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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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Blocking Jumpgates

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Blocking Jumpgates
Offline FraserTE
02-19-2009, 07:42 AM,
#61
Member
Posts: 697
Threads: 71
Joined: Jan 2009

Considering the fact that larger vessles have issues mooving those the zone at certian points due to the ice shards every where yes i say if ure willing to take the chance of getting blown up go for it u can always just run jump the horizon by 30k dont get spotted thats what i do its not abuse space is 360 degrees spherical u can go any direction it's just beeing smart.

http://signavatar.com/15890_s.gif
First: You've got a picture in there that's 800x286 pixels. The maximum signature size is 700x250.
Second: Your other picture in the rotation fills the full 700x250 boundaries by itself.
With an image that big, you can't fit any text below it. Please fix this.
-Zuke


A sane man must become insane to look sane
In an insane world.
 
Offline MB52
02-19-2009, 07:43 AM,
#62
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Posts: 1,973
Threads: 130
Joined: Dec 2007

Man, I can't believe the kind of response something as stupid as parking a ship in front of a jumpgate can cause. Does it really hurt the smugglers that much to have to actually stop and RP with me a bit before they eventually quick dock with the gate? By blocking all it does is really slow them down.


I’ll carry this flag
To the grave if I must
Because it’s flag that I love
And a flag that I trust
 
Offline Dusty Lens
02-19-2009, 07:44 AM,
#63
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Posts: 6,664
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Joined: Dec 2007

I'm going to go out on a ledge here and guess that mine field/jump gate you traverse kinda restricts what landmarks you're going to be passing.

Cool and all that you fly above the horizon for most of the trip buuut... Only so many places you're going to ultimately end up when making the joyride through Alaska.

Kinda like taking the long way around the room to sneak past the guard who's standing right in front of the door you need to go through. Fun, sneaky, you get to hum cool music while you're doing it. But at the end of the day you're still going to need to deal with the guard.

' Wrote:Man, I can't believe the kind of response something as stupid as parking a ship in front of a jumpgate can cause. Does it really hurt the smugglers that much to have to actually stop and RP with me a bit before they eventually quick dock with the gate? By blocking all it does is really slow them down.

it's more of a discussion on the utterly lame Alaska engagement policy at this point.
Offline FraserTE
02-19-2009, 07:46 AM,
#64
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Posts: 697
Threads: 71
Joined: Jan 2009

' Wrote:Man, I can't believe the kind of response something as stupid as parking a ship in front of a jumpgate can cause. Does it really hurt the smugglers that much to have to actually stop and RP with me a bit before they eventually quick dock with the gate? By blocking all it does is really slow them down.


That and i enjoy a good argument i usally dont shut up till somebody makes a factual point that i am wrong. Havnt been here long but ive been here long enough to know what issues i can and cant push.

http://signavatar.com/15890_s.gif
First: You've got a picture in there that's 800x286 pixels. The maximum signature size is 700x250.
Second: Your other picture in the rotation fills the full 700x250 boundaries by itself.
With an image that big, you can't fit any text below it. Please fix this.
-Zuke


A sane man must become insane to look sane
In an insane world.
 
Offline farmerman
02-19-2009, 07:48 AM,
#65
Off in space for a bit
Posts: 3,215
Threads: 162
Joined: Jul 2008

I had a thought! A thought on how the whole smugglers in Alaska thing could be resolved!

Could an npc faction be created called something like, I dunno, "Alaska Guard LSF". Then have it automatically be set to be hostile to everyone. Then have it so that whenever anyone launches with an LN or LSF idea, they get set to neutral with that party. Lastly, have it not tied to any other npc faction, therefore the only way to not be hostile is to have LN (LN Guard?) or LSF ID.

Once that's there, have many very painful weapon platforms near the jumpgate to ensure anyone not properly tagged would get painfully exploded.

At that point, the LN/LSF can enforce the area's restrictions in whatever ship they want without having to shoot transports or otherwise break any rules.

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Offline MB52
02-19-2009, 07:48 AM, (This post was last modified: 02-19-2009, 07:49 AM by MB52.)
#66
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Posts: 1,973
Threads: 130
Joined: Dec 2007

You remind me of me when I first joined... so eager to stir up the pot.. thinking your right all the time... lol =p


EDIT- I'm not sure but I think the next mod version will have guard NPCs and a stationary BS guarding the gate.


I’ll carry this flag
To the grave if I must
Because it’s flag that I love
And a flag that I trust
 
Offline FraserTE
02-19-2009, 07:50 AM,
#67
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Posts: 697
Threads: 71
Joined: Jan 2009

It sounds good but if u read the story line it's a war zone no faction by itself would survive it. Besides it would need to include missions and what not so players could join the faction would be to complicated. i liked the idea of somebody actually shooting at me though would be nice.

http://signavatar.com/15890_s.gif
First: You've got a picture in there that's 800x286 pixels. The maximum signature size is 700x250.
Second: Your other picture in the rotation fills the full 700x250 boundaries by itself.
With an image that big, you can't fit any text below it. Please fix this.
-Zuke


A sane man must become insane to look sane
In an insane world.
 
Offline Dusty Lens
02-19-2009, 07:50 AM,
#68
Member
Posts: 6,664
Threads: 438
Joined: Dec 2007

Honestly Ktayn that's more the job of the traders, to ensure that they're on the level with the NPC factions with whom they're interacting. 99.9% of 'em are dead white/green to the Navy, so they simply stroll through the system without much of a care.

In any case, the current defenses within that system are a laugh at best. There's almost nothing to stop you beyond a head on your shoulders.

edit: This thread is jacking up my post count:(
Offline Robert.Fitzgerald
02-19-2009, 07:52 AM,
#69
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Posts: 1,727
Threads: 32
Joined: Feb 2008

On that note, 99% of traders are neutral with everyone (blood dragons, corsairs, liberty navy guard). It's stupid.

What are people's thoughts on locking the gate entirely?

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Offline Baltar
02-19-2009, 07:54 AM,
#70
Member
Posts: 1,621
Threads: 28
Joined: Jan 2008

' Wrote:Ever since the decision to ban all capships from destroying any smugglers, my dreadnought has been more or less useless. Stopping unauthorized traffic through Z21 was my primary job and now I can't do that properly anymore.

So I've been thinking of ways to stop traffic without firing. The biggest thing is blocking the jumpgate.

First way I discovered by accident, where while docking the dread got jammed in the gate and was stuck there with the gate activated. No one could pass, no matter what, until I decided to cancel the jump. Only problem with this is, it is incredibly hard to re-create.

But is it allowed? does an open jumpgate lag the server at all?
Another option is more simple and involves parking in front of the gate so nothing can get through. The gate will still activate but ships can't pass you. (Well they can, but if they do they violate server rules, since nothing can pass, not even a fighter without ramming the capship out of the way)
But is this fair?
Are there any other ways to stop smugglers when we can't shoot? can we even fire CDs at them or is that a violation of server rules?

Simple ... exchange the dreadnought for a gunboat.
 
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