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Police vs Navy

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Police vs Navy
Offline Connor
11-26-2020, 08:13 PM,
#11
Nomadmin
Posts: 3,606
Threads: 327
Joined: Aug 2012

Actually this is a good topic to discuss as the law enforcement IDs are due a rework to make them more viable. Lets see your ideas.

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Offline Inferno
11-27-2020, 01:33 AM,
#12
[LN]
Posts: 949
Threads: 97
Joined: Apr 2016

We've already said the main points of 'why' Navy over Police. The police factions, regardless of which color you want to choose, are always overshadowed by the cap-wielding naval factions. I don't know if it's the case in other houses, obivously, since I don't log anywhere else, but LPI gets three choices:
  1. Corporate Police, which is just Normal Police but we can take money from other people.
  2. Corrupt Police, which got about 10 feet before someone cried powergame. It's a fair statement, since using corruption RP on an ID that doesn't allow you to do that is hard.
  3. Navy Lite, which is being the Navy without all the good things the Navy has once someone shows up with a battleship or something.
If you remove the ability of Navy IDs to issue fines and whatnot, you'll get an ID that only exists to look at the playerlist and right click when needed. Is that what we need? I don't know. Would I like to see a better incentive for police factions to exist? Yeah. Do I have a good idea on what that might be? No.

tl;dr police are discount navy with an annoying siren command.
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Offline Markam
11-27-2020, 02:19 AM,
#13
Templar Enthusiast
Posts: 1,865
Threads: 122
Joined: Aug 2008

I think Police need a Stegadon type deal, a custom transport that is unique to them.

Could be a reskinned version of a current transport like the Pelican, and have a lot more cargo so it can be an effective contraband stopper.

Plus they should have a base that buys all contraband somewhere in a nice central location.

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Markam is evil
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Offline Groshyr
11-27-2020, 02:21 AM,
#14
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Threads: 387
Joined: Mar 2018

This would make police a lawful pirates. No sure if its good
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Offline Inferno
11-27-2020, 03:13 AM,
#15
[LN]
Posts: 949
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Joined: Apr 2016

(11-27-2020, 02:21 AM)Groshyr Wrote: This would make police a lawful pirates. No sure if its good

yes and no. Contraband is contraband after all. One way or another (in an ideal situation) it doesn't leave in the original player's cargo hold. The police can technically already do this, as can the Navy and Intel IDs. It isn't specifically stated (at least in Lib Laws) that you have to issue a fine (demand money) or cargo (...cargo), and can straight up move to right clicking the poor transport, since they're breaking the laws, and all of those IDs can enforce House Law.
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Offline mm33dd
11-27-2020, 03:22 AM,
#16
Conservative Palate
Posts: 423
Threads: 25
Joined: Nov 2015

(11-26-2020, 05:53 PM)Blake Wayne Van Leer Wrote: Merge them in all but Liberty where LPI roleplay is different from Navy (and there is still an active faction)
and maybe bretonia

dumbbbbbbbb idea.
I want my sunbucks coffee, a box of donnuts and rise my fatty acids to the nomad sector. So no.

I have a police char for every house just to annoy people and get paid under the table.
LPI had it's days. KSP always had something to do, you won't believe the ammount of "freelancers" hauling illegal ammo to Nagano and if not, GC are always around and im not gonna even talk about Rhein... Is the civil war over?

Im agree with the ID rework thing, make Navy something strictly military. And police a fighter/bomber/MAYBE gb faction, with some extra RP lines.
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Offline Crepuscular Wave
11-27-2020, 03:32 AM,
#17
Member
Posts: 5
Threads: 1
Joined: Oct 2020

I believe taking away the ID lines of Navy and Intelligence IDs allowing them to collect fines and confiscate cargo might result in a lot of awkward RP situations where Navy/Intelligence officer would have to ignore or let the smuggler go without taking any fine. You are correct - Navy or Intelligence pilots shouldn't fly around asking people to "stop for a cargo scan" but if the situation arises where the smuggler is clearly evident they should be able to act accordingly and enforce the laws of their House as well.

Unfortunately, I don't think I can really suggest anything to increase the activity of police factions except of giving access to /nodock command to indie ships as well and make the abuse of this command a sanctionable offense equal to attacking without roleplay.
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Offline Inferno
11-27-2020, 03:43 AM,
#18
[LN]
Posts: 949
Threads: 97
Joined: Apr 2016

(11-27-2020, 03:32 AM)Crepuscular Wave Wrote: I believe taking away the ID lines of Navy and Intelligence IDs allowing them to collect fines and confiscate cargo might result in a lot of awkward RP situations where Navy/Intelligence officer would have to ignore or let the smuggler go without taking any fine. You are correct - Navy or Intelligence pilots shouldn't fly around asking people to "stop for a cargo scan" but if the situation arises where the smuggler is clearly evident they should be able to act accordingly and enforce the laws of their House as well.

The solution, a horrible one, is to go straight for the kill, but yeah, I get what you mean.
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Offline Megaera
11-27-2020, 04:04 AM,
#19
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Posts: 2,784
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Joined: Dec 2017

How about police can enforce laws within Sovereign House Space/House Controlled Space and Navy can enforce laws in House Controlled Space/House Outer Region?


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Offline Charo
11-27-2020, 04:23 AM, (This post was last modified: 11-27-2020, 04:30 AM by Charo.)
#20
Kusari Vanguard
Posts: 1,542
Threads: 114
Joined: Jan 2010

(11-27-2020, 01:33 AM)Inferno Wrote:
  1. Corrupt Police, which got about 10 feet before someone cried powergame. It's a fair statement, since using corruption RP on an ID that doesn't allow you to do that is hard.

We used to have this with the Gallic police, but someone decided that they were too interesting and removed the line from their ID that allowed pirating. LPI had something similar about brake lights

Almost as if removing quirks like that was a bad decision or something

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