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  Discovery Gaming Community Rules & Requests Rules
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Non-trading transports engagement

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Non-trading transports engagement
Offline sindroms
05-27-2013, 11:35 PM,
#1
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Posts: 9,435
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Yo, peeps.


I am not the person who keeps a lot of lawful characters in mind, so do tell. How do we deal with transports, which are not trading? Pirating transports, code dealers and so on.

Quote:6.6 Aggressors are not allowed to destroy a trade vessel prior to issuing a demand, in system or local chat, and allowing sufficient time to respond. Demands may be cargo, credits or an RP demand, such as leaving the system. "Halt" is not a demand. You must say more than this to ask a ship to stop however you may destroy them if they attempt escape.

So does this mean that a pirate in a transport has the ability to leave the lane unmolested, when caught by lawfuls if he pays a fine or leaves the system? Isn't that a bit...odd?

Even more so, how does this affect code dealers? Shouldn't they be treated as regular ships, since they do not use transports to trade goods? Does the pirate really have to demand cargo or credits, allowed to engage the target only after a sufficient time is given to respond and only if the dealer refuses the demand (During which he has already quickdocked, made some 5min noodles and found that one song he likes on youtube)?




Just wat.

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Offline AshHill07
05-27-2013, 11:48 PM,
#2
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I guess it depends on how you interpret it (Which is unfortunatly a problem with some rules). But going the way I would regarding pirateing transports:

6.6 is as you've quoted it, but on the same section it says at the bottom
Quote:Note: IDs may contain restrictions/allowances which conflict with the rules. In these cases, the ID overrides the rules.
Most if not all Lawful ID's (atleast the ones I checked) have atleast something along the lines of
Quote:Can hunt pirates and terrorists within (Own House) and the Independent Systems directly bordering (Own House).
Which I would interpret as over-ruleing 6.6, since the note states ID's do. So pirate transports would be free targets.

But like I said, it depends on how you interpret it yourself, but thats how I see it. Its definatly something Admin clarification would be useful on.

As for Code Dealers I have no idea, or if it would even make any difference. Second you give an engagement notice hes going to have quick docked, so unless you make it so Code Dealers can be silently engaged (Which I'm pretty sure would never happen) its not going to make much difference.

[Image: AshHill07.gif]
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Offline Silver
05-28-2013, 12:20 AM, (This post was last modified: 05-28-2013, 12:21 AM by Silver.)
#3
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Posts: 2,555
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Stop interpreting the rules to the letter. That is why they are written the way they are. To be interpreted and applied to a case by case.

A pirate in a trading vessel if caught by lawfuls can be halted, pay a fine and visit sugarland,
where their fine cannons will rip your ship apart.

That is, if you comply with the orders.

If you don't, said lawfuls will rip you a new one apart.

Pro.

<3

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Offline AeternusDoleo
05-28-2013, 06:56 AM,
#4
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A code dealer is kind of a trader - 'xept the goods being dealt in are trade goods. That said, code dealers that ply their trade with a few dozen codes aboard a lousy freighter are kinda asking to be blown out of the sky... If you trade in high value goods, make sure you've got a suitable ship to back that.

Pirates at the lane... yea, toughy one. How can you rulewise discern a smuggler from a pirate?

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Offline Mickk
05-28-2013, 09:03 AM,
#5
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Joined: Dec 2006

Well, if there is a pirate transport actually using the lane to go from A to B and I was in my LABC near the lane, I wouldn't bother them.

Why? Because they are, despite the fact that they will be RED to me, just traveling on the the lane from point A to point B, just like any other 'civilian'.

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Offline Jack_Henderson
05-28-2013, 10:37 AM,
#6
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Posts: 6,103
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Joined: Nov 2010

Even the Piratetransport deserves a demand. And... what is hard about it?

"Halt! Cease all hostilities, lower your shields, surrender. You are arrested!" is something like in RL : "Police! drop the gun! Do it now!" They won't gun you down with "ENGAGIBUGBN!"

If the Ptrans runs, you gun him down. Same as in normal piracy.

If he complies, you either made a cool demand that triggers roleplay (like arrest and trial) or if you wanted pews, you made the wrong demand. In any case, you have to let him go then, sure.


Aaaaand... especially irp Code dealers deserve that "protection" mechanism because they have to be admired for the risk they take. They could also trade in conn, without any risk at all, well-protected by Conn rules of "no engagement without consent".

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Offline tothebonezone
05-28-2013, 11:18 AM,
#7
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Really, you just ignore them if they're not actively doing anything. Scan them, uncloak next to them, whatever you need to, to make them run off. If they're actively shooting a trader, normal engagement rules apply.

If they're a smuggler, give 'em a single warning to stop moving, and then waste 'em if they don't stop after 5-8 seconds.

S'what I've been doing.

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Offline roadrunner
05-28-2013, 07:05 PM,
#8
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Posts: 393
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Joined: May 2007

Sindroms grow a brain and pirate the heck out of them no shit sherlock they are vialbe targets

[Image: 2ibiwie.jpg]

I am not a native English Speaker, so i make grammar errors.
But it annoys me when people make silly comments about that... especially brits who for the most part can't speak their own language let alone anyone elses!
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Offline sindroms
05-29-2013, 08:45 AM,
#9
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Posts: 9,435
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I refuse to grow a brain. If I did, I might stop playing this damn game.

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Offline Maddox
06-01-2013, 06:46 AM,
#10
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Posts: 299
Threads: 73
Joined: Mar 2013

I'd have thought that anyone flying a pirate transport was fair game to either pirates or pirate hunters.

If you want the best of both worlds, you have to put up with the worst of both worlds.
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