' Wrote:Who knows maybe it won't be abused and the over all number of offences/sanctions would be reduced. It becomes almost impossible to 'speeddock to avoid RP', 'fight with should-be-hostile NPCs neutral', or 'docking on hostile bases'. In a way it gives a small amount of policing power over to the players, letting them police ingame through RP means by way of an RP tool.
Also by giving players of an NPC faction the ability to work with NPCs to a greater extent than now can really help in the immersion of the game and add to the realism.
' Wrote:Also by giving players of an NPC faction the ability to work with NPCs to a greater extent than now can really help in the immersion of the game and add to the realism.
Aye, I've always considered NPC to be a bit useless, and some people have even suggested doing away with them altogether, at least with this, there'd be good a reason to keep 'em around.
' Wrote:Aye, I've always considered NPC to be a bit useless, and some people have even suggested doing away with them altogether, at least with this, there'd be good a reason to keep 'em around.
NPCs being useless? Try telling that to the 3 Corsair lunchboxes and 1 Red Hessian Cruiser that were killed by NPC Banshees.
Again, I'd like to suggest the idea of having a piece of equipment like an ID, except this would be separate, call it a "Command Authorization" or something. You must mount this equipment to use the /attack feature, and a stack of these items would be given to faction leaders. From there, the faction leaders can distribute them as they see fit, which adds accountability to both having and using these things. Too much abuse? Fine the item from the player. Too much abuse in a faction? Remove all the items from the faction leader's inventory, and the members.
The thing with the Guard IDs is a step in the right direction, but the fact remains that a player can get a Guard ID all by themselves. By having this special item, it requires oversight and authorization from higher authorities to use this command, both of which will severely cut down on abuse.
I think Kishiro should be able to police their own bases, I mean, dont NPC's fly out if there is a hostile ship at one of their bases? Although for the trial I don't think it is important as I'm sure the polices and militarys will use it much more.
As for a device I see 3 options:
1)add a new slot (ha ha ha)
2)make an adv cargo scanner that is also a transponder.
3)make an new type of ID, this will also allow you to make specific rules for people with these ID's
yeah, all of these seem like they would require a lot of work, maybe not the scanner, but it might be a good idea in the long run to have something physical.
The idea to make it restricted to only hand-picked players- bad, bad, bad. You'll essentially be creating a class of select players who have all the power of NPC's wrapped around their finger. If it's good for the goose, it's good for the gander. Besides, those characters can't be online all the time, so it would not really address the original problem- of smugglers docking on supposedly "locked" bases.
At most, restrict the /attack to Guards.
What definitely needs to happen if this idea is implemented to avoid abuse, though, is a significant interval between uses of the command.
A good half hour to an hour in between /attacks would ensure that the command is not taken lightly, and that it is used only when absolutely necessary.
Besides, the Manhattan authorities would probably not appreciate having their sole docking ring/mooring fixture closed down every five minutes.
' Wrote:Besides, the Manhattan authorities would probably not appreciate having their sole docking ring/mooring fixture closed down every five minutes.
It closes just for the victim of the /attack command. It ain't an all out lock.
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