Quote:5.6 Fleeing in combat counts as a PVP death. Fleeing is:
a) Docking with a jump gate, station or tradelane;
b) Moving more than 10km from the fight.
Vessels acting as escorts for trade ships are exempt from this rules for purposes of:
a) Catching up to their transport. I.E. breaking off an attack to rejoin their charge.
b) Re-entering a system which had previously been exited.
Running a distance or docking with a lane/gate should carry no penalty, why would it?
<strike>Docking with a station prehaps half an hour - RP it as repair time</strike>. Nanobots
If you have a problem with people docking to escape you, don't attack them near a station.
If it is too easy for people to run and dock, this is a problem with game mechanics, and should be dealt with by changing the mechanics, not adding rules that make no sense in or out of RP.
Quote:5.9 Disconnecting from the server in a PvP fight to escape, as well as in any other situation that involves player interaction, is not allowed. If you lose server connection during a player interaction, you should get back in game quickly to continue the interaction, with the other player's permission. If that is not possible, then post on the forums and PM the players involved.
5 mins of no-drift and drop the shield.
No need for sanctions, no point in doing it, a bearable time for accidental disconecters to wait.
Quote:6.2 Ship and equipment used must match tag and ID as closely as possible.
All characters using mismatched ID/Ship/Weapon combinations must possess either an Admin granted Terrorist ID or a Special Operative ID.
Police this in-game with the local police/military and the concerned factions.
There's no reason an outcast quitting to be an indie would HAVE to sell his outcast gunboat and weapons, but the other outcasts would have something to say to him about it.
A freelancer with bounty hunter weapons could be arrested for theft by the police, if he has no permission for them, but no godlike ADMIN should descend, and magically take them from him.
Plus, with the new:
Correct ID Required to purchase certain ships; automatic RP has been played for a freelancer to "steal" a ship/gun - he had to join the lsf to buy the ship, then desert -
Quote:6.6 Aggressors are not allowed to destroy a trade vessel prior to issuing a demand and allowing sufficient time to respond. Demands may be cargo, credits or an RP demand, such as leaving the system. "Halt" is not a demand.
If apirate wants a trader to halt, and the trader ignores, seems logical the pirate would blow that trader to tiny pieces.
"stand and deliver"
sound familliar?
Quote:6.7 Attacking freighters, transports, liners or demanding cargo from the same is not allowed for cruisers and battleships.
Exceptions to this rule are:
a) Official faction tagged house ships in their respective house space ONLY.
b) Terrorist, Nomad, Wild, Phantom ID players;
c) LSF or Liberty Navy Guard vessels operating within Zone 21 or Alaska;
d) Order Guard vessels operating within Alaska or Omicron Minor;
e) Blood Dragon Guard vessels within Chugoku;
f) Corsair Guard vessels within Omicron Gamma;
g) Outcast Guard vessels within Omicron Alpha;
h) Guard ID players in their -own- associated Guard system.
i) Special OP players within the guidelines of their approved RP.
Traders whom are attacked in these areas may be pursued and destroyed beyond them.
The exceptions should be:
Except in defence of an allied ship, or base.
Except in defence of a neutral ship, if the capital ship is a house ship, within it's ZOI
Currently an indie LN Battleship sees a USI trader under attack by a rouge pirate transport, and thinks;
"Gee I wish I could help, but the Magical ADMIN imps have stolen my car-keys"
This makes no sense, but neither does capships escorting traders everywhere so no-one can pirate;
Caps shouldn't be wasted on escorting random traders, they're too valuble, that's the (tenuous) RP behind them not attcking transports - not a big enough threat to warrant a cap.
Caps should be allowed to attack transports just like fighters, but caps should not be used for escorting.
Makes sense in RP AND real life - Sorry sir, got to stay here and guard this area, but call me if you get in real trouble.
Also although it's not exactly a rule, It IS still removing unneeded content:
Mash the Freelancer, Pirate, Merc, Independant Trader, and smuggler IDs into one; The Freelancer ID, giving it all the rights of them combined.
This game is freelancer, yet it's one of the least used IDs, and it makes no sense that Freelancers can't Pirate, especially seeing as that ability was one of the advertised selling points on the game box.
The abuse that this could cause - Undocking form west point, pirating a trader in full view, then docking again - Is now countered by the faction's abilities to instantly change their rep to players. So if a freelancer did that, he'd soon find mississippi hammering him.
[u]On an extreme note:[/u]
Any rule that says person A can't attack person B
E.G: A BAF can't attack a gateway trader, he wouldn't normally, but what if he suddenly decided to turn to crime?
Have attacking people out of RP, dealt with in game: The trader reports it to the BAF command, they review the evidence, and kick the attacker out of the BAF, declare him a traitor, and issue a warrent for his arrest.
No need for sanction, and RP oppertunity, this again, is only an option due to the faction rep-change ability.
User was banned for: Griefing others
Time left: (Permanent)