(05-10-2015, 12:30 PM)Thunderer Wrote: In fact, I don't see any relevant change made to House military and police IDs and I am completely confused why are people complaining.
Quote:- Can attack ships which are in violation of <HOUSE> laws or belong to a house or organization considered hostile by <HOUSE> within <HOUSE> house space.
Quote:within <HOUSE> house space.
good change boys
and by good change i mean you're really driving this place into the ground LOL
(05-10-2015, 12:30 PM)Thunderer Wrote: I don't see any change to the BAF ID. The BAF, the BPA and the BIS may still go to Omega-3, Omega-5, and all other systems they used to go to.
In fact, I don't see any relevant change made to House military and police IDs and I am completely confused why are people complaining.
BPA:
"Zone of Influence: Bretonia, systems directly bordering Bretonia"
BAF:
"Zone of Influence: Bretonia, systems directly bordering Bretonia, Taus"
New
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.
vs
Old
Can attack ships which are in violation of Bretonia laws or belong to a house or organisation considered hostile by Bretonia within their Zone of Influence.
House Space
1) New London
2) Cambridge
3) Dublin
4) Leeds
5) Manchester
6) Newcastle
7) Dundee
8) Edinburgh
9) Poole
Plus ZOI
1) Magellan
2) Cortez
3) Omega 3
4) Omega 5
5) Omega 49
6) Drake
7) Roussillon
8) Tau 31
9) Lewis
10) Inverness
11) Chester
12) Londonderry
Equals no shooting Corsairs in O-3 or O-5.
'I would like to be half as clever as some people like to believe they are' Life is full of disappointments, it is how we handle them that helps to define us, as a person
(05-10-2015, 12:30 PM)Thunderer Wrote: I don't see any change to the BAF ID. The BAF, the BPA and the BIS may still go to Omega-3, Omega-5, and all other systems they used to go to.
In fact, I don't see any relevant change made to House military and police IDs and I am completely confused why are people complaining.
Quote:-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.
Sadly, house space is going to end at the O3 gate in Cambridge. If you go further, you can only attack houses that Bretonia sees hostile. This means that law enforcement taking the initiative and engaging unlawfuls first in non-house space within their ZOI is now sanctionable. Law enforcement has to wait until the pirate attacks them or a trader. I still don't see this making any sense.
Right, I see. Thank you. It can be changed easily, but changed or not, the Sairs and BAF have agreed that we'll continue shooting each other where we used to. We understand when devsadmins whoever make IDs make mistakes.
(05-10-2015, 12:39 PM)Thunderer Wrote: Sairs and BAF have agreed that we'll continue shooting each other where we used to.
Just be careful about random Sair indies. TBH battling BAF/IMG alliance is one thing and we will keep using our little playground we created inRP - as long as both sides finds it funny.
Some indie cruiser or even battleship "captain" killing all what moves over FP1 will probably use his new rights granted by your new ID limits.
After spending a considerable time as a discovery police officer I can say those little side trips to the border worlds are usually fun. When it's quiet at home travelling out of the built up area to clear out the highway is a nice change. Those areas are not isolated wastelands as some seem to imply but are rather the high volume traffic highways are connect the major houses to each other are and are subject to the heavy traffic that is typical of the economy of industrious houses.
Of course we can still escort ships back and forth or come to their aid, but I find it troubling that a pirate could attack a transport, destroy it before help arrives and calmly walk away saying "who me?" to the arriving officer. Pirates are not the only interest the border worlds, smugglers are wandering around as well and contraband items illegal in every house and in some cases by international law between two houses created purely for those systems. Such as slaves, can now be happily transported without fear. Somehow "Oh look, that fellow reads as having 1000 people cramped into his sole cargo container. Well never mind." doesn't seem like a realistic walk-the-other-way situation.
This move doesn't seem like it's there to enhance the RP and lore of the border worlds. Despite the fact that many houses have already lost considerable breathing room to various hostile takeovers it seems more like this change is here to stifle the spread of house factions, who are now having to suck it in. I'll point out that limiting actions to hostile 'houses' is indeed very much in favor to pirates, if the description of pirate can still be applied to those faction sporting cruisers and battleships capable of going head to head with the best the military has to offer. Why is it purely limited to hostile houses when there are pirate groups out there who are capable of being just as much a threat? It's seems to be based on the simple twisted logic that there are two governments who are at war, and war goes above all laws, while pirates no matter how well equipped are still merely pirates and thus do not warranted the same attention. If the military is allowed to attack their counter parts in the border worlds then the police forces should be allowed to attack theirs. The nonsense that a since a house is at war every resource is devoted to that is absurd, the police factions are there for the sole reason of enforcing the law, taking out pirates and catching smugglers. If we wanted to be out there defending the nation against hostile invaders we'd have joined the military.
All is not lost for police factions though, the solution to ZOI limitations has already been tried and tested. I'm of course referring to the [M]olly's 'Wild Geese" mercenary sub faction. All police factions need to do is request the use of a secondary generic ID (e.g Mercenary), create a sub faction listed with the purpose 'Outsourced Security Contractors" and then place them on the house bounty board. Therefore, their members to simply need to switch out the ID on their usual ships and not only can they now target any faction or indie listed on the board in the border worlds but, with some minor cooperation between houses, can travel virtually Sirius wide tracking their targets. If the [M]ollys can create a merc group to shoot Corsairs across Sirius in Gamma then I can make one to hunt pirates next door.