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Espionage - Printable Version

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RE: Espionage - Croft - 02-13-2015

(02-13-2015, 06:05 PM)nOmnomnOm Wrote: Also keep in mind cloaking has been reduced in terms of length you can cloak.
SO yeah. there is that too.


in terms of this:

@Croft

 

In other words not to spoil the fun of others, such as following someone around cloaked telling pirates where they are etc
 


RE: Espionage - Price_ - 02-13-2015

(02-13-2015, 06:42 PM)Veygaar Wrote: Just stop FR5ing Smugglers in general. It's a silly ability.

Smugglers are good at getting around blockades and onto bases/ships.

Police can't FR5 a Gang out of Los Angeles, CA. That's impossible to do. They can search for and destroy once they know there is a criminal in the area. But they can't just go "We saw a guy doing a crime on camera, let's magically make him not be able to enter the city ever again."

This really is the answer. FR5ing a smuggler is basically just killing their RP. It's the disco version of kicking over someones sand castle and then stealing their bucket and shovel.


RE: Espionage - Veygaar - 02-13-2015

(02-13-2015, 06:52 PM)Price_ Wrote:
(02-13-2015, 06:42 PM)Veygaar Wrote: Just stop FR5ing Smugglers in general. It's a silly ability.

Smugglers are good at getting around blockades and onto bases/ships.

Police can't FR5 a Gang out of Los Angeles, CA. That's impossible to do. They can search for and destroy once they know there is a criminal in the area. But they can't just go "We saw a guy doing a crime on camera, let's magically make him not be able to enter the city ever again."

This really is the answer. FR5ing a smuggler is basically just killing their RP. It's the disco version of kicking over someones sand castle and then stealing their bucket and shovel.

Exactly. If you want to stop a smuggler. Get ingame and do it. Guard with capitals. Make them run the gauntlet!


RE: Espionage - Sath - 02-13-2015

(02-13-2015, 06:53 PM)Veygaar Wrote:
(02-13-2015, 06:52 PM)Price_ Wrote:
(02-13-2015, 06:42 PM)Veygaar Wrote: Just stop FR5ing Smugglers in general. It's a silly ability.

Smugglers are good at getting around blockades and onto bases/ships.

Police can't FR5 a Gang out of Los Angeles, CA. That's impossible to do. They can search for and destroy once they know there is a criminal in the area. But they can't just go "We saw a guy doing a crime on camera, let's magically make him not be able to enter the city ever again."

This really is the answer. FR5ing a smuggler is basically just killing their RP. It's the disco version of kicking over someones sand castle and then stealing their bucket and shovel.

Exactly. If you want to stop a smuggler. Get ingame and do it. Guard with capitals. Make them run the gauntlet!

Giving Police IDs to lock down the station/docking ring/blah blah might be a good consolation, if at all they plan on removing the FR5 system (now that official factions are getting their own perks, no need of "FR5 is the only advantage for official factions" argument). A temporary lockdown, when they catch the smugglers would be great, but I am not sure if that can actually be implemented due to FLHook (?) limitations.


RE: Espionage - Jack_Henderson - 02-13-2015

The little smuggler that gets spotted and reported is not so much of a problem. What can potentially happen? A fine. A forum post. A Fr5 to an indie ship that just renames and uses a bribe?

This is not the problem.

The real thing that is done by "intel cloakers" is that they aim at ruining a complete faction's ID by making a House FR5 the whole tagged faction (not talking about the IND stuff, btw).

This is damage. This is lasting. This cannot be circumvented or fixed.
And therefore, this is worthwhile doing for some player types (again, not talking about IND case).

And cloaks gave them a tool that makes their silly actions 100 % foolproof. No risk of failure. No risk of detection. No interaction. No backlash. Total anonymity. But: 100 % cheap success.

That's what kills semi-lawful factions doing shady thing, kills every fun in doing shady stuff, and forces you to metagame like living hell - or just stop doing it completely.

Cloaks suck in general, imo, but using it to aim at tagged factions that are trying to live up to their lore to screw them over in a lasting way is exactly what is not needed to improve gameplay. It makes the near-impossible task of roleplaying a semi-lawful faction's shady business totally impossible and ruins the remaining fun in it completely.


RE: Espionage - Pinko - 02-13-2015

(02-13-2015, 07:14 PM)Jack_Henderson Wrote: That's what kills semi-lawful factions doing shady thing, kills every fun in doing shady stuff, and forces you to metagame like living hell - or just stop doing it completely.

No, what is much more harmful to semi-lawful factions are the nerfs concerning In-House piracy, quite honestly. It leaves semi-lawful factions with a much less diversified portfolio, and makes them a lot more predictable.


RE: Espionage - nOmnomnOm - 02-13-2015

(02-13-2015, 06:48 PM)Croft Wrote:
(02-13-2015, 06:05 PM)nOmnomnOm Wrote: Also keep in mind cloaking has been reduced in terms of length you can cloak.
SO yeah. there is that too.


in terms of this:

@Croft

 

In other words not to spoil the fun of others, such as following someone around cloaked telling pirates where they are etc
 

i dont ses how that is spoiling any fun



RE: Espionage - Croft - 02-13-2015

You can't imagine how irritating that would be for the poor soul being followed everywhere? How the only option to stop being followed is simply not to play?


RE: Espionage - Binski - 02-13-2015

(02-13-2015, 05:22 PM)Scout Wrote:
(02-13-2015, 04:58 PM)Derkylos Wrote: As for cloak countermeasures available via PoBs...that would just encourage 1-use RP-lite PoBs set up for the sole purpose of making your cloak counter for your smuggler. Not everyone has access to one of the "big" PoB factions...and people would just gravitate back to mining, as it's much less hassle (30m for a hedge, then make 20-30m per run. No bother of contacting people and asking for clearance and then trying to get them to make you the item and then buying it, all of which is going to be a money sink. Or you could just make 10 ore runs, buy your cap and go)

I mean.

People already do/did this with cloaks and jump drives, and it hasn't been such a big deal. It doesn't really change much for people if there are more options.

I do think that it's better to provide agency and power to counter cloaks than it is to impose arbitrary limits on what cloakers can and can't do. Arbitrary limits aren't fun and just restrict both RP and gameplay. The capacity to act against others makes interactions way more interesting.

I agree, imposing more limits creates more situations of needing to weed out or add exceptions for pre-established RP and methods. Its very unlikely to me that this was all that damaging (except inrp) as using a cloak in a no-rp ambush or a plain visible no-rp ambush. No one died, no server rules were broken.

(02-13-2015, 07:14 PM)Jack_Henderson Wrote: The little smuggler that gets spotted and reported is not so much of a problem. What can potentially happen? A fine. A forum post. A Fr5 to an indie ship that just renames and uses a bribe?

This is not the problem.

The real thing that is done by "intel cloakers" is that they aim at ruining a complete faction's ID by making a House FR5 the whole tagged faction (not talking about the IND stuff, btw).

This is damage. This is lasting. This cannot be circumvented or fixed.
And therefore, this is worthwhile doing for some player types (again, not talking about IND case).

And cloaks gave them a tool that makes their silly actions 100 % foolproof. No risk of failure. No risk of detection. No interaction. No backlash. Total anonymity. But: 100 % cheap success.

That's what kills semi-lawful factions doing shady thing, kills every fun in doing shady stuff, and forces you to metagame like living hell - or just stop doing it completely.

Cloaks suck in general, imo, but using it to aim at tagged factions that are trying to live up to their lore to screw them over in a lasting way is exactly what is not needed to improve gameplay. It makes the near-impossible task of roleplaying a semi-lawful faction's shady business totally impossible and ruins the remaining fun in it completely.

Maybe its the house that FR5's that should be blamed? Or the admins/devs for adding cloaks in the first place? Cloaks are inrp, and cloaking ships are not obligated to RP or communicate with anyone, especially enemies or potential enemies. Ever consider this is a clear cut case of guys got caught doing something inrp by a well invested and equipped agent, and are forced to deal with the consequences. Solution? Accept responsibility for your inrp actions? HECK NO just blame the cloakers for using their cloaking devices in any way. Using them to attack, thats bad. Using them to escape, that's bad too, oh and using them for even inrp silent observation (espionage), well that gets in my way too, so something must be done! /sarcasm. Cloaks are not so cheap a success to attain, and neither is using one. Everyone can make mistakes, even cloakers.

(02-13-2015, 02:21 AM)Scourgeclaw Wrote: You're intentionally avoiding an interaction, while reaping some of the rewards of an actual interaction

why is this even a question?

IND tread a fine line as those who claim to be lawful traders inrp but are smugglers and corporate outcasts. Smuggling can also be taken as avoiding interaction, while reaping some of the rewards of an actual interaction. Interaction is not obligatory here. RP is required before certain actions, and last time I checked it wouldn't be very inrp to declare your intentions to spy, its not something that will kill your ship like piracy or bounty hunting/terrorism. They got caught, probably one of the only ways they'll ever get caught since I'm sure they know how to smuggle. Imagine, we've got a server where people that fly as lawfuls or police want smugglers forced into tradelanes to make their experience better, and smugglers that want cloakers forced into backing off to make their experience better, and cloakers that just want everything left as it is, and has been, and let players figure it all out for themselves based on what we've had going on for years now.


RE: Espionage - Jack_Henderson - 02-13-2015

Quote:Maybe its the house that FR5's that should be blamed? Or the admins/devs for adding cloaks in the first place? Cloaks are inrp, and cloaking ships are not obligated to RP or communicate with anyone, especially enemies or potential enemies. Ever consider this is a clear cut case of guys got caught doing something inrp by a well invested and equipped agent, and are forced to deal with the consequences. Solution? Accept responsibility for your inrp actions? HECK NO just blame the cloakers for using their cloaking devices in any way. Using them to attack, thats bad. Using them to escape, that's bad too, oh and using them for even inrp silent observation (espionage), well that gets in my way too, so something must be done! /sarcasm. Cloaks are not so cheap a success to attain, and neither is using one. Everyone can make mistakes, even cloakers.

Piece of advice:

1. Watch a good spy thriller.
2. Realize what is cool about the spying business and where the fun in such a genre is.
3. Compare with the cloaky Disco spy reality.
4. ???

Spy games are tense, dangerous, risky.
Cloaky spying is risk-free, dirt-cheap, and has zero percentage to fail.

The only investments are:
> time
> some minor meta-skills to read the player list for tagged targets.

The only result:
> easy win for one side.
> "deal with it" for the other side.

Much fun. No likes, sorry.