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Promoting police roleplay - separating Police and Military identity? - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Rules & Requests (https://discoverygc.com/forums/forumdisplay.php?fid=6) +--- Forum: Rules (https://discoverygc.com/forums/forumdisplay.php?fid=25) +--- Thread: Promoting police roleplay - separating Police and Military identity? (/showthread.php?tid=200770) |
RE: Promoting police roleplay - separating Police and Military identity? - Barrier - 11-27-2023 I added a lot of the ideas on the first post to give people an idea of what was suggested. I feel like implementing even one of them may have a substantial impact, so let's see what devs consider sufficient I guess. RE: Promoting police roleplay - separating Police and Military identity? - darkwind - 11-27-2023 (11-27-2023, 12:40 PM)Barrier Wrote: I added a lot of the ideas on the first post to give people an idea of what was suggested. I feel like implementing even one of them may have a substantial impact, so let's see what devs consider sufficient I guess. i also suggested * Add police only high proffit commodity to trade around (it can be prisoners) * Give all criminals high proffit selling points at their bases for this commodity Killing few birds with one stone. Giving non hunting reason for police Giving criminals more reasons to hunt those ships if police is PvEing ![]() RE: Promoting police roleplay - separating Police and Military identity? - Barrier - 11-27-2023 (11-27-2023, 07:23 PM)darkwind Wrote: i also suggested Gotcha, I just wanted to simplify these under a general heading. And yeah I forgot to include you under that one. RE: Promoting police roleplay - separating Police and Military identity? - Haste - 11-27-2023 Is the goal of these changes:
Don't get me wrong, I'm all for adding little carrots to dangle in front of the playerbase to try and reward players for "playing their role", but I feel like if we're going to pay police a salary we should also pay navy ships a salary for the same activities. They're pretty interchangeable. We want navy patrols just as badly as we want police patrols. Why not spend the same dev time but give more IDs more to do? Because we want to artificially boost the police playerbase? Also, if the main reason why players don't play police is that the power fantasy of the ID isn't to their liking, which is a pretty safe assumption (again, the IDs are universally superior to navy IDs of the same houses from what I've seen), won't trying to "force" them to play the ID just result in mediocrely roleplayed police characters? I'd rather focus on giving all our players more stuff to do and more fun to have in the game rather than spending disproportionate dev time on fixing a problem that isn't really a problem. People who like to play police characters will play police characters regardless of the ID. Maybe my perspective on this is biased as my very first official faction was LPI and I had an absolute blast playing it, but it just seems like we're missing the forest for the trees. Get more players playing, and being a policeman on patrol will be more fun. If we want more activities you can do that don't rely on players in your ZoI, which we definitely do, add them in such a way that the maximum number of IDs / players benefit. To be honest, salary or not, flying around a house aimlessly taking lanes just because it drip-feeds you some credits still doesn't sound super enticing to me. RE: Promoting police roleplay - separating Police and Military identity? - LuckyOne - 11-27-2023 As always, everyone commenting here is wrong (and that includes me ![]() But to really fix police you need to turn the problem on its head. Why don't people play police IDs? Because there's nobody to police! Seriously, I've been here for a while, and the situations where people were incentivised to log Police were set up to promote them to log - limited to high profile events with lots of smuggling activity. First, you need to incentivise smuggling to happen during peak hours instead of when nobody is around. That means smuggling should be more akin to blockade running. Basically, give bonuses when there are lawfuls around in the system you sell your contraband. Second, Police needs their own gameplay loop they could do while waiting for the smugglers to show up. Somebody suggested POB prison facilities, or just a straight up sellpoint bonus (acessible only for Police IDs) for captured pilots. Third, I suggested several times to bring the NPC scanning patrols back, and make them "relay" info about your coordinates to all police / lawful IDs (unless you drop your cargo or bribe them - whichever is easier to code). This would make using JHs a bit harder, though still sneakier than TLs that always relay your info to everyone who's listening. /nodock for indies could help quite a bit, but it's only a band-aid that might be more useful for trolling than true gameplay issues. RE: Promoting police roleplay - separating Police and Military identity? - freelancer knux - 11-27-2023 Personally I love fly police characters but the issue I am constantly met with is players. I am being legit its either people going out of their way to avoid interacting eg flying above the plane or and tgis one is probably worse too many hostiles. I cant count how many times when I actually get some RP going with a smuggler that I get dunked on by an cruiser or BS after they fly up and drop the ol L1 L2. Just makes it feel like every time I go to log it will be an hour or so of silence. RE: Promoting police roleplay - separating Police and Military identity? - Ashyur - 12-07-2023 a feature we all forgot, there was a command for official police factions that could play a siren in-game, should be another incentive for a normal id RE: Promoting police roleplay - separating Police and Military identity? - -Revenant- - 12-07-2023 (11-26-2023, 05:17 PM)Barrier Wrote: Hi guys. You are probably aware than there are currently no dedicated police official factions in any house. Moreover, even unofficially, only a fraction of active players in any house seem to be playing police characters. Frankly, I don't remember the last time I saw a BPA or a KSP ship during my forays into Bretonia and Kusari, and Rheinland only has a few dedicated players for its unofficial police faction (KPR). It seems like you have brought up some interesting points regarding the lack of dedicated police factions and players focusing on police roleplay in the game. Your idea of changing the house military id lines to differentiate between the military and police roles is an intriguing one. It would allow for more options when dealing with criminals and provide a clear distinction between the two roles. Some other ideas that have been put forward by other players include adding the ability for indie police IDs to not dock at certain stations, changing house laws to give police more power, combining the military and police IDs, creating sellpoints for confiscated commodities, adding a salary for police based on patrol time, allowing police to disable trade lanes and gates, adding valuable unlawful NPCs along patrol routes, improving the scanners and cruise disruptors used by the police. Each of these ideas has its own merits and would require different levels of implementation. It would be interesting to see how the community and game developers respond to these suggestions and if they can lead to more players focusing on police roleplay. RE: Promoting police roleplay - separating Police and Military identity? - Arne - 12-07-2023 I consider myself an advocate for the merging of the 2 ID's as i felt police ID will always be inferior in a way to the military ID. If people still want to play either, they can create a player faction (or indie) and roleplay it the way they want. RE: Promoting police roleplay - separating Police and Military identity? - Petitioner - 12-10-2023 (12-07-2023, 06:05 AM)-Revenant- Wrote: [nonsensical and ai-produced garbage] Please stop replying to threads with literal ChatGPT-written responses that don't add anything to the discussion whatsoever. |