Discovery Gaming Community
House, Military, Police and Intelligence IDs - Printable Version

+- Discovery Gaming Community (https://discoverygc.com/forums)
+-- Forum: Discovery General (https://discoverygc.com/forums/forumdisplay.php?fid=3)
+--- Forum: News and Announcements (https://discoverygc.com/forums/forumdisplay.php?fid=13)
+--- Thread: House, Military, Police and Intelligence IDs (/showthread.php?tid=129217)

Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23


House, Military, Police and Intelligence IDs - Garrett Jax - 05-10-2015

There will be some changes made to all House Military, Police and Intelligence Faction ID's (excluding Gallia).

New Liberty Security Force ID
Quote:Pilot carrying this quasi-lawful ID is in the Liberty Security Force, who :

- Can engage and destroy any ships within Alaska, the Zone-21 Minefield, or the Ellesmere system that do not belong to either the LSF or Liberty Navy.
- Can demand contraband and levy fines within Liberty house space, and attack if ships refuse to comply.
- Can attack ships which are in violation of Liberty laws or belong to a house or organization considered hostile by Liberty within Liberty house space.
- Can defend allied or neutral lawful ships and bases within their Zone of Influence.
- Can attack ships which belong to a house or organization considered hostile by Liberty outside their Zone of Influence.
- Can demand transports which belong to a house or organization considered hostile by Liberty to drop all cargo and attack if they refuse to comply.
- Can ally with unlawful factions.
- Cannot participate in unlawful actions except as described above.
- Cannot use any transports with more than 4,300 cargo.
- While using cruisers, can only attack in self-defense when outside their Zone of Influence.

Zone of Influence: Liberty, systems directly bordering Liberty
Allowed ships: Fighters, Freighters, Transports, Gunboats, Cruisers

New Liberty Police ID
Quote:Pilot carrying this lawful ID is member of the Liberty Police who:
-Can demand contraband and levy fines within Liberty house space, and attack if ships refuse to comply.
-Can attack ships which are in violation of Liberty laws or belong to a house or organization considered hostile by Liberty within Liberty house space.
-Can defend allied or neutral lawful ships and bases within their Zone of Influence.
-Can escort traders within their Zone of Influence.
-Can attack ships which belong to a House considered hostile by Liberty inside their Zone of Influence.
-Cannot ally with any unlawfuls or participate in unlawful actions except as described above.
-Cannot use any transports with more than 4,300 cargo.
Zone of Influence: Liberty, systems directly bordering Liberty
Allowed ships: Fighters, Freighters, Transports, Gunboats, Cruisers

New Liberty Navy ID
Quote:Pilot carrying this lawful ID is member of the Liberty Navy who:
-Can engage and destroy any ships within Alaska, Ellesmere or the Zone-21 Minefield that do not belong to either the LSF or Liberty Navy.
-Can demand contraband and levy fines within Liberty house space, and attack if ships refuse to comply.
-Can attack ships which are in violation of Liberty laws or belong to a house or organization considered hostile by Liberty within Liberty house space.
-Can defend allied or neutral lawful ships and bases within their Zone of Influence.
-Can attack ships which belong to a House considered hostile by Liberty inside their Zone of Influence.
-Can escort traders within their Zone of Influence.
-Cannot participate in unlawful actions except as described above.
-Cannot use any transports with more than 4,300 cargo.
Zone of Influence: Liberty, systems directly bordering Liberty, Hamburg, Leeds, Newcastle, Manchester, New London, Dundee
Allowed ships: Fighters, Freighters, Transports, Gunboats, Cruisers, Battleships

New Buro der Marineintelligenz ID
Quote:Pilot carrying this lawful ID is member of the Buro der Marineintelligenz who:
-Can demand contraband and levy fines within Rheinland house space, and attack if ships refuse to comply.
-Can attack ships which are in violation of Rheinland laws or belong to a house or organization considered hostile by Rheinland within Rheinland house space.
-Can defend allied or neutral lawful ships and bases within their Zone of Influence.
-Can attack ships which belong to a house or organization considered hostile by Rheinland outside their Zone of Influence.
-Can demand transports which belong to a house or organization considered hostile by Rheinland to drop all cargo and attack if they refuse to comply.
-Can ally with unlawful factions.
-Cannot participate in unlawful actions except as described above.
-Cannot use any transports with more than 4,300 cargo.
-While using cruisers, can only attack in self-defense when outside their Zone of Influence.
Zone of Influence: Rheinland, systems directly bordering Rheinland
Allowed ships: Fighters, Freighters, Transports, Gunboats, Cruisers

New Rheinland Military ID
Quote:Pilot carrying this lawful ID is member of the Rheinwehr who:
-Can demand contraband and levy fines within Rheinland house space, and attack if ships refuse to comply.
-Can attack ships which are in violation of Rheinland laws or belong to a house or organization considered hostile by Rheinland within Rheinland house space.
-Can defend allied or neutral lawful ships and bases within their Zone of Influence.
-Can attack ships which belong to a House considered hostile by Rheinland inside their Zone of Influence.
-Can escort traders within their Zone of Influence.
-Cannot participate in unlawful actions except as described above.
-Cannot use any transports with more than 4,300 cargo.
Zone of Influence: Rheinland, systems directly bordering Rheinland, Texas
Allowed ships: Fighters, Freighters, Transports, Gunboats, Cruisers, Battleships

New Rheinland Federal Polizei ID
Quote:Pilot carrying this lawful ID is member of the Rheinland Federal Polizei who:
-Can demand contraband and levy fines within Rheinland house space, and attack if ships refuse to comply.
-Can attack ships which are in violation of Rheinland laws or belong to a house or organization considered hostile by Rheinland within Rheinland house space.
-Can defend allied or neutral lawful ships and bases within their Zone of Influence.
-Can escort traders within their Zone of Influence.
-Can attack ships which belong to a House considered hostile by Rheinland inside their Zone of Influence.
-Cannot ally with any unlawfuls or participate in unlawful actions except as described above.
-Cannot use any transports with more than 4,300 cargo.
Zone of Influence: Rheinland, systems directly bordering Rheinland
Allowed ships: Fighters, Freighters, Transports, Gunboats, Cruisers

New Kempeitai ID
Quote:Pilot carrying this quasi-lawful ID is a member of the Kempeitai, The Kusari Police intelligence agency, who :

- Can demand contraband and levy fines within Kusari house space, and attack if ships refuse to comply.
- Can attack ships which are in violation of Kusari laws or belong to a house or organization considered hostile by Kusari within Kusari house space.
- Can defend allied or neutral lawful ships and bases within their Zone of Influence.
- Can attack ships which belong to a house or organization considered hostile by Kusari outside their Zone of Influence.
-Can demand transports which belong to a house or organization considered hostile by Kusari to drop all cargo and attack if they refuse to comply.
- Can ally with unlawful factions.
- Cannot participate in unlawful actions except as described above.
- Cannot use any transports with more than 4,300 cargo.
- While using cruisers, can only attack in self-defense when outside their Zone of Influence.

Zone of Influence: Kusari, systems directly bordering Kusari
Allowed ships: Fighters, Freighters, Transports, Gunboats, Cruisers

New Kusari State Police ID
Quote:Pilot carrying this lawful ID is a member of the Kusari State Police, who:

- Can demand contraband and levy fines within Kusari house space, and attack if ships refuse to comply.
- Can attack ships which are in violation of Kusari laws or belong to a house or organization considered hostile by Kusari within Kusari house space.
- Can defend allied or neutral lawful ships and bases within their Zone of Influence.
- Can escort traders within their Zone of Influence.
- Can attack ships which belong to a House considered hostile by Kusari inside their Zone of Influence.
- Cannot ally with any unlawfuls or participate in unlawful actions except as described above.
- Cannot use any transports with more than 4,300 cargo.

Zone of Influence: Kusari, systems directly bordering Kusari
Allowed ships: Fighters, Freighters, Transports, Gunboats, Cruisers

New Kusari Naval Forces ID
Quote:Pilot carrying this lawful ID is enlisted in the Kusari Naval Forces, who:

- Can demand contraband and levy fines within Kusari house space, and attack if ships refuse to comply.
- Can attack ships which are in violation of Kusari laws or belong to a house or organization considered hostile by Kusari within Kusari house space.
- Can defend allied or neutral lawful ships and bases within their Zone of Influence.
-Can attack ships which belong to a House considered hostile by Kusari inside their Zone of Influence.
- Can escort traders within their Zone of Influence.
- Cannot participate in unlawful actions except as described above.
- Cannot use any transports with more than 4,300 cargo.

Zone of Influence: Kusari, systems directly bordering Kusari, Sigma-17
Allowed ships: Fighters, Freighters, Transports, Gunboats, Cruisers, Battleships

New Bretonian Intelligence Service ID
Quote:Pilot carrying this quasi-lawful ID is a member of the Bretonian Intelligence Service (BIS), who :

- Can demand contraband and levy fines within Bretonia house space, and attack if ships refuse to comply.
- Can attack ships which are in violation of Bretonia laws or belong to a house or organization considered hostile by Bretonia within Bretonia house space.
- Can defend allied or neutral lawful ships and bases within their Zone of Influence.
- Can attack ships which belong to a house or organization considered hostile by Bretonia outside their Zone of Influence.
-Can demand transports which belong to a house or organization considered hostile by Bretonia to drop all cargo and attack if they refuse to comply.
- Can ally with unlawful factions.
- Cannot participate in unlawful actions except as described above.
- Cannot use any transports with more than 4,300 cargo.
- While using cruisers, can only attack in self-defense when outside their Zone of Influence.

Zone of Influence: Bretonia, systems directly bordering Bretonia
Allowed ships: Fighters, Freighters, Transports, Gunboats, Cruisers

New Bretonia Police Authority ID
Quote:Pilot carrying this lawful ID is member of the Bretonia Police Authority who:
-Can demand contraband and levy fines within Bretonia house space, and attack if ships refuse to comply.
-Can attack ships which are in violation of Bretonia laws or belong to a house or organization considered hostile by Bretonia within Bretonia house space.
-Can defend allied or neutral lawful ships and bases within their Zone of Influence.
-Can escort traders within their Zone of Influence.
-Can attack ships which belong to a House considered hostile by Bretonia inside their Zone of Influence.
-Cannot ally with any unlawfuls or participate in unlawful actions except as described above.
-Cannot use any transports with more than 4,300 cargo.
Zone of Influence: Bretonia, systems directly bordering Bretonia
Allowed ships: Fighters, Freighters, Transports, Gunboats, Cruisers

New Bretonia Armed Forces ID
Quote:Pilot carrying this lawful ID is member of the Bretonia Armed Forces who:
-Can demand contraband and levy fines within Bretonia house space, and attack if ships refuse to comply.
-Can attack ships which are in violation of Bretonia laws or belong to a house or organization considered hostile by Bretonia within Bretonia house space.
-Can defend allied or neutral lawful ships and bases within their Zone of Influence.
-Can escort traders within their Zone of Influence.
-Can attack ships which belong to a House considered hostile by Bretonia inside their Zone of Influence.
-Cannot participate in unlawful actions except as described above.
-Cannot use any transports with more than 4,300 cargo.
Zone of Influence: Bretonia, systems directly bordering Bretonia, Taus
Allowed ships: Fighters, Freighters, Transports, Gunboats, Cruisers, Battleships



RE: House, Military, Police and Intelligence IDs - Impyness - 05-10-2015

[webm]https://r8---sn-p5qlsu7k.googlevideo.com/videoplayback?expire=1431260201&id=o-AP0I9cH5hBC1HF5acd-MJ4kJ8-p3HCqbyyFTsmJsIDY2&sver=3&ipbits=0&ip=71.245.16.72&requiressl=yes&mime=video%2Fwebm&signature=6A025902C678E81ADCABC0201B5B3B9BC68E6DFD.82076A16A756B3AC4FDF5E14761CD79C2A5DDA0D&pl=20&source=youtube&ratebypass=yes&dur=0.000&itag=43&upn=U7FyNbMxW4Q&sparams=dur,expire,id,initcwndbps,ip,ipbits,itag,mime,mm,mn,ms,mv,nh,pl,ratebypass,requiressl,source,upn&key=cms1&fexp=901441%2C907263%2C934954%2C9406001%2C9406993%2C9407663%2C9407776%2C9407805%2C9408142%2C9408708%2C9409254%2C9413036%2C9413209%2C945137%2C948124%2C952612%2C952637%2C952642&redirect_counter=1&req_id=3d6129c4b2a6a3ee&cms_redirect=yes&mm=26&mn=sn-p5qlsu7k&ms=tsu&mt=1431238759&mv=m" width="320" height="240"[/webm]


RE: House, Military, Police and Intelligence IDs - SpaceTime - 05-10-2015

That is one of the best announcement I have read for a while now. Fully in line with the lore, it distincts the border worlds from house space!


RE: House, Military, Police and Intelligence IDs - Landers - 05-10-2015

What was the problem exactly with military factions doing their job in systems bordering their house space?


RE: House, Military, Police and Intelligence IDs - jammi - 05-10-2015

What's the thought process behind this? It's obviously not lore based and an awful lot of factions now can't fully operate in systems they actually have bases in.


RE: House, Military, Police and Intelligence IDs - Lythrilux - 05-10-2015

House law enforcement should at least be able to engage hostile ships, regardless if they belong to a house or not, within all of their ZoI.


RE: House, Military, Police and Intelligence IDs - Kuduka - 05-10-2015

Well I guess I'll park my pirate in O3 at the Camb gate and laugh at BPA and BAF as they pass by and can't do anything to me...
So lore friendly...


RE: House, Military, Police and Intelligence IDs - Hannibal - 05-10-2015

(05-10-2015, 10:07 AM)Kuduka Wrote: Well I guess I'll park my pirate in O3 at the Camb gate and laugh at BPA and BAF as they pass by and can't do anything to me...
So lore friendly...

Quote:-Can defend allied or neutral lawful ships and bases within their Zone of Influence.
-Can escort traders within their Zone of Influence.

and they will laugh at you that can't do anything to them without them doing anything to you unless you do anything to somebody else,maybe a trader of the sorts..

but yeah..i'm happy with these changes,should of been done earlier in my opinion and if there something else i'm happy with is the change from zoner tears to LN tears (no more playing a police faction in half of sirius.. )



RE: House, Military, Police and Intelligence IDs - Lythrilux - 05-10-2015

(05-10-2015, 10:12 AM)Hannibal Wrote:
(05-10-2015, 10:07 AM)Kuduka Wrote: Well I guess I'll park my pirate in O3 at the Camb gate and laugh at BPA and BAF as they pass by and can't do anything to me...
So lore friendly...

Quote:-Can defend allied or neutral lawful ships and bases within their Zone of Influence.
-Can escort traders within their Zone of Influence.

and they will laugh at you that can't do anything to them without them doing anything to you unless you do anything to somebody else,maybe a trader of the sorts..

but yeah..i'm happy with these changes,should of been done earlier in my opinion and if there something else i'm happy with is the change from zoner tears to LN tears (no more playing a police faction in half of sirius.. )

How often do BAF and BPA actually go down there to patrol, without the intention of shooting the pirate but to escort a trader?
Even if BAF/BPA did show up, the pirate could just disengage and move to O-7, where he can get the same traffic. It then becomes Rheinlands problem yes, however nothing stops him from just going back to O-3.


RE: House, Military, Police and Intelligence IDs - SpaceTime - 05-10-2015

It was mockery to use the term "Independent Worlds" in the past, because Houses had literally consumed these bordering systems while in-lore these systems rarely received law enforcement patrols and were generally lawless.

Furthermore corporate authority is also increased. Since they are the only ones directly having a reason to be there.

What was happening the past many years, was contradicting the lore. So yes, Jamie, it's totally a lore-friendly decision.