up on your patrol craft.

The pimpship numbers for the lights are as follows:
32: LargeBlueStrobe
48: LargeRedStrobe

For the Liberator:
01 | HpHeadlight : LargeWhiteSpecial
02 | HpDocklight01 : LargeBlueStrobe
03 | HpDocklight02 : LargeRedStrobe
04 | HpRunningLight01 : SlowSmallBlue
05 | HpRunningLight02 : SlowSmallBlue
06 | HpRunningLight03 : SlowSmallBlue
07 | HpRunningLight04 : SlowSmallBlue

Go to a shipyard, go to the ship dealer, type /pimpship, type /setitem 06 32, press enter, then type /setitem 07 48 and press enter. Type /buynow and press enter. Log back in, and then type /lights in space to turn your lights on and off. /police will turn your police siren on, and /nodock with a ship targeted will not allow that ship to dock at a lawful base for 2 minutes.

For the Guardian:
| 01 | HpHeadlight : LargeWhiteSpecial
| 02 | HpRunningLight01 : SlowSmallBlue
| 03 | HpRunningLight02 : SlowSmallBlue
| 04 | HpRunningLight03 : SlowSmallBlue
| 05 | HpRunningLight04 : SlowSmallBlue
| 06 | HpDocklight01 : LargeBlueStrobe
| 07 | HpDocklight02 : LargeRedStrobe

Go to a shipyard, go to the ship dealer, type /pimpship, type /setitem 06 32, press enter, then type /setitem 07 48 and press enter. Type /buynow and press enter.

For the Upholder
| 01 | HpHeadLight01 : LargeWhiteSpecial
| 02 | HpRunningLight01 : SlowSmallBlue
| 03 | HpRunningLight02 : SlowSmallBlue
| 04 | HpRunningLight03 : SlowSmallBlue
| 05 | HpRunningLight04 : SlowSmallBlue
| 06 | HpRunningLight05 : SlowSmallBlue
| 07 | HpRunningLight06 : SlowSmallBlue
| 08 | HpRunningLight07 : SlowSmallBlue
| 09 | HpRunningLight08 : SlowSmallBlue
| 10 | HpRunningLight09 : SlowSmallBlue
| 11 | HpRunningLight10 : SlowSmallBlue
| 12 | HpRunningLight11 : SlowSmallBlue
| 13 | HpDocklight01 : LargeBlueStrobe
| 14 | HpDocklight02 : LargeRedStrobe

Go to a shipyard, go to the ship dealer, type /pimpship, type /setitem 13 32, press enter, then type /setitem 14 48 and press enter. Type /buynow and press enter.
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Chapter Six - Pre-Flight Checks and You



Here, we will discuss basic operating procedure for your craft. This guide covers useful pre-flight checks that just might save your life, so listen up and listen good.

Step One:

The first thing that you should do before getting into your spacecraft is check for damage. Did you leave your Liberator in pieces after your last patrol? Did the degenerates from down the street need more money to fuel their Cardamine addiction? Not a problem. A quick visual inspection of your craft never hurts, and it can prevent an in-flight catastrophe should some parts of your ship be damaged or missing. The main things you should be looking for are damage to components or weaponry. If something is missing or damaged, file the proper form and take a coffee break while the engineers deal with it.

Step Two:

Once you've climbed (or been airlifted into) your craft and turned it on, the first thing you should do is check your systems. This ensures that you have proper ammunition and reloads. To avoid having to check every time you get into your ship, use the patented Autobuy™ system. Created by Ageira Technologies, it ensures that your ship remains topped off with ammunition, nanobots, and shield batteries.

Step Three:

Now that you're ready to take off, it is imperative that you know where you are and that you are in the right ship. If you got drunk one night and ended up in Sigma-13 with your ship, it's probably a bad idea to try and respond to a priority call in New York. By the time you get there, the victim will likely be dead or gone, and your performance will have reflected poorly on our institution. In this case, it is better to find express transport back home, or quietly make your way back. Not your fault that you couldn't make it in time, right?

As for other people's ships, if you have accidentally gotten into another officer's ship, then get out of it before you cause an inter-department issue. I don't need more paperwork to fill out.

Step Four:

Now that you've completed your pre-flight checks, it's finally time to take off! Simply use your on-board docking computer to automatically launch your vessel, and hope and pray that you don't run into a series of nuclear mines on your way out.

That covers the basics. Report to the simulators for further training, if you need it.
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Chapter Seven - Tips and Tricks (and You)


Ah, Tips and Tricks, my favourite section. These are a set of tips that'll help your survive or meet monthly ticket quotas.

1: Don't bite the hand that feeds you.

This goes without saying. Giving the Chief lip or sass will undoubtedly result in your pay getting docked. This pay-docking also may or may not coincide with a bonus for the Chief.

2: Bite the enemy's hand, instead.

It's a perfectly acceptable practice in the LPI to give criminals some sass. Take out any insecurities or anger at the Chief on them. After all, they aren't technically citizens of Liberty, right? Right.

3: Broken tail lights are a mainstay of the force.

Superiors breathing down your neck with a gun to your head, muttering something incoherent about monthly ticket quotas? Not a problem! With a list of draconian laws as long as the one in Liberty, you can always find something to fine someone for, probably. In the event that you can't, just make something up. Like broken tail lights. Ships don't even have tail lights, for Christ's sake, but they don't know that. Just don't overdo it, because then people will complain, and complaints are bad.

4: Keep your friends close and your coffee closer.
Did you go to sleep late last night because you had a mound of paperwork to deal with? Yes? Well, too bad! You're stuck here, with all of us, every day. For the rest of your life.

Luckily, there's a little thing that you can buy (with a 15% discount, use coupon code StayWoke) called Sunbucks Coffee, which is the lifeblood of many a beat cop. Simply purchase a cup, pull the top tab labeled "PULL HERE", and pour the entire thing down your gullet in one go.*

*Disclaimer: Sunbucks is not liable for any injuries caused by pouring a cup of boiling-hot coffee down your throat.

5: Who needs to be in shape? I have a Liberator!

As an officer in Liberty Police Inc., you have access to Sunbucks Donuts. Due to our lax regulations and the fact that our Liberators are made to hold one large Libertonian or four smaller ones in the cockpit, we can afford to get lazy and eat donuts all day. Use coupon code What'sObesity? for a 15% discount on your Sunbucks Donut purchases.

That about covers the basics.
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Chapter Eight - Your Taser and You


One device given to all officers is the TT-26A "Long Boy" Hybrid-Conducted Electricity Weapon, known better in LPI service as "The Taser". On it's highest settings, it packs enough of a punch to jumpstart a Liberator, but you should already know that, since all Officers are required to be tased before they are qualified to operate one. That is, if you didn't pay the opt-out fee.

The device is easily operated by a monkey, which means that it shouldn't be hard for most of you to understand how to use. When set to "TASER", as evident by the label next to the fire selector, the weapon will fire two prongs that latch onto the skin or clothing of your target. The intensity of the shock can be changed by a small knob on the left side of the weapon, and the trigger can be held down to prolong the pain.

The device has two main purposes, hence the hybrid designation. The first is to haze new recruits, which usually involves the victim curling up in a little ball for several hours after proper application of the TT-26A H-CEW. The second is for recreational purposes, where officers may sometimes compete with one another to see how many confirmed taser hits they can rack up in a given timeframe. This usually requires use of a standard-issue body camera to capture and confirm the hits, and also usually results in a series of complaints from disgruntled citizens who were affected by the game.

Either way, the taser is a useful tool for shocking your friends or your family. Or even criminals. Yeah, those guys.
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Chapter 9. Your Life Pod and You


This chapter is a review of the new Life Pods that are going into service.

With the revitalization of the LPI and Gallic forces looming on the horizon, serious effort has been made to modernize our life pods. LPI pilots will soon have to protect Liberty from criminals one day, and a horde of baguette-chewing, beret-wearing frogs the next. To ensure that the LPI's investment in you is not wasted due to easily-preventable circumstances (see: having your pod blow up with you still in it), we have taken several steps to beef up the survival rate of ejected pilots.

Some of the areas that have been enhanced:

1. Armor Plating: The life pod's effective armor thickness has been more than doubled from the previous model, thanks in part to innovating sloping techniques and stronger materials. Officers in the field can also request additional armor upgrades for their pods, such as internal iridium struts, electric or explosive reactive armor, and pop-out slat armor.

2. Cryo Sleep: In the event that an LPI pilot is not recovered within 48 hours of ejecting, the pod will automatically enter cryo sleep mode in an attempt to preserve the pilot until a rescue effort has succeeded.

3. Larger Fuel Tanks: Increases flight endurance.

4. Increased Oxygen Capacity: Helps you breathe longer, dummy.

5. "Beagle" Active Probe: A new innovation from Ageira Technologies, allowing a pilot to scan and identify up to 256 targets at a time from their escape pod. Is shipped with an enhanced dual-mode IFF transponder, which allows the pilot to transmit and receive IFF-related transmissions.

6. Emergency Survival Meals: Also known as "Donuts, Ready-to-Eat", these large brown packages contain 12 individually-packed and ready-to-eat Sunbucks donuts, handy for stranded pilots without food. Included with each donut package is a pouch of emergency water and freeze-dried coffee, with creamer and sugar. Flavor diversity ensures that no officer will get tired of these in the average time it takes to rescue an ejected pilot (under 48 hours).

7. Integrated Solar Power Panels: Allows for nearly infinite power-gathering.
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