Teerin Wrote:They shouldn't hold any ooRP grudge, disdain, or want to evade/catch the other (like flying 20k off plane or waiting for them next to an unlawful base). They can want to run and catch, sure, but it should be kept reasonable and inRP. The interaction should be fun for both, as ideally all interactions on this server should be
Laws and Repercussions - Which Laws and punishments may be overly damaging to the smuggler - lawful duality their effects.
Teerin Wrote:For the first several times, the enforcement officer should fine them, make them drop their contraband, and record the legal infraction. If the smuggler successfully flees, use the records to send them a message with a much steeper fine and a warning.
Captain_Nemo Wrote:Something I would like to see would perhaps be a "RP cargo rule" if I have less than 5 units of a certain item it can be considered "hidden" from scanners
Fluffyball Wrote:Putting FR5 onto smugglers is a harsh punishment for roleplaying and making activity. Thus, such a thing should be removed and replaced with something less impactful for one's roleplay.
Factions and Fallout - The "political" aspect and it's effects on factions.
Teerin Wrote:After the smuggling faction has proven consistent disregard for the law by after at least half a dozen (but preferably closer to a dozen) legal infractions, the local government/lawful faction concerned should send the leaders of the smuggling faction a message, asking what's up. You know, a fine, demanding a decrease in unlawful behavior, wanting an increase in lawful-supportive behavior, asking for community service from the smuggling faction's members, etc.. FR5s should be last resort only, in cases where the smuggling faction fails to make amends and/or fires upon the lawful faction.
Keep discussions civil and to the point, where possible include a heading so that I can link topics directly from the main post.
More like trying to gathering a better picture of how people see smuggler - lawful interactions, what they expect, what problems it causes etc.
For example:
Snozzzer brought up the issue of the pirate transports being banned in Liberty in the Contraband thread, would making them legal encourage more smugglers?
Your own preference to being caught by lawfuls who you know may play along rather than fine you is another. Should there be a guideline for that kind of thing?
Most of lawful-unlawful interactions you do are ...safe. You do not lose anything apart from whatever cargo you carry if you get blown up. Something I personally noticed was that I do not care if I get caught. I usually go with full dulzians on my transports, so since snubs are the only thing that can physically catch up on me, most of the time they are the ones who need to retreat in the end.
But then I tried playing a character in hardmode, as in selling off the ship whenever I had it destroyed, along with all equipment, keeping the money as to simulate ''scrap'' refund or something. Believe me, you tend think twice before talking snark to someone if you play a character like that, even if they are only a potential threat. You know you are in danger of losing your ship and even said ''potential'' is enough to simulate IRL decisions which are rather close to IRP ones- aka doing something that will not get you blown up.
It works. Try it.
Want to get an immersive and realistic encounter with a smuggler or trader? Play hardmode.
--------------
PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
----------
I imagine after a time you do simply stop caring about the outcome of a meeting be it due to an over abundance of credits or being fed up of seeing the same old rigid lines each time. I got sick of seeing x mil or die constantly back when I was trading, there was no variation, no fun just the same old thing over and over, it's one of the main reasons I switched to a smuggler.
Playing hardmode can breathe some new life into old roles although I've found that it can quite taxing over long periods, especially if the folks you meet are irritatingly immobile in their RP.
I hope I'm right in assuming that your overall point Spazzy is to play more through your character's perspective than your own, valuing your "life" over your cargo etc? What about the lawful side of things, those who are in the position of power during these meetings, if they adopted similar ideas would they be more open to playing along, maybe even allowing you to go with only a minor fine or would they value their life and safety over yours?
Eh, I might actually do another let'splay style video on that concept, actually. I tried doing something with Petig, but once I got paid 50mil by Reavers to fire a CD at a MM, it all sort of lost its purpose at that point.
I've made some adjustments to how to balance the loss with income, considering how easy it is to make money on Disco. Should work better this time.
--------------
PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
----------
(05-07-2015, 01:39 PM)Croft Wrote: How are FR5's handed out these days? Are they used against smugglers who dock to escape or for being caught as a smuggler?
It depends, I have been caught several times by official groups with items that their individual groups disagree with. However I'm careful to only get caught every once in awhile to ensure that I don't become a problem child.
I haven't seen FR5's used recently other than on smugglers who quick dock to lawful stations to get away.
(05-06-2015, 04:10 PM)Croft Wrote: More like trying to gathering a better picture of how people see smuggler - lawful interactions, what they expect, what problems it causes etc.
For example:
Your own preference to being caught by lawfuls who you know may play along rather than fine you is another. Should there be a guideline for that kind of thing?
Oh I understand,
It depends on where I am and more importantly what I'm carrying. I believe my interaction with LPI was helped by the fact I was moving arms vs cardimine (the lesser of two evils).
It would be difficult to set up guidelines for such a matter because each group views certain contraband items in different lights.
Something I would like to see would perhaps be a "RP cargo rule" if I have less than 5 units of a certain item it can be considered "hidden" from scanners
Attitude and Interaction - How should lawful and smuggler players treat each other when they meet and their perspectives.
They shouldn't hold any ooRP grudge, disdain, or want to evade/catch the other (like flying 20k off plane or waiting for them next to an unlawful base). They can want to run and catch, sure, but it should be kept reasonable and inRP. The interaction should be fun for both, as ideally all interactions on this server should be.
Laws and Repercussions - Which Laws and punishments may be overly damaging to the smuggler - lawful duality their effects.
For the first several times, the enforcement officer should fine them, make them drop their contraband, and record the legal infraction. If the smuggler successfully flees, use the records to send them a message with a much steeper fine and a warning.
Factions and Fallout - The "political" aspect and it's effects on factions.
After the smuggling faction has proven consistent disregard for the law by after at least half a dozen (but preferably closer to a dozen) legal infractions, the local government/lawful faction concerned should send the leaders of the smuggling faction a message, asking what's up. You know, a fine, demanding a decrease in unlawful behavior, wanting an increase in lawful-supportive behavior, asking for community service from the smuggling faction's members, etc.. FR5s should be last resort only, in cases where the smuggling faction fails to make amends and/or fires upon the lawful faction.
It's important to note that quasilawful factions ought to support "both sides of the coin" - appeasing both their lawful and unlawful friends, because in lore, they like it where they're at. Smuggle some, but also do regular law-abiding things and be sure to schmooze with the authorities and the actual full-blown criminals. A quasilawful faction, piloted correctly, should be able to have tricks up its sleeve to prevent too much trouble. Also, a quasilawful faction that smuggles should spend 33% or less of their time trafficking contraband, in my opinion, because they have plenty of other things to do and that lowers the chance of them being caught, or even suspected.
Ultimately, factions are responsible for their actions. There ought not be any ooRP "Get out of jail free" cards, and the inRP consequences must be handled carefully (and with respect) from all sides.
Speaking as someone who has played as a lawful/military, a quasilawful/smuggler, and an unlawful/pirate. With luck this makes sense, and contributes to the discussion some