' Wrote:Okay, I take your word for it. When it is this way, I want every lawful and unlawful to write a RP Post when they got hunted down, so the Authorothies KNOW, you are doing it ^^ Better this way? :rtfm:
Sounds good.
Baltar... I sense this thread going downhill faaaaaaaaaaaaaaaaaaaaaaaast. Mebbe you should make a new thread when the time comes.
' Wrote:I requested, and really wish, that there was a notice on the rule stating that if a bounty was not claimed the hunter may be subjected to a peeveepee violomation.
Lots of people kill for the bounty, but fail to bother trying to collect the bounty.
This strikes me as poor.
Agreed, I said that when you made your other suggestions about changing the bounty system before. If someone wants to use a bounty as a means to kill someone else fine. They should then be forced to do the work to claim the bounty. Its RP. A merc/hunter doesn't kill a mark then not claim the bounty.
I think I need to say this again:
Quit thinking in terms of only black and only white. There is a grey area in between. Mercs aren't either lawful or unlawful. They can work both sides of the system. Quit trying to pin us to one side or the other.
Also, have any of you even thought about pitting one merc faction against another? Make it worth wild for one merc faction to shoot another up. This means there are two merc factions not blowing you up.
No need to shout. You can't have everything. Where would you put it?
' Wrote:rephack for killing persons with a certain ID.
This.
Question is how much of a rephack would you get for killing someone, I figure you kill, say a Kruger ship, every lawful Rheinland lawful faction would hear about it. So we could probably try to base it off listed allies.
My own experience of working both sides is that sooner or later one end gets worked a little too much and becomes red and chafed while the other end ends up looking disappointed.
' Wrote:Already had the discussion with cannon. Would affect police. Local cops have their own rephack to reset them to neutral etc.
So if you kill someone the local cops would show as hostile?
Thing is, if you are a merc who is killing folk, and sporting the fl tag, then you will show to most people as neutral. I'm wondering if these generic IDs shouldn't have a requirement for a different tag depending on one's employer.
If disco was really dying, there would be under 100 people on the server. And I could kill stuff better, without having to wait for them to lag in the way of my guns. I have no issues with disco dying a bit.
' Wrote:So if you kill someone the local cops would show as hostile?
Thing is, if you are a merc who is killing folk, and sporting the fl tag, then you will show to most people as neutral. I'm wondering if these generic IDs shouldn't have a requirement for a different tag depending on one's employer.
Not exactly.
Copper.Reaver blows up Kruger ID ship = RFP get knocked down to red.
Copper.Reaver blows up Liberty Navy ID ship = LPI get knocked down to red.
That's the idea in a nutshell. Police are chosen over corporations due to empathy issues. For example if Copper.Reaver was hostile to Kruger then any Kruger NPC that wandered by would set off the entirety of creation, even if this is not appropriate.
This would either be applied only to the generic IDs or balanced with our current rep ninja.
While I personally feel that there is room in Discovery for mercs to "get away with it" the system of oversight in that regard is... Cumbersome. If not entirely ineffectual... Faction right 5s are rarely employed and there is very little con to balance out the pro in regards to mercs opening up on various targets.
This is just one of the many reforms I would like to see applied to the bounty system in order to balance it out a tad.
Automatic rephacks are wrong. Here's why I think that.
It's rather unimaginative to think that a merc can't kill someone anonymously, as if everything is instantly recorded and instantly sent as soon as it happens. That sort of draconianism isn't shown anywhere in vanilla Freelancer. Hell, in vanilla SP you couldn't find the artifact smuggler without scanning his cargo and he was using trade lanes. Is it really so insane to suggest that a merc might be able to jam whatever signal his victim had? I'm not talking about fighting right outside Manhattan and expecting not be rephacked to hostile with all Liberty corps, but some leeway should be given if the victim doesn't do any RP nor do any witnesses (if there are any). Isn't the idea to encourage RP?
How hard is it for Kruger, for example, to send a RP message on the forum to the RFP telling them this merc and that merc is hunting them down? FR5 is there for a reason, and I'm fairly sure it isn't just for lolwutters the official factions wan't to get rid of. In any event, me making my replist hostile to Kruger doesn't matter unless Kruger has the Freelancer IFF set to hostile - I'll still show up as whatever the freelancer IFF is set to on that character. A merc making his IFF match his employer's kinda negates the purpose of anonymous or private bounties. If someone were to hire a hitman to kill you, you think he'd tell you who he works for? Yes, I'm quoting real life (and I'm not the first in this thread), but I don't see how this isn't applicable.
Instant repfixes stifle merc RP. Carlos the Jackal was a master of evading authorities for years. It is unreasonable to assume that law enforcement technology and methods have evolved yet evasion has stagnated to the point that if you shoot at your target the entire House, down to the very bottom footsoldier will immediately shoot you on sight.
Happen to be playing SWG these days heheh :$. Well, like Disco, I made my first character a bounty hunter (I seem to have this addiction for the hate :crazy:) but they have a bounty system that made me think. See the bounty payments are automated. The bounty hunter logs in checks the lists, selects a target and if succesful the payment automatically is made. I know there is a fear of adding commands but I'd like to point out that these /[command]'s have quickly become a staple feature in many multiplayer games these days because of the convenience they can create after the initial time is spent on it. I'd like to argue that we can really use the ability to bring up a list for each designated area that provides targets that are bountied. A target is selectable (probably on the spot if the hunter is already familiar with the list and run into a target) one at a time and paid immediately. Adding bounties can be done by anyone and no doubt would require the typing of a bunch of parameters (which I'd understand as being a nightmare to organize for cross referencing when making this setup) and the up front payment of that bounty. repeat bounties would be one of those parameter but would require it's up fron payment to be maintained in order for it to be active for selection by an ID capable of taking bounties. I'm sorry if flhook commands are not the solution desired but I feel it is the solution.