There is a wealth of ingame rumours supporting the idea that the Bounty Hunters Guild is an organisation dedicated to killing people for money for the corporations. That is cold-blooded killing. Murder, if you like. It may not appeal to your contemporary liberal sensibilities, but all futures are dystopian, or should be, to be truly entertaining.
All criminals are hostile to the Guild; it has a foothold in every House; it offers missions on nearly every base; presumably information on criminal activity travels around. You shoot down a lane, you rob someone, you kill someone - it gets fed into the kind of database that presumably exists in the far distant future. As a result of your bushwhacking someone, someone comes to hunt and kill you.
"What about my rights?" you squeal.
"Eat plasma, creep," they say in response.
It sounds terrible, doesn't it? It sounds awful and frightening and like something made-up or from a computer game. Which it is. And it should be.
Now let's see where this fits into the game mechanics.
The player database is in thousands.
No one wants to play a game where you have to record every single activity by every single player on a forum - one's affiliation, experience and so forth are tied into your general reputation status, ID, and ship type.
What happens when they come for you depends on how you allow people to interact. Some people get arrested, but generally you get killed rather than captured. Killing someone else's character is regarded as metagaming, so we conveniently say "I escaped".
Personally, I'd like to delete a character when he gets killed, but I suck so badly at the fighting that I would never have a character who lasted longer than a week at most.
' Wrote:Sooo, in the future, every cop is Lawful stupid (For any evil deed, the sentence is death, usually. or if you don't pay the fine, sentence is death), and murdering people for credits is a common thing and is supported by the law, if I understand well?
No, but since Freelancer (and by extension DIscovery) is a video game simulation that is limited by the game mechanics put in by the programmers - who, after all, wanted to see lots of pew-pew....
Haven't we had this conversation in all of the many myriad forms in the past? Something along the order that if we COULD arrest people, we would do so?
(11-21-2013, 12:53 PM)Jihadjoe Wrote: Oh god... The end of days... Agmen agreed with me.
Well ... role play only works when both sides participate. When you've got one guy who wants to plead for his life and the other guy just wants to see a ship explode ... guess who wins ... the guy that wants to see the ship explode. Yes ... this is a shoot'em up game that we here in Discoland are trying to make into a role play game. If memory serves me correctly, this mod was designed to continue beyond the story line to where the houses and other factions progressed (or regressed).
As for how we interact with one another ... I'd like to see the entire ID system disappear. Characters in game should be treated according to their actions ... not their ID. The ID system is akin to racial profiling in my personal opinion. Now before an admin or moderator decides to hide this post for me using the term "racial profiling" ... hear me out. Every time I go in-game (regardless of my character) I get people telling me to "leave scum" ... when they see my ID. They don't know who I am or my background or anything. They just see my ID and start hurling insults. The IFF system doesn't help either ... but at least that provides a better basis for reputations with others. The IFF system is testimony to how you treat certain groups ... who you're friends with and who you're an enemy with. The ID system is akin to wearing a T-shirt that states what race/creed/religion/etc you are. Yes its part of the game mechanics ... but it was NOT originated in vanilla Freelancer. The ID system was created by the mod and can be removed or replaced quite easily.
When it comes right down to it ... I'd rather be bountied for my actions than for my skin color.
It is hard, we police factions do have our hands tied behind our backs, due to game limitations...
We can attempt to "arrest" people, but most will not surrender. The only way is if we were given some sort of weapon that incapacitated enemy ships for a certain time.
The only way to in RP arrest anyone is if they go along with it.. I've personally seen it happen a few times but its rare.
Most notable is the Outcast destroyer which we captured. (and is now floating in our impound lot in Illinois)
Iâll carry this flag
To the grave if I must
Because itâs flag that I love
And a flag that I trust
@ mb52: I've role played being arrested on at least two occasions ... once in Rheinland by the RM and once in Bretonia by the BAF. In both situations i was badly outnumbered and figured the best way out was to just surrender. Both myself and the arresting parties had a good experience ... I got escorted to jail ... docked ... logged out of that character for 7 days ... then returned. Good experience ... especially since I got to work on my other characters during those 7 days. I just wish more people would be willing to arrest me rather than destroy me. I've also made the suggestion that all prison bases be neutral to all for the purpose of arresting folks ... this way we can work around game mechanics and have a bit of fun too.
' Wrote:@ mb52: I've role played being arrested on at least two occasions ... once in Rheinland by the RM and once in Bretonia by the BAF. In both situations i was badly outnumbered and figured the best way out was to just surrender. Both myself and the arresting parties had a good experience ... I got escorted to jail ... docked ... logged out of that character for 7 days ... then returned. Good experience ... especially since I got to work on my other characters during those 7 days. I just wish more people would be willing to arrest me rather than destroy me. I've also made the suggestion that all prison bases be neutral to all for the purpose of arresting folks ... this way we can work around game mechanics and have a bit of fun too.
Although I agree, pirates being able to dock on prison stations will, no doubt, be abused by the lesser players.
' Wrote:Although I agree, pirates being able to dock on prison stations will, no doubt, be abused by the lesser players.
Possible solution:
1. Make prison bases neutral to all players
2. Remove any and all commodities options from prison bases
3. Remove any and all ships/equipment/ammo from bases
With 2 and 3 above ... nobody would be interested in docking there unless they were role playing an arrest.
1. Make prison bases neutral to all players
2. Remove any and all commodities options from prison bases
3. Remove any and all ships/equipment/ammo from bases
With 2 and 3 above ... nobody would be interested in docking there unless they were role playing an arrest.
Possible Solution 2:
Add a neutral "wing" to the base. Basically the same as the existing base, without the commodities and ships/equipment/etc. Lawfuls can still land on the "Police" version of the base for trade and the like, and the Neutral version can be landed on by the pirate being arrested.
As far as I know there should be enough dockable slots remaining in the systems with prison stations to accomodate this.