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Rule clarification - Printable Version

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+--- Thread: Rule clarification (/showthread.php?tid=5524)

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Rule clarification - Laowai - 01-14-2008

Ok quick one... i read through the rules and im not sure on this...

again, admin input would be appreciated...\


I know that pirate cap ships cannot pirate vessels and demand tax. no prob, thats easy.

But what about demanding the dropping of cargo... by that i mean, prohibited goods.

For example... there is a TBH clan policy at the moment that traders carrying passengers to Crete will be killed... Can a Corsair, in a cap ship, demand that that trader lose his cargo, and/or open fire on him?

OR... a trader going through a ZOI - if you are in a pirate cap ship, and said trader waltz's on by.. what actions are you permitted to take.

just wanna be clear on this.

cheers


Rule clarification - Jinx - 01-14-2008

tough one - gamma is not a guard system, so a clan has no direct authority to make rules there that are different from the server rules. - with that in mind, i do not think anything bigger than a gunship can really harm the trader - or force him to do something. ( however - it doesn t take more than a gunship anyway )



if a trader was asked to stop or be destroyed, it would be ooRP if he still docked at crete to sell - even if the gunships didn t manage to stop him.

but regarding to the rules - if there were only cruisers in gamma, they had no way to stop the traders other than to talk him dead.

demanding goods = pirating = demanding tax. the corsairs can do it in their guard system - cause they can make different, stricter rules there - and deny entry, if needed by force.




Rule clarification - pchwang - 01-14-2008

On the other hand, NPCs are often "programed" to check your cargo. Like if you are carrying cardamine and drifting around New Berlin, the lawfuls will stop you and demand that you hand over the goods, regardless of whether you are a trader or not.

I think that TBH doing something similar to it...except for the fact that passengers do not really fall under the "illegal goods" category.


Rule clarification - tfmachad - 01-14-2008

I'd say that considering Crete a ZoI it would make RP sense for Corsairs to be patrolling their home for stuff they consider "illegal". Stopping illegal traffic is a police/militaristic job. Even though there's no Corsair Military nor Police it would make sense for them to have people enforcing their laws inside their space. The only problem is that this isn't the job a pirate would do. So, you get back to your character being ooRP.

The way I see it, Jinx is right. I'd so love to have a "All aligned forces, attack hostile target" button in my cockpit...


Rule clarification - Fellow Hoodlum - 01-14-2008

You can advise of the 'problem' as you see it from a battleship, but attacking is out of the parameters I'm
afraid. If you want to stop them, fly a smaller ship please.

Hoodlum


Rule clarification - pchwang - 01-14-2008

I agree. It is a bad waste of resources to make Battleships enforce trade laws anyway, and thus, bad RP.

But Gronath, the Corsairs may be pirates, but they are also very well established and probably want to be recognized as a house in Sirius. I think that they do have a right to patrol their space like any other lawful organization.


Rule clarification - Laowai - 01-14-2008

' Wrote:problem is that this isn't the job a pirate would do. So, you get back to your character being ooRP.


why wouldn't a pirate patrol? remember the Corsairs are involved in a war... several in fact, they also have a known home system, with a home planet; Crete, and known bases, that they would want to defend... it makes absolute sense that they patrol their space for potential threats.

Some pirates go off and pirate, others stay home and stop sneaky so and so's from bringing passengers in...


@hoodlum - got it, thats pretty black and white, thanks.

but i still have a question

im a little concerned in that, if a trader does run what is considered "a problem" substance, and i warn him off.. but he thinks "what the hell" because he knows that in a cap ship owing to the rules, i can't actually fire on him... and he runs in and docks anyway, would that be considered, as jinx suggested... an OORP violation and be worth reporting....

i ask because im sure some dodgy types would try this....








Rule clarification - Vape - 01-14-2008

hereis something i need clarity on, what if your a lawful faction trying to stop a smuggler is anything larger than a gunboat legal?


Rule clarification - Jinx - 01-14-2008

sure it is, vape - the lawfuls are not pirating. but preventing a crime - they can shoot down a cardamine smuggler with 99 battleships if they like. its about the initiation of the aggression. - when a pirate approaches a trader, the pirate is the aggressor. if the lawful approaches the smuggler, the smuggler is the aggressor. so the lawful is the defender. - if a trader attacks a pirate battleship ( that is drains its shields 50% or more ) the BB can of course defend itself, too.


Rule clarification - Laowai - 01-14-2008

' Wrote:hereis something i need clarity on, what if your a lawful faction trying to stop a smuggler is anything larger than a gunboat legal?

thats kinda what i want to know...

because they way i read it now, is that anything bigger than a gunboat is all talk but effectively useless and impotent.. other than giving a warning....
"don't dock there im in a battleship you have been warned"


but then the smuggler thinks : "well the cap ship cant shoot at me, and the fighters have to catch me, so la la la I'll just dock anyway...."

is that OORP?

they way it seems to be is, warning from a cap ship... you cant dock.. but from fighters, the warning doesn't matter they have to catch you... (that means tho that the cops can just stick a cap ship in a system and say "YOU CANT DOCK" - anyone who does could then face sanction.... kinda scary loophole...)

yes/no?

sorry, i know im asking lots of questions,.. i just don't wanna mess it up in game