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  Discovery Gaming Community Rules & Requests Rules
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Pirates/Engagement rules

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Pirates/Engagement rules
Offline Ursus
03-21-2013, 08:05 PM,
#11
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(03-21-2013, 07:54 PM)jammi Wrote: Asking someone to leave an area is a valid RP demand.
Not for an indy pirate.

Discovery 24/7 Negotiating Tactics:

[Image: smuggler-threat-0-1.jpg]
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Offline jammi
03-21-2013, 08:06 PM,
#12
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(03-21-2013, 08:03 PM)Lythrilux Wrote:
(03-21-2013, 07:54 PM)jammi Wrote: Asking someone to leave an area is a valid RP demand. If the other party decides to ignore it, you're covered by 6.6 to take em out. Fill your boots.

That applies to <29?

No. However, if an underlevel character is specifically and intentionally abusing his rule protection to antagonise, grief or otherwise annoy other people, submit a report. We'll take it from there.


(03-21-2013, 08:05 PM)Ursus Wrote: Not for an indy pirate.
(02-04-2007, 02:35 PM)Igiss Wrote: 6.6 Aggressors are not allowed to destroy a trade vessel prior to issuing a demand, in system or local chat, 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. You must say more than this to ask a ship to stop however you may destroy them if they attempt escape.

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Offline Ursus
03-21-2013, 08:13 PM, (This post was last modified: 03-21-2013, 08:16 PM by Ursus.)
#13
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That rule is to protect cargo ships, not to expand engagement privs. The ID defines the engagment privs. Rogue vs LWB vs Indy Pirate all have their own specific engagment priv, but all of them must conform to that rule before killing a transport (specifically before killing it). Been that way since I've been here.

ps--Another way of looking at it. Liberty Navy has engagement privs, they can kill certain factions, etc., but that rule requires them to make a demand before they kill a smuggler in a BWT.

The rule is for protecting transports, not an engagement priv

Discovery 24/7 Negotiating Tactics:

[Image: smuggler-threat-0-1.jpg]
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Offline Lythrilux
03-21-2013, 08:18 PM,
#14
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(03-21-2013, 08:13 PM)Ursus Wrote: The rule is for protecting transports, not an engagement priv

Yeah, the indie ID needs an enagement privallege.
I have to wait for lawfuls to shoot me first before I can shoot back (When they are military etc.)

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Offline Karst
03-21-2013, 08:32 PM,
#15
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jammi, thanks for the admin input.

(03-21-2013, 08:03 PM)Ursus Wrote: No. The ID and the rule cover different things. The rule does not expand your ID restrictions, it defines an additional restriction specifically for cargo ships. The rule is separate because different IDs have different demand requirements--the indy pirate may only demand credits and/or cargo, while a Rogue can demand anything, but both of them must make some kind of demand from a trade vessel before killing it.

(03-21-2013, 08:13 PM)Ursus Wrote: That rule is to protect cargo ships, not to expand engagement privs. The ID defines the engagment privs. Rogue vs LWB vs Indy Pirate all have their own specific engagment priv, but all of them must conform to that rule before killing a transport (specifically before killing it). Been that way since I've been here.

ps--Another way of looking at it. Liberty Navy has engagement privs, they can kill certain factions, etc., but that rule requires them to make a demand before they kill a smuggler in a BWT.

The rule is for protecting transports, not an engagement priv

I was admittedly a little unclear on this. I'm not suggesting 6.6 actually modifies the effective text of the ID, although it did sound like I was.
Basically what I was asking was if, as it seems to based on what I've read in other threads, 6.6 allows engagement of a target regardless of ID with sufficient RP reasons, and sufficient prior RP, which based on the comments in other threads, and jammi's comments here, it apparently does.
The rule is rather unclear, I must admit. If it really works the way I described, some rewording might be in order.

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Offline Ursus
03-21-2013, 08:36 PM,
#16
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(03-21-2013, 08:18 PM)Lythrilux Wrote:
(03-21-2013, 08:13 PM)Ursus Wrote: The rule is for protecting transports, not an engagement priv

Yeah, the indie ID needs an enagement privallege.
I have to wait for lawfuls to shoot me first before I can shoot back (When they are military etc.)
Do you not see the part about demanding credits from lawfuls? 2milrdie works for navy cruiser as well as it does for anything else.

Discovery 24/7 Negotiating Tactics:

[Image: smuggler-threat-0-1.jpg]
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Offline Agmen of Eladesor
03-22-2013, 02:48 AM,
#17
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(03-21-2013, 08:36 PM)Ursus Wrote: Do you not see the part about demanding credits from lawfuls? 2milrdie works for navy cruiser as well as it does for anything else.

Really annoying, but yeah ... I've had pirates issue 2milordai demands to my BHG gunboat before. "Hey, you're a bounty hunter. We don't like them. Give us 2 million or we're going to kill you!"

.

.

Have I mentioned many, many, many times how much I suck at PvP on here? I didn't pay, and I did go boom.



(11-21-2013, 12:53 PM)Jihadjoe Wrote: Oh god... The end of days... Agmen agreed with me.
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Offline Haste
03-22-2013, 02:44 PM,
#18
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Unfortunately, that's how the Pirate ID is used most right now. Open Terrorist ID.

Exactly how does it make sense in-roleplay for a pirate to demand credits from a Navy cruiser instead of.. like.. Run away? I mean.. It's not like the guy's gonna pay, and ammo is expensive too, no?

I kind of envision it like one of those machine-gun-mounted speedboats off the coast of Africa attacking an aircraft carrier in an attempt to take the crew hostage.
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Offline Karst
03-22-2013, 03:16 PM,
#19
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(03-22-2013, 02:44 PM)Hasteric Wrote: Unfortunately, that's how the Pirate ID is used most right now. Open Terrorist ID.

Exactly how does it make sense in-roleplay for a pirate to demand credits from a Navy cruiser instead of.. like.. Run away? I mean.. It's not like the guy's gonna pay, and ammo is expensive too, no?

I kind of envision it like one of those machine-gun-mounted speedboats off the coast of Africa attacking an aircraft carrier in an attempt to take the crew hostage.

If they had a reasonable chance at destroying the Navy ship or escaping if they can't, why wouldn't they?

I've seen that real world example with the Somali pirates a couple times now, but keep in mind the balance of power is very different in the disco universe.
In real life, yes, nations with a modern military equipment have stuff that is in an entirely different class than the best things any sort of paramilitary can come up with, such as tanks, jets, or the aforementioned aircraft carriers.

In disco though, this is not the case, since everyone has access to military hardware that, even if it's not on par with the best house equipment, is at least in the same class (e.g. level 9 guns, fighters, bombers).
And the biggest paramilitary factions ('casts, 'sairs, Hessians) have the equivalent of the aforementioned aircraft carriers much like house military forces do.

Another example: Transports and freighters are loaded with turrets in disco, you don't see trucks or container ships covered in guns in real life, either.

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Offline dodike
03-23-2013, 01:31 PM,
#20
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(03-22-2013, 02:44 PM)Hasteric Wrote: Unfortunately, that's how the Pirate ID is used most right now. Open Terrorist ID.

Exactly how does it make sense in-roleplay for a pirate to demand credits from a Navy cruiser instead of.. like.. Run away? I mean.. It's not like the guy's gonna pay, and ammo is expensive too, no?

I kind of envision it like one of those machine-gun-mounted speedboats off the coast of Africa attacking an aircraft carrier in an attempt to take the crew hostage.
Oh, people have managed to successfully extort credits from warships in the past.
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