' Wrote:As for expanding on the comcept of stalking the player. I wait for Player B to undock on his trade route. I check his cargo and figure out where it's going. I log my char at his intended destination and when he comes to dock, I concoct some RP excuse to deny him the right to dock. Every base he tries I can have a disposable char ready to do the same trick again and again. In short I am abusing the system and so long as I'm using seperate FAM accounts I can do it to a less savvy person ad infinitum.
Well he would only be able to do that if he had a proper RP reason to do it, much like how LN can't shoot a smuggler if he doesn't have contraband at the time they catch him, if you don't have definite proof, you can't kill or /attack a player. Any abuse would be reported, and sanctioned. Hopefully cases like this should be few and far between, if any happen at all..
I still think it's at least worth a shot though. It's an awesome tool which lets NPC be useful, and prevent quite a lot of oorp situations. The rules/sanctions regarding people docking on (should be) hostile bases, people attacking/pirating without being hostile to NPC, would all be null and void since players can force NPC/bases to attack someone. If the community does prove to be more stupid than smart, the function would really easily be disabled. If the bad outweighs the good, it's gone. So no harm done there.
' Wrote:And pirate E in this case is a Rogue, the pirate being chased is a hacker. I can make the Rogue base hostile to the player as soon as he enters the apropriate range. If I'm really mean I'll do it just before he docks. Because that's how evil I am.
I don't see anything wrong with that though:PIn RP a Rogue should be able to deny docking rights and order all Rogues to attack even an ally who's breaking the rogue headboss's orders right?