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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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Alaska Opinion Poll

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Poll: What factions should be allowed INTO Alaska through New York?
You do not have permission to vote in this poll.
Just LSF, Liberty Navy
31.39%
43 31.39%
Bounty Hunter Guild
5.11%
7 5.11%
The Order
2.92%
4 2.92%
The Order + recruits (starfliers)
6.57%
9 6.57%
Under orders/permission from LSF/Navy player factions
27.01%
37 27.01%
Lock the gate for good
3.65%
5 3.65%
Don't change it
23.36%
32 23.36%
Total 137 vote(s) 100%
* You voted for this item. [Show Results]

Pages (14): « Previous 1 … 9 10 11 12 13 14 Next »
Alaska Opinion Poll
Offline kingvaillant
05-08-2008, 02:49 AM,
#101
Member
Posts: 2,961
Threads: 207
Joined: Aug 2007

IF the JH gets modified, the need for NPC guard, etc won't be necessary.

But I think it could be a good idea to add Guard in the Northern part of the system so it won't mess the SP (if Igiss keeps it)

Director of the Liberty Security Force: Fidelity, Bravery and Integrity
[Image: f_48123637838m_812390c.png]
The Amundsen Zone-21 Restrictions
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Offline sovereign
05-08-2008, 03:12 AM, (This post was last modified: 05-08-2008, 03:13 AM by sovereign.)
#102
Member
Posts: 3,893
Threads: 38
Joined: Feb 2008

' Wrote:IF the JH gets modified, the need for NPC guard, etc won't be necessary.

But I think it could be a good idea to add Guard in the Northern part of the system so it won't mess the SP (if Igiss keeps it)

NPCs don't mess with SP even if they spawn in packs of 800 and mount admin cannons. Spawns are turned off during missions, its only stationary bases that we're worried about.

EDIT: Oh wait. No one is hostile you while on missions unless its a plot battle and they are involved, so we could go all out piling guard stationary battleships and it wouldn't matter.

[Image: SCRAgenderheuristics.png]
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Offline Laowai
05-08-2008, 04:18 AM,
#103
Member
Posts: 1,452
Threads: 181
Joined: Dec 2007

' Wrote:/signed
i agree whole heartedly.
the BHG shouldnt be allowed there
after all, would the US government let mercenaries into our military facilities?
i dont think so


Uurggh - Yes the US government does let mercenaries into their military facilities, they even let them guard their most high ranking diplomats - ever heard of Blackwater? Google it - The Iraq war, the most privatized war in history.

This is good, I think all of us so far have agreed on the Omi-Lost JH.


Actually no, all of us don't - This thread is nothing but liberty players all agreeing to agree with each other and counter proposals from players who have offered other, tangible and doable solutions - ie: Liberty players guard it yourselves, or possibly ease up your restrictions and let some Role Playing indies (like tenacity) guard it have been completly ignored. These things can be done now, in game, and without extensive game modifications.

http://img686.imageshack.us/img686/3289/...047770.png
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Offline kingvaillant
05-08-2008, 04:31 AM,
#104
Member
Posts: 2,961
Threads: 207
Joined: Aug 2007

well, simple, the Alaska situation has no effect on any Rheinland/kusari/bretonia character. It only influence Order, Smugglers, Outcast, Corsairs, Keepers, and Liberty forces, maybe lane hackers too (but they won't go really far in Alaska, They have nothing to do in the omicrons)

Try to fly with an LSF/SA, and to catch all the OORP players trespassing, you'll see, it is a pain in the @$$. Especially when you are getting flamed by an OORPer...

In fact, Only modifying the JH would be enough, and it is far easier than to script the campaign and add bunch of stations and patrols (but I wouldn't say no the Guards). Having the JH replaced will cut the traffic in alaska a lot, enough for us (liberty).

Right now in Liberty, there is too much OORP indies, Everytime I see one in Alaska I get puzzled and begin to *panic*, then log on my GB. At least indies should ask LSF/SA before entering system... Nothing hard in doing so. If it is RPed properly I Usualy let the player in.

Director of the Liberty Security Force: Fidelity, Bravery and Integrity
[Image: f_48123637838m_812390c.png]
The Amundsen Zone-21 Restrictions
  Reply  
Offline sovereign
05-08-2008, 04:40 AM,
#105
Member
Posts: 3,893
Threads: 38
Joined: Feb 2008

' Wrote:This is good, I think all of us so far have agreed on the Omi-Lost JH.
Actually no, all of us don't - This thread is nothing but liberty players all agreeing to agree with each other and counter proposals from players who have offered other, tangible and doable solutions - ie: Liberty players guard it yourselves, or possibly ease up your restrictions and let some Role Playing indies (like tenacity) guard it have been completly ignored. These things can be done now, in game, and without extensive game modifications.

Tenacity was denied by a person who got banned for weapon modding within the same week- hardly worth using as an argument.

This thread is NOT all Liberty players, a good deal of them are here because IT AFFECTS THEM, why wouldn't they be here to have a say in one of Liberty's biggest issues? However, as far as I can tell Praetyre, Jinx, Eppy, me, and a few others have no Liberty characters, or at least none other than LPI. Actually, this thread is mostly thoughtful discussion on how best to remove the smuggling route while (as you said a few times, if I recall correctly) keeping the system usable for anyone who can legitimately gain access. We aren't ignoring you, but when you say stuff like 'well everyone has the codes by now' its hard to take seriously here and there.

Howabout this- you keep harping on how legit, roleplaying indies are being denied access. Start one up, put out some forum RP, and ask. Or even barge straight through if your forum RP gets access there. Hell, make a new forum account, post in welcome and everything to throw people off, then do that. I guarantee that you will be allowed access for legit business. If not, then you're right- there is a huge problem, and you should shoot PMs to faction leaders to talk about their members' behavior. I highly doubt it though.

[Image: SCRAgenderheuristics.png]
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Offline Laowai
05-08-2008, 04:41 AM,
#106
Member
Posts: 1,452
Threads: 181
Joined: Dec 2007

' Wrote:well, simple, the Alaska situation has no effect on any Rheinland/kusari/bretonia character. It only influence Order, Smugglers, Outcast, Corsairs, Keepers, and Liberty forces, maybe lane hackers too (but they won't go really far in Alaska, They have nothing to do in the omicrons)

Try to fly with an LSF/SA, and to catch all the OORP players trespassing, you'll see, it is a pain in the @$$. Especially when you are getting flamed by an OORPer...

In fact, Only modifying the JH would be enough, and it is far easier than to script the campaign and add bunch of stations and patrols (but I wouldn't say no the Guards). Having the JH replaced will cut the traffic in alaska a lot, enough for us (liberty).

Right now in Liberty, there is too much OORP indies, Everytime I see one in Alaska I get puzzled and begin to *panic*, then log on my GB. At least indies should ask LSF/SA before entering system... Nothing hard in doing so. If it is RPed properly I Usualy let the player in.


Well - the poll never included "Smugglers" or any other groups like that in its options, which as i have said before, displays an inherent bias in the information that its going to give.
Firstly, i dont agree that a smuggler carrying artifacts through Alaska is OORP - and im wondering how many other people might also think that, but they didn't have a choice to say it. But even if you look at the data in the poll, look at the amount of people who have said not to change it at all... quite a few.

Try to fly with the LSF/SA and catch trespassers? Tenacity has proved that there are independent players out there who would, I'd love to have a character in a gunboat there to have a crack at it myself, but these factions will not allow independents to do that - hence him starting his thread.
The fact that it's a pain in the a%$ is no one else's problem - Its a pain in the a^$ when traders run when you're a pirate as well, but thats part of the game when you choose the role you play.

Last point, no smuggler, who has acquired the codes to the Alaska gate is going to ask the lawfuls if they can come through. I believe that there are easier solutions to this rather than modding the game.

http://img686.imageshack.us/img686/3289/...047770.png
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Offline kingvaillant
05-08-2008, 04:49 AM, (This post was last modified: 05-08-2008, 04:51 AM by kingvaillant.)
#107
Member
Posts: 2,961
Threads: 207
Joined: Aug 2007

A smuggler entering in Alaska is not possible/plausible/logical, Alaska is a system full of secrets, Nomad test, secret tech, war with the order, The system is In-RP/in-game more defended than Virginia... If all the NPCs there were Players at the moment they'll see you jump in they would all turn on you and kill you.

Everytime I encounter an Intruder in Alaska I say something like "The secret will never be told, you won't escape alive!"

A smuggler entering Alaska should, In-Good-RP be destroyed by all the NPCs, but it won't happen since these NPCs are not guard-like

A smuggler passing in Alaska, without being shot at, and be able to leave the system in one piece is purely OORP. Even if you get the codes from a corsair or your cat, Navy would still shoot at you the moment they see you jumping in

Director of the Liberty Security Force: Fidelity, Bravery and Integrity
[Image: f_48123637838m_812390c.png]
The Amundsen Zone-21 Restrictions
  Reply  
Offline Laowai
05-08-2008, 04:55 AM,
#108
Member
Posts: 1,452
Threads: 181
Joined: Dec 2007

' Wrote:Tenacity was denied by a person who got banned for weapon modding within the same week- hardly worth using as an argument.

This thread is NOT all Liberty players, a good deal of them are here because IT AFFECTS THEM, why wouldn't they be here to have a say in one of Liberty's biggest issues? However, as far as I can tell Praetyre, Jinx, Eppy, me, and a few others have no Liberty characters, or at least none other than LPI. Actually, this thread is mostly thoughtful discussion on how best to remove the smuggling route while (as you said a few times, if I recall correctly) keeping the system usable for anyone who can legitimately gain access. We aren't ignoring you, but when you say stuff like 'well everyone has the codes by now' its hard to take seriously here and there.

Howabout this- you keep harping on how legit, roleplaying indies are being denied access. Start one up, put out some forum RP, and ask. Or even barge straight through if your forum RP gets access there. Hell, make a new forum account, post in welcome and everything to throw people off, then do that. I guarantee that you will be allowed access for legit business. If not, then you're right- there is a huge problem, and you should shoot PMs to faction leaders to talk about their members' behavior. I highly doubt it though.

I was not aware of who prevented Tenacity from doing this - i have only read his thread stating what happened.

Cool - i stand corrected on the Liberty Players part. I also am not a liberty player, as all have probably guessed. I do have a smuggler though, he usually only ever runs artifacts, and i have used this route, though its not the only one i use as the monotony kills me.... I have never once been challenged by a liberty player on this route. I always exit the gate expecting to get ambushed and killed, which i wouldnt complain about (cos i know im somewhere i shouldnt be according to liberty law, but im a smuggler who stands to make a tonne of money so i dont care about liberty law) but not once have i seen anyone there. I know they cant be everywhere at once, and that is unfortunate - for them, not for smugglers.

When i mentioned that the "codes are out there" i am doing so using a Role play reason that is essentially watertight, because as i have said if you concede that the Lane Hackers and the Order have these codes then you cannot then say that other people, including smugglers wouldst be able to get them. I have not seen a suitable counter argument to that fact yet, which is why i believe the onus to defend the system should fall back solely on the liberty players.
I also don't believe that the smuggling route is entirely bad - at least not for someone carrying artifacts. It is possible to move through Alaska and avoid attention, the only choke points are the jumphole and the gate. If this area were more heavily patrolled then i think this problem would just go away - station a BS and or whatever at the mouth of the minefield, which is a natural chokepoint and you will see a lot less people running that gauntlet. Which i feel is a whole lot easier than modding the game?

http://img686.imageshack.us/img686/3289/...047770.png
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Offline sovereign
05-08-2008, 05:00 AM,
#109
Member
Posts: 3,893
Threads: 38
Joined: Feb 2008

Actually, modding a copy/paste Battleship is pretty easy, as is changing the NPCs to guard. Maybe a bit time-consuming, but pretty easy and fast as far as stuff goes. Also, think timezones- there aren't always Liberty people on, and when they are on they prefer to be RPing with decent people, not standing guard against ooRP smugglers.

[Image: SCRAgenderheuristics.png]
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Offline Laowai
05-08-2008, 05:04 AM,
#110
Member
Posts: 1,452
Threads: 181
Joined: Dec 2007

' Wrote:A smuggler entering in Alaska is not possible/plausible/logical, Alaska is a system full of secrets, Nomad test, secret tech, war with the order, The system is In-RP/in-game more defended than Virginia... If all the NPCs there were Players at the moment they'll see you jump in they would all turn on you and kill you.

Everytime I encounter an Intruder in Alaska I say something like "The secret will never be told, you won't escape alive!"

A smuggler entering Alaska should, In-Good-RP be destroyed by all the NPCs, but it won't happen since these NPCs are not guard-like

A smuggler passing in Alaska, without being shot at, and be able to leave the system in one piece is purely OORP. Even if you get the codes from a corsair or your cat, Navy would still shoot at you the moment they see you jumping in


I dont think its OORP, i think its Risky. But for the profit they stand to make, people will do risky things.

You're right that smugglers should be attacked and detroyed when they enter the system. But provided there are no military patrols at the jumphole, you can avoid military patrols in Alaska, as i said the most dangerous points are the jump hole and gate. There are also plenty of other things in that system that can distract a navies attention.. the order.. nomads...
Nomads by the way are also a risk for the smugglers - but a risk they take when they go into many omicrons as well.
Changing the NPC's to guards would up the risk to smugglers, but if the money is worth it, they will do it.


http://img686.imageshack.us/img686/3289/...047770.png
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