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House Police and Borderworlds - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Rules & Requests (https://discoverygc.com/forums/forumdisplay.php?fid=6) +--- Forum: Rules (https://discoverygc.com/forums/forumdisplay.php?fid=25) +---- Forum: Faction Rules (https://discoverygc.com/forums/forumdisplay.php?fid=46) +---- Thread: House Police and Borderworlds (/showthread.php?tid=86229) |
House Police and Borderworlds - SummerMcLovin - 08-26-2012 ' Wrote:Its common sense, have a sliceCommon sense doesn't always agree with the rules though - I might get sanctioned if I were to be too liberal with my interpretation of the ID. ' Wrote:Omega-3 is independent but Bretonia has writ over it. Omega-49 is independent and Bretonia has writ over it too, but does not exercise it. There was a time when Bretonia did try to provide protection and lawful cover but it's essentially abandoned now.Bretonia rescinded their claim to O-49, and the Zoners there had already worked to prevent them from having a good foothold. Port Jackson is under Bretonian rule, but they don't have their eyes on the rest of the planet or system. Jack, I'm sure you know the IMG/Bretonia diplomacy best, but I haven't heard of any major problems with Aland or Falster. At least for the Zoner aspect, FP1 is recognised as independent as long as they keep the Sairs from basing there. House Police and Borderworlds - SnakThree - 08-26-2012 To add to above ( to McNeo's post) , which I was lazy of expressing myself, any entity can claim anything as theirs, but if they cannot enforce their own rules there, you (as in anybody) should not worry too much. Maybe you were the one unlucky person who they managed to apprehend for whatever reason they saw fit, but that is about it. Let's look at POB near Mactan. Nor Liberty, nor Bretonia, neither both Liberty and Bretonia can do anything about it right now. Their laws extend to Magellan but as you see, people can act as they want if they have the means. Same for other systems. If Kusari would invade Okinawa and try to enforce their laws there, they would find that there are parties ready to defend Okinawa's "independence" from Kusari. House Police and Borderworlds - SummerMcLovin - 08-26-2012 Kusari sending their (little) fleet to conquer GMG space is not the same as protecting interests in Magellan and Cortez, where there have been explicit treaties signed by the affected parties. House Police and Borderworlds - SnakThree - 08-26-2012 ' Wrote:Kusari sending their (little) fleet to conquer GMG space is not the same as protecting interests in Magellan and Cortez, where there have been explicit treaties signed by the affected parties.Not exactly the same, but the idea behind it is similar. Someone needs to fight for independence. Be it local thugs. House Police and Borderworlds - SummerMcLovin - 08-26-2012 Except that the IMG and Zoners of FP1 have yet to voice any objections I've seen about Omega-3. The Treaty of Curacao is even clearer: all four parties have their interests protected and have a say in any negotiation to change that. If you seriously think there should be resistance, start a faction to ignite a rebellion. Just keep in mind that you'll always be fighting at least one house, and if the other parties present aren't interested in your ideals they'll not help. House Police and Borderworlds - latos - 08-26-2012 As the KSP Leader, I specifically forbid the KSP to enter anything but Core worlds unless in direct pursuit of a dangerous criminal/Terrorist. Dragons, Known molesters of shipping lanes, etc etc. Other than those very few and far apart circumstances, any and all police factions (from my slightly kusari biased point of view) Should heed their house's borders and stay within their Core worlds. The bordering systems is the domain of their navies. Another point would be should House Navies be so present in enforcing laws in Core space? My opinion is no, but with houses like Liberty, who quite frankly have a terribad policing system, sometimes It is a necessary evil. I bring this point up because the KSP and the KNF have been having conflicts every now and then as they try to enforce laws over each other. It's driving a wedge between player groups as ooc words as passed back and forth and deep seated dislikes are forming. Not sure about other houses' but this is a problem that needs to be resolved in the ID. Theres my two cents, cheerio. House Police and Borderworlds - SnakThree - 08-26-2012 ' Wrote:Except that the IMG and Zoners of FP1 have yet to voice any objections I've seen about Omega-3. The Treaty of Curacao is even clearer: all four parties have their interests protected and have a say in any negotiation to change that.We are talking about claiming something, not what is already settled about. House Police and Borderworlds - Govedo13 - 08-26-2012 ' Wrote:Claims to it, Military presence, Police law and all that makes these systems look totally ridiculous and unrealistic.Indeed, if they had the power in RP they would conquer it and they wont be called independent at first place, stupid player contracts make the situation worse. House Police and Borderworlds - Ursus - 08-26-2012 ' Wrote:As the KSP Leader, I specifically forbid the KSP to enter anything but Core worlds unless in direct pursuit of a dangerous criminal/Terrorist. Dragons, Known molesters of shipping lanes, etc etc. [...] The bordering systems is the domain of their navies.That's a fine policy to have inrp. I dont think it makes sense from a rules persepctive, since it would make even more people want to choose navy ID over police ID. One thing I proposed in the past was giving official factions their own ID with a larger ZOI than the generic ID. So for example, you could take the KSP and KNF IDs with ZOI of core house, and give the KSP and KNF Guard IDs to the official faction(s) with ZOI that includes the bordering ungoverned systems. However this would be ceding control of the border systems to unlawfuls so you would need to balance it by restricting unlawful access to core house space. That is very unlikely to happen. House Police and Borderworlds - latos - 08-26-2012 ' Wrote:That's a fine policy to have inrp. I dont think it makes sense from a rules persepctive, since it would make even more people want to choose navy ID over police ID. Some people prefer to be restricted in the distance they go. Gives a smaller area to patrol. Quote:One thing I proposed in the past was giving official factions their own ID with a larger ZOI than the generic ID. So for example, you could take the KSP and KNF IDs with ZOI of core house, and give the KSP and KNF Guard IDs to the official faction(s) with ZOI that includes the bordering ungoverned systems. However this would be ceding control of the border systems to unlawfuls so you would need to balance it by restricting unlawful access to core house space. That is very unlikely to happen. Restricting pirates in core space is silly, although they shouldn't be able to come in in ships such as Battleships and destroyers for example. As for the ID suggestion, too many people would bitch about indie rights etc etc. :crazy: |