If all the guards in fort Nox left for vacation with the doors wide open, I'd be fighting every other shmoe for a pile of gold. Same thing goes for secret military bases with nobody to defend them. In all fairness, I would consider an unguarded secret military facility a good RP reason to try and get into alaska. It's only dangerous if it's dangerous. If LSF keeps guards posted, it'll keep people out.
I definitely support heavy guarding of Alaska, or at least the guarding of alaska with large ships. The system should be guarded at the entrance to the minefield (If not at the jump hole as well) and there should be periodic checks to make sure nobody is in the system. I disagree with the various faction policies of killing supposed "Officer impersonators", but if I were a bounty hunter or an unlawful, I would be shaking with glee.
Here's a plan that can save manpower and time. Take it, change it, leave it, it's up to you, but I bet it would work. As always (Not that you know), Open to constructive criticism.
The Problem:
1) Someone needs to be in the minefield to keep people from entering.
(This is the only active guard that needs to be in place for all this to
work.)
2) Two entrances, a Jump hole and a jump gate need to be guarded.
The Solution:
1) A single player in any kind of capitol ship stands guard. The Alaskan
Guard is responsible for two things: Killing smaller threats which try to
enter the system, and monitoring the player list to see if anyone is in
Alaska.
If either someone is in Alaska, or someone kills the guard, the guard contacts the rest of the Liberty forces.
Inside Alaska, there could be a few larger ships docked. Players could
be playing as a separate character.
If a player is found to be in the system (Use the player list sorted by
system), the guard ships are contacted, they log in, and they kill.
2) There are only two ways out, and one of them is through the heavily
guarded NY system, so one large ship in the Alaska system guarding
the jump hole and a group message to NY ought to be enough to keep
players from getting through.
I think that's reasonable, and would probably scare any player trying it to death. Imagine thinking you've beat the guards only to find a Battleship waiting for you at the other end.
I'm not saying this is the only way or the best way, but I'd love to see some plans thrown around for protecting the gate more effectively and efficiently. Before I knew alasaka was restricted I was going in and out regularly, (That was last week), so some better guarding is needed if you're gonna complain about people going in. Admittedly, guarding has improved recently (Kudos!) and now that I KNOW that it's a secret base, I haven't been back in.
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I'd also like to take a quick moment to comment on LSF, SA and [guard] killing other players who carry the navy ID but are not part of their factions. I have friends (Personal, not RP friends) who are lane hackers and pirates who love this policy. It makes it easier for them. As a trader, I'd like to see the player factions make allowances for non-faction rpers, if only as low ranking officers on guard duties or patrol (Leaving more delicate or planning oriented patrol and guard jobs for the high ranking officials) but I have no say in these matters, nor is this the place to discuss them. I strongly reccommend that players note which factions do not allow non faction military and avoid purchasing military IDs in those systems. Look for military groups who are more tollerant in other systems or, if you would rather, seek membership in the appropriate faction for the system you're in. In the meantime, I think that the issue deserves more coverage in another thread at another time. (Feel free to respond to me by PM on the subject, I will do my best to respond, but for here, let's focus on Alaska).
Ave Imperitorem, Ex Caelio Cadit Gladium Sanctum Imperialis