' Wrote:Couldnt we just turn the docking speed down? so that it takes like 30 seconds to dock each time?
This would benefit both lawful authorities as well as pirates ... traders that refuse to pay the pirate would ALSO have to endure this slowdown. What I'd like to see is turning off the quick dock feature. But this command would just create more problems than it would solve..
Its as simple as this. Lawfuls you need to do your job. If you are sitting and lulwutting outside the end destination of a smuggling route, expect the quick dock, no smuggler is going to sit there at his end destination and loose his cargo after a 15 to 20 minute trip. You need to be active and go to some piont up the lane or near a point of a jh or jg, there you have time to stop/cd/scan or what ever that needs to be done, so the smuggler has to deal with you. The smuggler will then be too far away from his destination to actually run/hide/escape/dock or whatever he does to try avoid a lawful. In addition you have time to rp with the smuggler or destroy him if refusal of fine or release of cargo. Thats what pirates do to traders, I dont see them sitting at end points doing taxation (do you?) no! If they did, they would have the same problem, bam, trader quick dock.
Quit being lazy and be proactive on stopping smugglers and quit sitting outside base/planet/station and do your patrols.
' Wrote:Just because SOME smugglers don't role play ... it doesn't give you the right to just use a freaking command to hack someone else's character. That's exactly what this command would do ... hack someone else's character. And it makes for extremely lazy role play on the part of the lawful. All you gotta do is camp the docking ring and type in the command ... whalla ... done. Sorry ... this would just open up abuse by lawfuls that don't role play ... and yes ... there are as many lawfuls who don't role play as you claim smugglers.
And just because someone runs silent all the way to the docking ring / mooring fixture ... doesn't mean they're not role playing. In fact it is OORP for a smuggler to announce his presence. I'd rather people role play than use some cheap command to skirt any effort to interact with someone.
It doesn't hack their account without them knowing about it. If the command is used it will inform the person it used on so they can choose to take their cargo elsewhere or come back later. And I think it is pretty in RP that if a cop is sitting at a planet and see someone dock while smuggling he will radio down to the surface and the authorities will be standing by when he lands. Additionally, the smuggler can choose to stay outside the planet and RP is way out of it and land on the planet when the time expires.
' Wrote:Here's something else ... the command would NOT be limited to just lawfuls. Unlawfuls spotting someone carrying what THEY consider contraband would be able to use it as well. Pirates would be able to use the command to counter the non-role playing traders that quick dock with bases (even unlawful bases) to avoid being pirated. So ... you still think this is a good idea?
Yeah, perhaps i didnt fully explain it. The command reads the player ID. Only the ID's that are chosen (let's say lawful navy and police ID's) can use it. Also It would not seize any cargo, this would be incredibly easy to abuse, it will only seize unlawful cargo. So far, yes, still seems like a good idea.
' Wrote:But what you fail to realize is that there will be those unscrupulous players that will use this command INSTEAD of role playing with the smuggler. It will not encourage anything other than flame wars in the forums and will very likely just frustrate everyone. What I see happening is an LPI chasing a smuggler in open space ... instead of firing a CD and forcing the smuggler to stop, the LPI just types the command and the cargo's gone. So much for the chase.
As I said, it only works when someone lands on a lawful base, and they know when it has been used so they can choose not to land.
Oh, and to prevent people using it right before someone docks and surprising them, how about the command does not take effect until, say, 5 seconds after it is used.
' Wrote:I think the idea is a bit difficult to justify in RP.
How do you explain the cargo of any trader doing a vanish act ?
It's better that if the police can stop him from docking at any lawful base in the system they control - that it much more in RP.
' Wrote:And I think it is pretty in RP that if a cop is sitting at a planet and sees someone dock while smuggling he will radio down to the surface and the authorities will be standing by when he lands.
How's that, does that work for an RP justification? Let's say there are multiple landing sites, cant the planet launch intercept fighters?
If smugglers don't interact with you lawfuls, you don't have interact with them. Don't get so hung up about an advanced train of cardamine landing on the surface - it's not like it poisons your faction and you lose points or anything.
I don't think there needs to be FLhook commands for situations that can simply be ignored.
I think we're forgetting some key elements in this equation here....
I agree with whoever said that it's unfair to the smuggler because alot of lawfuls don't patrol and just wait by the end of Smuggling routes. There aren't terribly many of them, and the best profit margins on each run (To my limited knowledge on the subject) tend to be at heavily-trafficked areas, increasing the chances of running into lawfuls in the first place at the end of your route. (Like Manhattan,for instance).
If there's alot of traffic around a planet or station, it's feasible that a ship could slip by, even if it -is- detected. A planet is a big place, there's only -so many- police, and -so many- potential places to land planetside. Granted that this doesn't excuse Smuggler's from RPing or interacting, but as someone else said. If you were a -real- smuggler and you were relatively close to your destination and thought you might be able to get away from a cop that spotted your stash, wouldn't you try? Some might, some might pay the fine/tax/bribe/whatever. Some might open fire on the lawful and try to destroy/kill him in order to preserve one's cargo.
Adding this extra code is giving a huge element of player-control to someone else, and I don't like that concept. What's to stop (in how it's coded, which I don't really know anything about) someone, for instance, who is an unaffilated lawful, let's say, from locking down docks or stealing the cargo of lawful traders? Or Smugglers who aren't carrying anything illegal? I don't like the idea of someone being able to magically steal my cargo or preventing me from docking.
is it only House Police/military bases?
I don't know, but think about the real city of say Denver, people i'm sure smuggle drugs in all the time, right at the border of the town, right past cops. Distributing it all across town. Even when they get stopped on routine traffic stops, sometimes they get away, or hide their contraband.
How does a Smuggler really -hide- contraband anyway? Avoid ever being scanned at a final destination? I can't help but think of a cheesy line from StarWars Episode 4. Y'know, the scene where Han is taking a hard time for "dropping his [contraband] cargo at the first sight of an imperial cruiser?"
I haven't really smuggled, (I'm relatively new to the Server) but it strikes me as one of the more difficult IDs to RP and to profit from at the same time and I think this gives too much of an advantage to lawfuls for an ID that (I could be wrong here, I'm not sure) can be pirated/attacked by unlawfuls/terrorists and fined/attacked by lawfuls. You've got pirates who frequent the out-of-the-way routes that Smugglers I imagine have to take to get their goods to where they are profitable, and Lawfuls hawking by the ends of those routes. To add YET ANOTHER obstacle that is in-essense OORP seems unreasonable.
So if this were a vote, I would vote no.
So someone please convince me why I'm wrong... I'm open to alternative arguments, as I have no real vested interest either why.
Its as simple as this. Lawfuls you need to do your job. If you are sitting and lulwutting outside the end destination of a smuggling route, expect the quick dock, no smuggler is going to sit there at his end destination and loose his cargo after a 15 to 20 minute trip. You need to be active and go to some piont up the lane or near a point of a jh or jg, there you have time to stop/cd/scan or what ever that needs to be done, so the smuggler has to deal with you. The smuggler will then be too far away from his destination to actually run/hide/escape/dock or whatever he does to try avoid a lawful. In addition you have time to rp with the smuggler or destroy him if refusal of fine or release of cargo. Thats what pirates do to traders, I dont see them sitting at end points doing taxation (do you?) no! If they did, they would have the same problem, bam, trader quick dock.
Quit being lazy and be proactive on stopping smugglers and quit sitting outside base/planet/station and do your patrols.
Dude how bout you try playing a lawful for once? I've done both the lawful and the smuggler. And it is WAYYYY too easy to smuggle. It is even easier to smuggler if the lawfuls are patrolling, because guess what? space is big. They simply cannot patrol such a large area. Smuggling is WAY too easy of a way to make money. Heck the admins nerf mining to hell and back... yet smuggling is way easier... it should be nerfed.. bad.
Random thought here though...but when an NPC scans and finds contraband.. would it be possible to have them "radio" the players to say where the smuggler is?
Iâll carry this flag
To the grave if I must
Because itâs flag that I love
And a flag that I trust
' Wrote:Dude how bout you try playing a lawful for once? I've done both the lawful and the smuggler. And it is WAYYYY too easy to smuggle. It is even easier to smuggler if the lawfuls are patrolling, because guess what? space is big. They simply cannot patrol such a large area. Smuggling is WAY too easy of a way to make money. Heck the admins nerf mining to hell and back... yet smuggling is way easier... it should be nerfed.. bad.
Random thought here though...but when an NPC scans and finds contraband.. would it be possible to have them "radio" the players to say where the smuggler is?
Yes, I am and have both a Smuggler and Law character.... so I do know what I am talking about.
' Wrote:Well, this idea started with Linkus:
and then I think I added to it:
I think I would lean towards my version. It would have to be used within targeting range and could only be used by certain ID's and on certain ID's (ex, cant use on a researcher potentially). If the smuggler landed on a lawful base within X amount of time the cargo would disappear (be seized) and they would have nothing to sell. Making them not be able to land for a certain time would also encourage them not to quick dock but rather stay in space and RP it out. Seems pretty impossible to abuse as well, though i could be wrong.
What do you think?
all for it. Quick dockers is not fun and OORP. when asked to stop and you deny rights they dock anyways.. and when you RP "Who the hell sits at the ground control" and saying it was obviously closed they would answer with "lololololol" (or lolish)... and i believe if there is a way to stop it it would be great.