Gentlemen, let me begin this rather important topic with a comparsion of a House' Military and Police:
Quote:Military:
- Zone of interest:
Core Territory
Borderworlds
Enemy Territory
- Motor Pool
LF, (HF), VHF
Bombers
All capital ship classes
- Tasks
Enforce Laws
Scan for contraband
Fight Wars
Chase Terrorists/Criminals into the Borderworlds
Quote:Police:
- Zone of interest:
Core Territory
- Motor Pool
LF
- Tasks
Enforce Laws
Scan for contraband
Seeing these stats, one question comes into ones mind: Why should I join a police faction, if the Military can do EVERYTHING what the police can AND has more authorities?
The answer is at hand: You don't.
All police factions of the community suffer from major inactivity. They are resurrected from time to time - you will find 2 or even 3 officers online at a time - but a police character is a toy that becomes boring pretty fast, even if you dig it out after a long time.
While KSP didn't even made it on the list of official factions (less than 5 players) and RFP and BPA suffer from chronic inactivity, Zapp, who was leading the LPI a while back, came up with an RP concept to make the LPI more entertaining on a long shot. Now as we all know our donut addicted, willfully incompetend and never serious police officers, I don't need to go into detail here. The main concept though, was to parody the weakness of the LPI.
Which leads us to our next point. Especially in NY, it can be rather though to enforce the House' Laws with a light fighter. It is quite hard indeed, to tell the Battlestar with the nomad weapons in his hold, to get a nomad license, when all your arguments in a heated debate with the Battleship are your two 8s and another pair of 9s.
Of course, this is a worst case scenario but it doesnt look much better in other houses (a brief selection of all day routine problems):
Smugglers in Trains will always tell your LF to GTFO
Various Capital ship classes at the s13 hole or at NB it self, don't even look at the RFP officer
The Corsair-Gunboats in Cambridge will just hunt the officer of the crown down to the planet and camp it. The BPA is not amused.
Now to top that off, some houses even start to pay bounty hunters to do additional police work: Scan for contraband, kill smugglers, hunt pirates.
Now, dear readers, I know at this point, you are filled with sadness and even rage about the unacceptable circumstances under which our beloved police factions have to suffer. I can already see that you are about to spam "SAVE THE POLICE" and "DOWN WITH THE NAVY" and hack our forums. But lets stay focused here, gentlemen. How can we improve the police' situation by eventually making them a valuable part of a house security management and role play?
As I am sure you are eager to post your ideas, let me make the first step to start our discussion by humbly presenting some short points dedicated to our problem.
1. The navy must not scan for contraband
Ever seen Tanks patrolling your block to find criminals or drug dealers? Me neither. 2. The navy must not be allowed to fly LFs
A measure already taken by the RM. If you want to fly that damn little thingus, get a police ID! 3. One bomber per faction
I think it is appropriate to offer each police faction one shared bomber, to keep the smugglers in line and have a little chance about Sirius' Gangsters in Gunboats and Battleships.
and if worse comes to worst:
4. Police and Navy should share Members
I believe that it would be the best and fastest way for a house' security to have the Military pilot hop on his police char to scan those traders and, on the other hand, have the police man getting the Military if an enemy task force is inbound. (I know its a controversial Idea, since you would rather kill a police faction, and throw it in the navy pool)