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Kusari State Police Internal Affairs

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Kusari State Police Internal Affairs
Offline Kusari State Police
03-24-2010, 03:23 AM, (This post was last modified: 06-12-2012, 09:52 PM by Kusari State Police.)
#1
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Posts: 93
Threads: 22
Joined: Mar 2011

[Image: Flag-kusari.png]
Kusari State Police
Internal Affairs

KSP Quick Navigation
>Kusari Legal Codex<
>Kusari Criminal Database<
>Kusari Bounty Board<
>KSP Message Dump<
>KSP Internal Affairs<
>KSP Recruitment<
>KSP Information & Feedback<





Introduction
Welcome to the KSP's Internal Affairs thread! This is where we'll post our guides and tutorials for new officers in an easy to understand OoRP way. Here, we'll cover the basic day-to-day affairs of most KSP officers and cover operating procedures that aren't already mentioned in our [color=#FFFFFF]Information & Feedback Thread.

FIRST POST TO BE UPDATED AS MORE CONTENT IS ADDED

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Offline Kusari State Police
03-16-2011, 09:59 AM, (This post was last modified: 08-02-2012, 12:02 AM by Kusari State Police.)
#2
Member
Posts: 93
Threads: 22
Joined: Mar 2011

What does the KSP do?
As a faction, the Kusari State police handles a multitude of issues and affairs in Kusari on any given day. Some of our biggest concerns in-game are dealing with smugglers and embargo-breakers, getting rid of pirates and terrorists in our space, protecting allied and friendly vessels, and promoting the good name of the House of Kusari.

- Smugglers and Embargo-Breakers:
Ships that transport illegal goods within Kusari space and ships that try to move restricted cargo into other houses are probably going to be the most common problem you'll see as a KSP officer. But don't worry, they're usually pretty easy to deal with. A complete list of illegal cargo and contraband can be found in the Kusari Legal Codex, Here.

Basically, when you find a ship carrying something they shouldn't, you should [color=#FFCC00]ask that ship to stop immediately
If they do, then good! Proceed immediately to the next step, but if they don't, then [color=#FFCC00]make them stop
. By any means necessary. This usually means firing a Cruise Disruptor or shooting out a trade lane.

Once the transport has stopped, inform the pilot of the law(s) they are breaking and order them to drop their cargo immediately. If you're feeling nice, you can tell them to dock on a nearby station and sell their cargo to Kusari instead. If the cargo is dropped in space, you can ask a nearby allied transport to come pick it up in order to dispose of it. Alternatively, you can call on the KSP's Big Dragon, the Hatsuzakura, to do that job instead. And if no one is available, feel free to destroy the cargo entirely. We can't have anyone else picking it up, after all (In the case of contraband cargo such as Cardamine, counterfeit software, black market munitions, etc, the floating cargo is to be destroyed on spot anyway. Do not give the option for the pilot to sell it, and do not call for an allied transport to pick it up.)

If the pilot refuses to drop their cargo, issue a warning to the effect that disobeying a direct order from a KSP officer and disregarding the Laws of Kusari will make that ship an Enemy of the State, and will earn them a nice spot on our List of Known Outlaws and Terrorists.

If the pilot STILL refuses to drop their cargo, take it by force. Destroy their ship by any means necessary, and deal with their debris and cargo appropriately.

Also remember that fines can be issued to all ships that break our trade laws, and the amounts are to be decided on the spot by the officer conducting the confiscation of the cargo. Some officers give higher fines for more disrespectful pilots, and some lower their amount for more cooperative ships. It's all up to you, the KSP officer. And on top of that, any fines you collect on your KSP ship are yours to keep!
------------------------------
- Pirates, Terrorists, and the Like:
Whether you go out looking for them, or if you're just minding your own business on the lanes of Kusari, you're bound to run into a few unlawful folks. As a maintainer of law in Kusari space, it's your duty to deal with these outlaws in any way you see fit.

There aren't any standard KSP procedures for dealing with criminals, due to the staggeringly huge number of potential outcomes from one such pirate encounter. So this is your chance to get creative! Ultimately, you want to get rid of the pirate or terrorist, but the means of doing so are entirely up to you. Here are a few examples of how an encounter can go:

- Some criminals just want to talk. Many of the Blood Dragons and Golden Chrysanthemum pilots that you're bound to run across will try to engage in a conversation about issues such as the current state of Kusari politics. Yes, many will rant about the corruption of the Kusari Republic and the evils of Samura. That's just how they roll. But if you're up for some enlightening role-play and conversation, Kusari's pirates are some of the best to engage in such activities with. The Dragons are fueled by their determination to overthrow the current Kusari government, and they just love to talk your ears off about it. However the GC, with the recent change to a more democratic Republic, are fast finding themselves fighting for a cause already won. Maybe try talk them into turning themselves in?

Keep in mind, though, that even if you take this path of debate, you're still left with the issue of a criminal in Kusari space. Sometimes after these RP-sessions, the pilots will just go their separate ways and the pirate will return to their base. But if they don't, be prepared to deal with the matter more directly.

[color=#FFCC00]- Some criminals just want to fight.
Obviously, there are quite a few terrorists and criminals who won't leave without a good scuffle. If you find it necessary to engage an enemy ship in a fight, then by all means, go ahead and shoot the damn guy. Just remember to follow all General PVP Rules when doing so.

If you win the fight, good job! One less criminal in Kusari (for four hours, at least). If you lose, no sweat. Leave the system or log off and call for other allied ships to deal with the problem, if necessary.

- Some criminals can be persuaded to leave. Yes, you can talk a pirate out of the system, depending on the circumstances. It may be rare (we have a lot of stubborn people playing on our server), but some pirates don't want to get into a fight with the lawfuls. If you can find a peaceful solution to get rid of an unwanted ship in Kusari, you're encouraged to do so. Of course, this all depends on the susceptibility of the target in question, the firepower you may be threatening him with, and other immediate threats to the target's safety, like NPC patrols or other nearby peace-keepers.

- Some criminals want to make a deal. The Kusari State Police isn't known for corruption. In fact, if anything, it's known for its loyalty to Kusari and its efficiency at keeping Kusari's citizens safe. That being said, there's no group of people without a few bad apples in the bunch. If you feel that it's within your character to accept a bribe, or to "ignore" a pirates illegal activities, you're well within your rights to. But be prepared for the consequences if the Chokan ever finds out about your extortion in-RP (OoRPly, I'd have no issue with it, really).

-----
And if there's any other way you can come up with to deal with pirates and outlaws, try it out! Contrary to popular belief, not all of these encounters have to end in the exact same way every time. Be creative and mix things up if you want to.
------------------------------
- Protecting/Assisting Friendly Ships:
As a KSP officer, it is your duty to respond to any calls for assistance from allied, friendly, and civilian ships in Kusari space. Sometimes it's a KNF pilot calling for help with a dangerous criminal. Sometimes it's a civilian alerting you to a pirate on the lanes taxing traders. Sometimes it's a Kruger convoy coming through Honshu asking for an escort to Narita Outpost. Whatever the request, you should do our best to answer it and deal with the issue at hand as efficiently as you can.

- Other officers of the law (such as the KNF or the Kempeitai) might call for assistance. When they do, they could be asking for help in any of a number of tasks, such as combat support, cargo interdiction, or other services. It's generally within your best interests to answer them as quickly as possible.

[color=#FFCC00]- A friendly ship might tell you about a criminal that they've spotted in Kusari space.
If this is the case, it's likely to be a pirate or a terrorist of some sort. When this happens, thank the pilot for their tip and find the disruptive element. Once you find him, however, the rest of the encounter is up to you, as mentioned above in the "Pirates, Terrorists, and the Like" section.

- A transport might ask for an escort through Kusari space. Every now and then, you'll get a message from a transport pilot or a transport convoy asking for an extra set of eyes on their trip through our systems. You can act as an escort for them through the KSP's ZoI, making sure the lanes ahead are clear of pirates and alerting the transports to any signs of danger to them or their cargo. After you've successfully escorted the ship(s) through Kusari, some of the pilots might even pay you for your services.
------------------------------
- Promoting Kusari's Awesomeness:
This will be done through every encounter that you participate in. It's really pretty simple: Show other players on the server the good side of Kusari role-play and keep a cheerful attitude toward the game. Through your actions, let other players know just how amazing and rich with character our house is. Kusari is one of the greatest RP atmospheres in Sirius, and not enough people realize that. Spread the word! Show them all the limitless potential of Kusari!

[Image: n46szp.png][Image: wtuo4.png][Image: 15y7p69.png]
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Offline Kusari State Police
03-16-2011, 09:59 AM, (This post was last modified: 08-02-2012, 12:02 AM by Kusari State Police.)
#3
Member
Posts: 93
Threads: 22
Joined: Mar 2011

Ships, Equipment, and All That Jazz
Most people probably think of the KSP as a Light Fighter faction that just flies around in Wyrms, unable to do any significant damage in a fight. Well, we do fly Wyrms, but they sure as hell aren't the only weapons in our arsenal. Wyrms, [color=#FFCC00]Chimaeras, and Umibozus are standard fare for the KSP, which allows for a lot of versatility in all areas of combat and role-play. But first, of course, you'll need a name!


- Naming Conventions:
The KSP uses standard, Japanese names for its characters. However, the kind of name you want to pick will differ depending on what ship your character is flying.

Wyrms and Chimaeras are quite easy to name. The standard naming convention for basic KSP fighters is dependent entirely on your officers name, where the character is called [color=#FFCC00][KSP](name).(name)
. For example, if my officer is named Tomimoto Tachiko. Thus, his Chimaera is called [KSP]Tomimoto.Tachiko.

You are also free to chose the order of the first name and last name. In Kusari culture, people often give their family name before their given name, as is the case with Tachiko. Tomimoto is his surname, and Tachiko is his given name. Some pilots choose to take the more "western" approach and go with the familiar "given-name-before-surname" thing. Either way is fine, but just be consistent with it.

Also, if you happen to have both a Wyrm and a Chimaera, then differentiate by placing a [C] at the end of the Chimaera's name. So if Kyou Isamu had a Wyrm and a Chimaera, his Wyrm would be [KSP]Kyou.Isamu and his Chimaera would be [KSP]Kyou.Isamu[C]. If Isamu has only a Chimaera, he sticks with the standard naming convention ([KSP]Kyou.Isamu).

Umibozus are a bit more fun. Basically, just choose a Japanese word or phrase that sounds cool to you and roll with it. For example, we have had Umibozus titled Tamahagane (Jewel Steel), Benihime (Crimson Princess), and Kyabetsu (Cabbage). Be creative! Show your artistic awesomeness through your Umibozu's name.

- Generally Allowed Equipment:
Ships:
The standard three are, as mentioned, the Wyrm, the [color=#FFCC00]Chimaera, and the Umibozu. But on occasion, you might see a KSP-tagged Drone, Bumblebee, Big Dragon, Prison Liner, Kusari Gunboat, Ahoudori, Drake, Dragon... Kusari/Civilian ships, basically. But if you intend to deviate from the standard three, ask the Chokan first. We'll see if something can be worked out.
Equipment:
More or less copy-pasted from our Official Faction Status post:
  • All Scrambler/Disinfector guns and turrets
  • All [color=#FFCC00]Sunfury/Sunfrenzy guns and turrets
  • All Stunpulse/Debilitator guns and turrets
  • All Render/Lacerator bomber guns and turrets
  • All bomber/fighter torpedo weapons
  • All Kusari/Basic Gunboat Turrets
  • All Transport Turrets
  • All Graviton shields
  • And any missiles, mines, cruise disruptors, countermeasures, armor upgrades, scanners and thrusters
Again, if you want to deviate from these guidelines, ask the Chokan. In particular, if you want to use Codename guns on your ship, know that the Chokan will usually allow only Codenames that can be found on Kusari wrecks (this includes the Jade, the Kintano, and the ever-powerful Archangel). But ask the Chokan first.

- Special Vessels:
If you've been to Kusari recently, You may have noticed the Flagship of the KSP, or Higher calibre KSP tagged ships flying around such as a [color=#FFCC00]Kusari Destroyer. If and When you advance to the highest echelons of the KSP, these ships become available to you. Due to the lower strength of the Navy on the borders, the KSP are stuck dealing with larger threats, and have responded in Kind. But to maintain order, we still have them restricted to all but the highest members of the High Command. The Chokan herself flies the Nagato, a Powerful [color=#FFCC00]Kusari Battlecruiser.

- Setting Up your Ship:
[indent]The first thing you'll want to look at here is your rank. What are you in the KSP? A Junsa? A Keibu? The Chokan himself? Equipment restrictions are administered depending on your position in the KSP's infrastructure. But don't worry, they're far from inhibiting, and you'll be able to climb that echelon ladder with ease! Here's a run down of what's available to you:
  • Junsa are allowed to fly the Wyrm LF, and the Chimaera VHF, use standard KSP-allowed equipment, Which means no CODENAMES. A Junsa is also allowed to join the Kidotai and fly an Umibozu bomber.
  • [color=#FFCC00]Junsa-Cho are allowed to do all the prior mentioned ships, and are allowed to request the use of Codenames.
  • Junsa-Bucho are allowed to fly all prior mentioned Ships in addition to asking permission to fly the Gunboat and using CODENAME class weaponry without asking.They may also request access to the KSP Shared Account.
  • Keibu-Ho will have all prior mentioned perks, and will have default access to the shared account.
  • Keibu Will have all prior mentioned perks, and will be able to decide if Junsa-Bucho's can have Codenames if they ask.
  • Keishi will have everything below, including senior authority over any decision being made. Does not need to ask to use ships or equipment (as long as the ID allows it)
  • The Chokan can fly any ship allowed, But mostly seen on the Nagato, the KSP Flagship Battlecruiser. She also uses standard KSP-allowed equipment. The Chokan is also allowed to join the Kidotai and fly an Umibozu bomber, and should already have access to the KSP Shared Account.

You may have noticed a trend in all that. Yes, that's right, every officer, regardless of rank, can join the Kidotai. But what does that mean, you ask? What's this "Kidotai"

- The Kidotai
In real-world Japan, the Kidotai are the Riot-Police. We take the name for the KSP's bomber squadron. If you want to fly a KSP Umibozu Bomber, you join the Kidotai. But how do you join? Simple! All you have to do is get a bomber up to full-green Kusari State Police reputation on your rep sheet, so that you have a KSP IFF. Once you do that, let the Chokan know and send her evidence of your work via screenshot. Then you'll get permission to wreak havoc on those unruly blockade-runners and criminal capships! Also note that you keep the standard KSP ID for the Kidotai.


- Shared Ships
All officers rank Keibu and up, should have access to our shared account, which contains five open-use ships. If you have the account, feel free to use any of these ships at any time!

- Pimp that Ship
What good is a police ship without flashy lights? All Basic KSP vessels (Wyrms, Chimaeras, and Umibozus) are expected to have fully functioning light-bars. You can get them installed on Yokohama Shipyard in New Tokyo, or on Yukawa Shipyard in Honshu for a small fee of 1 million credits. Here are the codes you'll need to put in you get your flashy red lights:

[size=medium]SECTION BEING UPDATED.


When you pimp your ship, it may be tempting to go crazy with all sorts of other colorful flashy lights, but try to resist the urge! If you really want to change things up a bit, stay on the moderate side. Don't make your running lights any "bigger" than they already are, and don't go for all sorts of mismatched colors either. For example, I've switched out all of the usual "slow small green" lights on my ships for "slow small white" lights. Keep your changes small, and we won't have an issue.

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