' Wrote:Well... Saw something odd in New York ages ago, basically since then, you've been in my "Ignore" list, I asked a Hacker Gunship why he had full Nomad turrets, I didn't get a response from him, but, some BSG guy responded. He started saying that having Nomad guns for the BSG was acceptable, even full nomad guns ( Fighter or capship, I can't remember which one). The reason he gave was " We're allowed Nomad guns 'cause we're colonials" Oh Really? I hadn't noticed... If you've stopped that kind of attitude, then I'm happy.
About killing people who carry Cardamine... What? I don't think the Miners realise the effects of Cardamine, it's just a drug to them, just like Synth. Why would they know about the slow mutation?
Doesn't say anything about killing traders / smugglers / drug dealers in there. If it's an Outcast tagged and ID'd transport, feel free to blow them up, however, the IMG don't give a damn about smugglers, some of them probably do Cardamine, since, in the end, it is a recreational drug. Even in the security wing of the IMG, you'd stick to escorting tradeships and the occasional raid into Outcast space, drug shipments aren't your problem...
* Runs away*
*extends his foot so gezza999 trips over it while running*
1st of all, I believe it was me, who talked in NY about nomad guns. I thought the issue was about fighter guns, and when I realised the hacker had a Gunship, I stood corrected. I never ever said anything about BSG being able to use nomad guns cos "we're colonials". That's your lapsus memoria. All I said is that IMO it's fairly OK, to have a fighter with nomad weaponry, cos of the fact that Nomad Energy Blasters/Cannons are NOT in fact ripped off from a nomad ship. They look JUST like ordinary weapons, and in their info card states: "These seem to be guns BASED ON NOMAD ENERGY TECHNOLOGY, modified to be compatible with technology of the colonies". Now, notice, that "colonies" here have the meaning of "colonies in Sirius", and nothing what so ever to do with "12 colonies of Kobol". So if you'd be so kind to remove us from the "ignore list"...
About smugglers: It is supposed to be tricky, risky, dangerous job. If u wanna have a fail-safe route, than by all means, forbid anyone interfering with your "credit making". Why removing "Harris run" in the 1st place than? I don't really see why would "miners" be dumb, or their security force for that matter, not to realize the dangers of having drug trafficking through the area of space they occupy. They certainly dislike the idea of having drugs spread to their workers. And what year A.S it is? By this time, ALL are aware of cardamine, and its effects, and the FACT that Outcasts are mutated, and that MALTA is THE ONLY SOLE source of the substance. Fact to the matter is: lamers can always get untagged, neutral, traders with Trader ID to "cheat" out their smuggling". BSG flies miners with IMG ID. Also, why aren't vessels with large cargo space, allowed to have "civilian ID" in the 1st place than?
You can pull the that issue of ID, and force us to act only within boundaries of it, and act all like NPCs but that is hampering role-play. Or you can allow us to act within very limited space, held and controlled by IMG (say around IMG stations), and if u wanna get by undetected, just fly a bit further away. We certainly don't intend to pursue smugglers from across tau-37 to magelan. But it just plain SUCKS not being able to act against bold smugglers flying 10k away from Java with a cargo full of DRUGS or SLAVES, while we're holding the "LAWFUL ID" on us. Imagine security in front of some important building, witnessing a guy dealing drugs 2m away from them, and doing nothing...
EDIT:
As a last resort, we can always work-around our ID limitations. We are the security of the IMG, we are at war with Outcats. We are quite aware of the fact that main source of funding for the Outcasts is cardamine. Therefor, we will NOT publicly scan, or intercept traders, but we will, scan them non the less, and put BOUNTY on any one trader discovered to have Cardamine in his hold. IMG ID can fulfill bounties...
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' Wrote:Asgard Warriors? *cough*stargate*cough? If AW leader the "Analien", is really from FL universe, what kind of alien is he? Nomad? Cos it's the ONLY Alien breed in vanila freelancer. Again, you can internally say AW leader is half human, half alien, and half beaver (cos he's one fellow and some), but on outside, it's the RP and interactions that counts. That's my point.
' Wrote:We aren't banning all non-vanilla RP. AW and Phantoms don't have vanilla RP, our separate organizations weren't in the SP or vanilla versions. The difference here is that your RP isn't Freelancer based at all. Ours are Freelancer based, yours are based off a TV show that has absolutely nothing to do with Freelancer.
I think the bolded section says everything I need said.
' Wrote:They wouldn't jump him and detain him? They would HOLD POST like statues and call the police after work?
They are security guards, the don't detain anybody. They protect whatever place they are ordered to protect. If said drug dealer was trying to deal in front of the building they guarded, they make him leave. Either way they'd call the police. They still do not have the jurisdiction to arrest people, they are not cops working for the government, they are privately owned guards. Still civilians.
Pretty much. Are you, an underpaid, lightly armed security guard going to try and take on a large, aggressive-looking drug dealer who may very well have an MP5 or an Uzi stuffed in that coat, when it doesn't at all concern you, and you could simply let it pass and no harm done, when you can't even legally do so?
EDIT: Dab got there first, that mangy bastard:lol:
Quote:Quick comment - we thought that Panzer was the Leader, Swift. -Agmen
There is no police in Taus. No one wishes to police around there. Except us. And the CR sometimes.
It's only our jurisdiction in Tau-23. In tau 29, we leave it to the KNF.
I am sorry, but your arguments are simply not good enough.
It looks to me that you only want to run smoothly trough Taus, so you don't get caught.
I even remember Eppyon complaining how Train CD is too fast, so he can't survive the Pirates.
It just supports my point of view that you want to smuggle fast and with no RP.
More encounters - more RP.
Less encounters - less RP.
As SButt said, why did we delete Harris-Mcduff route at all?
It was the fastest way to earn money.
Maybe we should make something similar from Malta to Ibiza, huh?
It's like saying "Zoners are neutral" butt going into war against the TBH (no matter the reasons, Zoners should never choose the war option while they have others).
Double standards. You want flexibility all for yourselves, but when others want it, you are ready to lift a mountain just to oppose and earn few more credits.
And those things about Security guards are subjective opinions.
It depends which country you live in. In my country, Security guard is much better armed then regular Police officer!
And if you drug-dealers are so tough with your MP5, then you can defend yourselves against us weak guards, yes?
There you go, no problem here then.
In the end, you can always get an escort.
There is simply not enough lawfuls on Cardamine route, so it is actually much safer then trading legal goods trough Sigmas.
And we are there to make your smuggling harder.
Strictly RP.
Lucendez Wrote:
It is every Corsair's responsibility to die a beautiful death in defense of Crete, regardless of how OORP or how capwhoring the opposition is. Launch your fighter, joust the battlecruisers and die a beautiful death. Then, drink it down in the bar.
' Wrote:They protect whatever place they are ordered to protect. If said drug dealer was trying to deal in front of the building they guarded, they make him leave.
Thank you, we intend to do just that: We'll do everything in our power to make the smuggler "leave in a hurry, and possible never return". I knew it you'd see it our way in the end Dab...cheers;)
@Epyon: all are lowlife street dealers armed with UZIs? Doubt it. On the other hand, I can tell you I've seen quite a few serious security guards armed to the teeth with Class III body armors and kevlar helmets, and Mp-5 sub-machine guns.
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I thought I made my view on the traders smuggling cardamine clear. If you have drugs on board you're a drug trafficker no matter what's your ID. Isn't that obvious. You don't expect drug dealers to go around in "I sell dope" t-shirts. It is only logical for them to have some kind of cover. Trader is the first that comes to mind. But then they should be treated accordingly - as criminals.
That is unless you suggest that it is more important what your ID says than how you RP. You don't see a problem with a trader hauling drugs even if a smuggler ID would sooth him better but you see a problem with IMG ID BSG uses even if we went to great lengths to explain exactly why we chose that one and what are the deviations in BSG behaviour to the IMG one.
I'd like to try once more to make a simple picture that would illustrate this best. The best paralelel to the TAUs I could find is Wild West. You have some settlers trying to make a community and start and maintain their businesses. But they are surrounded by a bunch of outlaws and in fear for their security and wellbeing they hire a sheriff to protect them. And mind you sheriffs are not official representatives of the law. Now if a known outlaw is passing through the town not making problems a lawman can choose to ignore him but if he's righteous and uncompromising he will try to take him down - and he has every right to. I've certainly never heard of any example that counters that.
Human nature didn't change in anything else in Sirius in all those years I don't see why it would be any different regarding this.
Aside from some players trying to protect their lucrative routes by making a highly unrealistic RP frame for it I haven't seen any rational criticism regarding this matter so far.
As far as the argument above it's not completely on the mark because you're talking about guards and dealers which are both citizens and have certain rights. That's why I think my example is a bit closer to the target.