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House Police

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House Police
Offline dead_shot
01-11-2010, 07:14 AM,
#11
Member
Posts: 347
Threads: 7
Joined: Jan 2009

Quorg is right. There needs to be clear distinction between Police and Military, their ZOIs and responsibilities. I'm sick of Navy lolwutts shooting any "red" in New York, while at the same time, only wrecks remind a passerby of the supposedly "ongoing" war between Rheinland and Liberty.

Military must go out of inside House space. Military should protect borders and prevent hostile capitals from entering Houses.

Police should get bigger jurisdiction. There has to be co-operation between lawful forces established on higher levels.

the path to hell is paved with good intentions!
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Offline Zelot
01-11-2010, 07:15 AM,
#12
Member
Posts: 7,539
Threads: 379
Joined: Jun 2007

' Wrote:Yup. Again, we encounter the difference between what we would expect to happen in RP and the reality as determined by the current rules.



Rp is not hampered by this rule, there is nothing stopping Police from rping perfectly well as police, it doesnt stop them from doing anything police would do.


[Image: 13121_s.gif]  
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Offline Quorg
01-11-2010, 07:17 AM,
#13
Member
Posts: 1,508
Threads: 93
Joined: Jan 2009

' Wrote:Rp is not hampered by this rule, there is nothing stopping Police from rping perfectly well as police, it doesnt stop them from doing anything police would do.

Of course not. I've seen a lot of excellent police RP.

It's just a shame that the police factions are currently, under the rules, watered-down versions of the house militaries.

ATTENTION SMUGGLERS
The Midnight Express: A Slaver <strike>who doesn't completely realize what he's doing.</strike> (video)
Merged to trim sig Wrote:Quorg, you're officially a moron.

...mongs like Quorg being like a malignant little cancer...

Way to be useless, Quorg.
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Offline Dusty Lens
01-11-2010, 07:22 AM,
#14
Member
Posts: 6,664
Threads: 438
Joined: Dec 2007

There really isn't much difference at the moment. Nor can I think of much off of the top of my head that could be implemented to enforce that difference.

The old ID thing about the Police being able to stop contraband was a disaster.

The only "tool" which might be added is some manner of flhook toy, but sadly no such thing has floated to the surface which isn't rife for some manner of abuse.

It's a real shame because, other than RP desire, there's little difference.

Furthermore the cops rarely have good footing to march to war, leave house space or do a number of fun things that the military can do.

They're sort of left out in the rain.
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Offline McNeo
01-11-2010, 07:22 AM, (This post was last modified: 01-11-2010, 07:30 AM by McNeo.)
#15
Member
Posts: 3,424
Threads: 52
Joined: Aug 2006

' Wrote:Rp is not hampered by this rule, there is nothing stopping Police from rping perfectly well as police, it doesnt stop them from doing anything police would do.

The thing here is, the military can do all the police does, and more. This is why police players are so rare compared to navy players. For instance, I've never once considered joining the LPI, KSP, BPA or RFP. I am however in KNF and LN.

One problem is that it was tried to give the Police factions an edge. As Im sure people remember, military factions used not to be able to stop smugglers. This just gave smugglers free reign in their areas of operations, as people still didn't really play police.

The RED ON SCANNERS PIRAT F6 problem is very apparent, more so in Liberty than other places. However, that is not the core issue. The issue is finding something that the LPI- can do that the [LN] cannot that is both fun to do (interdicting smugglers is not the best of things for that) and does not hamper the other's ability to conduct a good law-abiding service.

[LN], for the most part, does not catch smugglers unless they come to us. (hardly smuggler behaviour, no?) Sometimes, quite often actually, I've recieved tip-offs from folks ingame, which allow me to position myself to catch an incomming smuggler. However, during normal gameplay, this does not cross my mind in the slightest. So it should be for all navy players, but I will admit that some get off on shooting things that can't really shoot back in any meaningful way.

EDIT: Ha-HA!

EDIT: [LN] does however enforce the embargo with Rheinland from time to time, which is a matter and policy put in place by the Navy.
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Offline crimecities
01-11-2010, 07:23 AM,
#16
Member
Posts: 419
Threads: 63
Joined: Nov 2008

According to the list of laws for Liberty, the Liberty Navy doesn't stop corporate crimes (like gate/lane part smuggling). That falls under the LPI's jurisdiction.

In addition, Gallic Royal Police can pirate anyone, lawful or otherwise, as well as ally with the Union Corse. On the other hand, the Gallic Royal Navy can shoot any GRP found pirating.

Aside from that, there is nothing that a police char can do that a military can't do.early 4.85 the devs tried to force the house militaries out into the borders by making them unable to scan for contraband within core house territory. Didn't really work.

So yeah, it comes down to a role-play difference. Serious Liberty Navy versus goofball donut-scarfing LPI rent-a-cop.

Edit: Ninja'd. -_-
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Offline Cannon
01-11-2010, 08:03 AM,
#17
Ex-server monkey
Posts: 4,530
Threads: 1,161
Joined: Mar 2008

Are they other suggestions, including game mechanics changes that might support the LPI, BPA, RFP (who?), etc...

Are they other suggestions, including game mechanics changes that might support the LPI, BPA, RFP (who?), etc...

Proud member of "the most paranoid group of people in the community"
Old Avatar #2 | Old Avatar #3



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Offline Unseelie
01-11-2010, 08:27 AM,
#18
Member
Posts: 4,256
Threads: 235
Joined: Nov 2006

Is it possible, in a specific region, to boost the strength of lf with police faction tags and Ids? Increased powercore, damage multiplier, shield boost?

In effect, yes, you make the police LF stronger. You make them rather dangerous, inside their core space.

It doesn't change their rp role...just gives them a reason to exist, from a player standpoint.

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Offline Unseelie
01-11-2010, 08:48 AM,
#19
Member
Posts: 4,256
Threads: 235
Joined: Nov 2006

Alternatively, we could remove Police, rename them civvilians...because..uhm, Police in space make about as much sense as they do in a wild west war, which is, more or less, the best analog...The navy should be doing everything the police do.

And civillians would open up a nice new area of RP. (and justify all those 'police' transports)

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Offline Dusty Lens
01-11-2010, 08:50 AM,
#20
Member
Posts: 6,664
Threads: 438
Joined: Dec 2007

FLhook tool which informs house police ID players if someone goes through a jumpgate with contraband.

Someone jumps into California from Magellan with cardamine? Every cop in Liberty is going to be on you like white on rice.

Not jumpholes, but gates.

ALSO

ALSO

For goodness' sake PLEASE give police ID players the ability to turn on and off their docking lights PLEASE XD
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