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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 … 10 11 12 13 14 Next »
Alaska Opinion Poll
Offline Laowai
05-08-2008, 05:07 AM,
#111
Member
Posts: 1,452
Threads: 181
Joined: Dec 2007

' Wrote: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.


Again thats assuming you agree that all the smugglers are OORP, which i dont, but even so - shouldn't it be guarded anyway? its supposed to be secure? To me it seems to offer awesome RP potential now exactly the way it is....
all these dodgy people sneaking in and out of an off limits area? and you sit at the minefield and catch them?

lots of potential there if the smugglers actually know how to talk in Role play......

catch mine there and he will talk your ear off:)

http://img686.imageshack.us/img686/3289/...047770.png
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Offline sovereign
05-08-2008, 05:11 AM,
#112
Member
Posts: 3,893
Threads: 38
Joined: Feb 2008

' Wrote: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.

If they realistically get the codes (at least not hostile to Hackers, if nothing else, but green to either Hackers or Order would be preferable) then you are right, no matter how risky something is some people will try it. In an ideal world, this would be fine- those that RPd actually having the codes should be allowed to take that risk. Unfortunately, we live in a world of money grubbers who rarely care for RP on their traders/smugglers. They don't give a damn, if they target it, F3, and they dock, then as far as they care they have the codes. We need to deal with these idiots in a way that leaves the former, nicer group (like yourself, your previous posts indicate a respectable expectation of what should happen) still able to RP how they choose, so long as it isn't ridiculous or stupid. That's the issue here, and one suggestion that seems to be good (by popular consensus) is to alter the route so it is RPable and profitable, but not profitable enough to generate whoring. Not too hard to do, doesn't require a playerwipe, and as far as we can tell gives everyone what they want most.

[Image: SCRAgenderheuristics.png]
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Offline Laowai
05-08-2008, 08:51 AM,
#113
Member
Posts: 1,452
Threads: 181
Joined: Dec 2007

' Wrote:If they realistically get the codes (at least not hostile to Hackers, if nothing else, but green to either Hackers or Order would be preferable) then you are right, no matter how risky something is some people will try it. In an ideal world, this would be fine- those that RPd actually having the codes should be allowed to take that risk. Unfortunately, we live in a world of money grubbers who rarely care for RP on their traders/smugglers. They don't give a damn, if they target it, F3, and they dock, then as far as they care they have the codes. We need to deal with these idiots in a way that leaves the former, nicer group (like yourself, your previous posts indicate a respectable expectation of what should happen) still able to RP how they choose, so long as it isn't ridiculous or stupid. That's the issue here, and one suggestion that seems to be good (by popular consensus) is to alter the route so it is RPable and profitable, but not profitable enough to generate whoring. Not too hard to do, doesn't require a playerwipe, and as far as we can tell gives everyone what they want most.


Hmm ok cool.
My key issue in all this is that people who Role Play well shouldn't be penalised. And i would REALLY like to see more guarding of the gate in New York.. sometimes when i come through that gate.. i have all this RP in my head for what i will do if there are Lawfuls waiting for me... and there never are! I mean.. i know if im caught there its like being caught with my hands in the cookie jar, but it would be funny as.....
I also think more guarding of the gate at that end when and if you liberty guys can will nip a lot of this in the bud... that minefield entrance is a natural kill zone... you HAVE to fly straight out of it, you cant dodge, cant avoid anything, the only thing you can do if there is a BS or something waiting is turn around and run back to Alaska, and by that point..... you have wasted your time and money getting there.
We are never gonna stop power traders really, even if the route is changed people will probably still abuse it in some ways. There are many options to fix this issue, the ones i've said.. but another one i think would help, which is a little contrary to what i have said in previous posts, in that it would require game modding. But that would be to increase smuggling prices in other systems to attract people away from that route.. particularly with artifacts... which, lets be honest, are pointless to run anywhere else other than liberty if you want money.

Either way - there are other sneaky ways into liberty:)


http://img686.imageshack.us/img686/3289/...047770.png
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Offline Fletcher
05-08-2008, 10:46 AM,
#114
Member
Posts: 5,473
Threads: 952
Joined: Apr 2008

' Wrote: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.
I'm being biased? If I am it was unintended, I kinda forgot to include the smuggler part, and I wish I could have made this poll multi-choice. But what's done is done.

I do have a Liberty Navy character, but he never enforces the Alaska/Zone 21 area because he's never there and not allowed. It doesn't affect me.

This discussion does directly affect my Order character Trent however, yet I am agreeing to turn the system to being even more secure NPC wise. Sometimes its bad enough that I get jumped buy Nomad gunboats and Liberty Navy NPC's with Disruptors, its takes me a long time to kill them, then a cruiser waltzes in with gunboats, joy.

Should they be turned into Guards they'd be fricking Gods compared to the current one in my opinion. Not to mention when I log in there is usually a few good LSF players guarding the gate. I have opened fire once, adv.debilitators with cannonballs and nuclear mines are very deadly is all I'll say.

NPC wise if the Navy hate you, its a tough system, but shove guards in there, and you'll have to be lawful, very lawful to the Liberty. This would kill off the Corsair smuggling route more since its harder to balance great lawful rep and neutral/friendly relations with Corsairs to smuggle.

I respect but don't love the LSF guarding the Alaskan hole, they have to help keep the Nomads out, just as the Order. Smugglers should never come into the equation.:rtfm:

[Image: 7220a57d19cexl1.jpg]
"Oh chuffing blimey, another day, another person being whiney!"
Fletcher's Feedback and Stories Thread
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Offline Equinox
05-08-2008, 02:57 PM, (This post was last modified: 05-08-2008, 03:09 PM by Equinox.)
#115
Member
Posts: 1,066
Threads: 14
Joined: May 2007

Im being serious now... I have never in my smuggling char seen once an LSF or SA char anywhere near Zone 21 when I come through, how ridiculous is that really?..

It just seems to me putting more NPCs there or a battleship is not only taking away from some awesome RP that could happen but it is even a tad bit lame to expect NPCs to do a player char's job.

[Image: avatardo2.png][Image: 8898078.png][Image: avatardo2.png]
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Offline Stoat
05-08-2008, 03:18 PM,
#116
Member
Posts: 2,133
Threads: 90
Joined: Aug 2007

It should only be LSF and SA that can use the jump gate.

As for smugglers, they'd only use the route if there was an available jump hole to NY, trying to use the gate should be suicide. Unless that's added in the future, all smugglers should stop using the route. There's simply no RP way for them to be able to use the jump gate, as far as I can see.


[Image: Sig3.png]
My Stories
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Offline Panzer
05-08-2008, 03:46 PM,
#117
Man of iron, blood and Nyxes
Posts: 3,092
Threads: 56
Joined: Dec 2006

I believe Alaska is Liberty's 1.0 guard system and as such, I'd make the NPCs as guard. I'd also put some more defences at the system's entrance in NY - something that will rip any trader apart.

BHG are okay I guess... Alaska's western half is sooooo empty...

[Image: Vxqj04i.gif]
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Offline Baby Bonnie Hood
05-08-2008, 04:03 PM,
#118
Member
Posts: 121
Threads: 17
Joined: Apr 2008

' Wrote:Im being serious now... I have never in my smuggling char seen once an LSF or SA char anywhere near Zone 21 when I come through, how ridiculous is that really?..

You know how boring it is to guard Zone-21?

Feel free to run an entire fleet of smugglers through it, we can't stop you all...:angry:
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Offline kingvaillant
05-08-2008, 04:21 PM,
#119
Member
Posts: 2,961
Threads: 207
Joined: Aug 2007

Time Zone Equinox, and play time. Point.Hope (GB) is always in Alaska, when I'm playing my LSF char And I see someone coming i'm switching to it. Gafwmn is recently defending Alaska alot, but he cannot attack traders with his ship... Even if Alaska, is, somehow, a guard system (considering all the rules about 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, 06:11 PM, (This post was last modified: 05-08-2008, 06:12 PM by sovereign.)
#120
Member
Posts: 3,893
Threads: 38
Joined: Feb 2008

' Wrote:Time Zone Equinox, and play time. Point.Hope (GB) is always in Alaska, when I'm playing my LSF char And I see someone coming i'm switching to it. Gafwmn is recently defending Alaska alot, but he cannot attack traders with his ship... Even if Alaska, is, somehow, a guard system (considering all the rules about it)

Actually, yes he can- lawfuls can beat the hell out of smugglers and traders carrying contraband/flying through restricted space. There was discussion of this with Serval, and Serval in his cardamine-filled-Firefly-through-Alaska-why-are-the-Navy-miffed approach lost. I'm pretty sure an admin confirmed it, too.

EDIT: And yes, I know he flies a Cruiser of some sort. Navy ID means policing privileges in any ship class.

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