from what i have been able to see, the Police factions of every house (maybe not including the lolberty police) suffer from inactivity, pretty much because the millitary can do everything the police can do, and have big shiny powerful ships to boot.
this is a command that would give the police forces wieght.
what is it
/lockdown would be a command to "lockdown" an area. it would disable all tradelanes and jumpgates in a designated range of the user, say 14k, locking them and making them inaccessible for a time limit of say 2 minutes, after which the command would need to be reactivated, this could encourage more people to join the police since they -should- have this power anyway.
/lockdown OK- The area has been secured by local police, Gates and Lanes are offline
The idea is great. However, only official police factions should have such power. Also, if giving it to the selected groups of players determined by their tags is not possible, it can be done in a different way: such command should only work if you have police guard ID. Also it should work on allied objects only. That can solve some possible problems with indie cops coming to another House and /lockdown'ing the area.
P.S.: if this idea can be implemented, please give the =LSF= and the [LN] the right to use /lockdown at least for Alaska jumpgate. That can solve some ooRP issues.
' Wrote:What about locking down lawful bases as well?
Because it would annoy all the other people that want to dock.
Due to the above idea, I wouldn't be for this idea if it included gates, though I would be perfectly fine with trade-lanes. Locking down a trade-lanes for a trader or passer-byers would be no different to NPCs hammering it.
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Imagine a pirate trying to escape and *WHAM* /lockdown. Nowhere to run, except cruise to the next lane in which case the thing happens again.
That leaves the only way to escape being to run to an unlawful/Junker base or try your best to outrun the lawful.
If pirate manages to cruise to the next lane without being disrupted, it can be considered as successful flee, it will just take more time to get to the base. This will also encourage pirates to use jump holes, since those can't be locked.
But a cooldown for the command might be a good idea. It will make the police-players act together to catch a criminal. If 2 cops follow the criminal, they'll be able to use /lockdown twice during the pursuit (or more times, if cooldown time is up), making the pirate's life harder.
As for bases... That will cause some trouble, since many people need to land (e.g., to leave the game). That might be one of the reasons why FR5 is here. Or the command like /lockdown name can work. That's another reason for leaving /lockdown to official police factions only.
Quote:it would disable all tradelanes and jumpgates in a designated range of the user, say 14k
this is the idea, please stay on the rails.
i suggest a minimum of 8-9k range with the use of this command, the expiration time is to stop people locking a gate and then forgetting to unlock it. Police should be able to permanently lock any gate in their ZOI if the situation permits.