' Wrote:And well think about it... I mean they are cops, they are not a military force, the closest they come to really heavy firepower is their SWAT unit which is still deployed carefully.
and caps die easier than Liberators anyways.
It's one thing I don't get about Disco, especially Liberty.
People expect the Police to do/have military stuff, and expect the Navy to do police stuff.
Well Rawr I guess the main issue is that both groups have a completely lawful focus and people regularly expect them all to team up or fill in for the other when someone is not online. At a glance you could say that the LN and LPI fulfill the same role which is defense of Liberty. The Navy however is state funded and obviously militarized and has completely different goals and motivations... specifically open combat.
It is unfortunate that the LPI is almost always called in to deal with pirates, I really wish that police groups in general had more RP opportunities, since a Navy player can do almost everything the Police one can but with a bigger ZOI and better equipment... at least the cops get TLAGSNET, which is a minor step up, but with the activity in Liberty it must be impossible to use effeciantly. I think in the future police groups will end up getting more utility powers like shutting down trade lanes and mooring points, but that is just high hopes from me.
I sort of want to see a Liberty version of Law and Order now that I think about it, LPI officers doin' their thing XD
What is the obsession with Liberators? Sure, they may live forever, but you're not putting out much damage in that time.
Under concentrated fire a LABC may not live as long as a Liberator, but it'll put out an order of magnitude more damage in the time it's alive--which means it will take less damage because the other guy will die first.
There's this stigma on Discovery that police officers are supposed to be flying LFs and not actually hurting people except in large numbers. Why? They're often going against pirates who have gunboats.
Give the police forces a light gunboat of some kind--a patrol craft. Essentially the Disco versions of coast guard vessels--because the police in Disco are a whole lot more like the coast guard (interdicting smugglers, etc) than local police officers.
' Wrote:What is the obsession with Liberators? Sure, they may live forever, but you're not putting out much damage in that time.
Under concentrated fire a LABC may not live as long as a Liberator, but it'll put out an order of magnitude more damage in the time it's alive--which means it will take less damage because the other guy will die first.
There's this stigma on Discovery that police officers are supposed to be flying LFs and not actually hurting people except in large numbers. Why? They're often going against pirates who have gunboats.
Give the police forces a light gunboat of some kind--a patrol craft. Essentially the Disco versions of coast guard vessels--because the police in Disco are a whole lot more like the coast guard (interdicting smugglers, etc) than local police officers.
I think you've hit it there. Its probably why LPI Id now allows gunboats and cruisers. The fact that the pirates got buffed massively over the years to counter the Navy, the LPI, although getting a few buffs, they've not got nearly enough to counter gunboats. Bombers maybe, gunboats ... no. And what if a cruiser turns up? Or the HF or Outcasts in one of thier dammed battleships?
The main reason the LN has ended up policing Liberty is because the LPI arn't equipt to deal with many of the new threats.
I guess a severe Problem is the common understanding of acting "lawful" as a civilian or neutral Zoner/Freelancer.
The LPI-Law-enforcement-system in roleplay is actual merely a shark without teeth. LPI-crafts have network access, that's right. There is a lot of info during it's surveillance running through the HUD.
A LPI-Pilot can either act or overwatch, not both.
Additionally FL lacks of so called "soft security measures". You only can talk, fire a CD or open fire. Everything else depends much on reaction of the oponent player. Blocking gates, lanes and moorings seem to be a very good achievement (although temporarily restricted to prevent misuse) In my understanding disobeying a policemans direct order is a contravention against Liberty law and as a result "unlawful" regarding the server rules.
The Liberator's power isn't really a match for a heavily shielded and armored transport. So how to encounter a "lawful" pilot disobeying a policeman's order??? I do not really have an answer. Traders knuckle down easier in front of "unlawful" firepower than in front of the long arm of law. Counter this behaviour with additional firepower or hope for more "soft police measures", keeping roleplay up?
A nettiquette how to act as "lawful" may help to bridge the gap until further opportunities arise.
My 10 Cents...
"And when cropped fingers bleed, then gleams an apologetic light where the idiocity reigns." - Logbook lectures, Dietmar Wischmeyer (german author)
' Wrote:I sort of want to see a Liberty version of Law and Order now that I think about it, LPI officers doin' their thing XD
Maybe I should write an LPI crime drama thing
that happens and works out,i might join the force sure most of lpi is prolly currupt< or a small precentage> not all of em are tho else notnhing would get done,and things get done
' Wrote:The Liberator's power isn't really a match for a heavily shielded and armored transport. So how to encounter a "lawful" pilot disobeying a policeman's order??? I do not really have an answer. Traders knuckle down easier in front of "unlawful" firepower than in front of the long arm of law. Counter this behaviour with additional firepower or hope for more "soft police measures", keeping roleplay up?
Warn him
Levy/increase a/the fine
Pewpew (firing back = resistance against law enforcement)
If he continues -> criminal database
more pewpew (increase your firepower)
If he has a faction ID -> contact the official faction.