New Profession with existing means: Police Cops

Have rep! I've been saying since the days of Frontier II that this should be a viable career.

Have a police bulletin board pays based on police missions you take!
 
Coming this spring to FOX: Police Cops.

One's a no nonsense by the book rookie, the other a take no prisoners veteran.
Hilarity ensues when the become partners.
 
I can see Bounty Hunters scanning with KWS, and this new one, then just recovering the bounty.

What happens when the inevitable happens, and there is some friendly fire, causing a death? Does the player cop get a doubled fine, and a doubled "stay away" time? Could he then pop into a Sidey and get blown up to reduce it?

Smugglers don't have bounties, only fines. You couldn't kill someone for illegal cargo, only cause a fine and take a percentage oif it as reward. If you kill a not wanted tasrget, you become wanted yourself like it is now.
 
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This idea is not something I would likely get involved with myself but I can see that it is basically a good idea.
 
I do NOT agree with vessels other than Authority ships being able to issue fines. I was once scanned by a Player Pirate (I was carrying Imperial Slaves at the time, legal at both the selling and buying stations, but not in the destination system), and I surrendered the amount requested. However, I also ended up with a fine greater than the profit margin. I was not scanned by any other ship during this trip (OK, I may have been at the destination station, but as Imperial Slaves were legal there, this would not have been an issue). I was not impressed to be fined by a Pirate!

If the game ends up with the option of becoming an Authority Pilot, then Authority Players should have the fine function added to them. However, if they then leave the employ of the Authority, the fine function should be withdrawn.
 
I like the idea, a lot of "what if" brain storming are needed to cover all the loops and holes, however the idea is very interesting.
 
I'd actually like to see salvage licences added.

Very true. I tried a salvage signal source and found it to be full of occupied escape pods. But they were all illegal, so I rammed them all... Apparently they should have used the "abandon" feature on their escape pods, rather than just "jettison". Oh well, whoever it was in the pods... their loss.
 
Being able to do this would be quite interesting and possibly quite fun, especially for those groups that have a local faction they really like and play for!
 
Very true. I tried a salvage signal source and found it to be full of occupied escape pods. But they were all illegal, so I rammed them all... Apparently they should have used the "abandon" feature on their escape pods, rather than just "jettison". Oh well, whoever it was in the pods... their loss.

Oh so that's the difference between Jetison and Jetison Abandon? Been wondering, thanks

PS, I like the Police Cops idea ... +1 to the OP
 
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Goose4291

Banned
Only if I get to pepper spray innocent bystanders.

And by innocent I mean slavers.

And by slavers I mean Imperials.

As a member of the Alliance, with some of your governments practicing unregulated slavery, does that mean you'll be pepper-spraying yourself as well?
 
As a member of the Alliance, with some of your governments practicing unregulated slavery, does that mean you'll be pepper-spraying yourself as well?

Yes. Since I have personally dethroned such governments when Alliance affiliated alternatives exist. It could be called a form of pepper spraying them.

But only Dictatorships, not Anarchies, because I find that Anarchies are badly represented within the game and advocating for the change of that first before I mess with them.
 
Yes. Since I have personally dethroned such governments when Alliance affiliated alternatives exist. It could be called a form of pepper spraying them.

But only Dictatorships, not Anarchies, because I find that Anarchies are badly represented within the game and advocating for the change of that first before I mess with them.

This is off topic, but what is wrong with the representation of anarchy?
 
This is off topic, but what is wrong with the representation of anarchy?

Anarchy as a societal model is not the complete lack of law or order. It's the lack of authorities. This does not translate to pirate havens 10 out of 10 times.

Which means that some anarchies should be perfectly organized enough to have commodities banned, including slaves and narcotics. Actually, especially slaves. Their banned commodities shouldn't be universal for all of them and they should have the most variation, not the least.

Anarchy lies in a very thin balance between individualism and collectivism. Even though he himself didn't support it, Kant did make a relatively accurate summary of Anarchy, as a form of government with Law, Freedom, but lack of Force. According to him, again, the current pirate havens would be described as "barbarism", where there is Force, but no Law or Freedom. The lack of any laws whatsoever can also be summarized as Anomy. (or anomie depending on who you ask for grammar tips.)
 
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+1 for this idea from me. Sounds great fun. You could even have a "corrupt" copper pal who tells you where the speed traps (ambush vessels) are so you can avoid them and give them a little *cough* kickback.
 
What happens when the inevitable happens, and there is some friendly fire, causing a death? Does the player cop get a doubled fine, and a doubled "stay away" time? Could he then pop into a Sidey and get blown up to reduce it?
As I suggested earlier, player cops should have to keep their nose clean. Getting a bounty above a certain threshold (high enough to exclude those 'nuisance' bounties from accidental friendly fire, low enough not to exclude anything actually harmful) should result in immediate dismissal, and you can only re-apply once you have a clean record.
 
+1 from me, players acting as local or regional security/police would add loads of emergent content scenarios to the game.

How I see it working is;
  • Player has to be clean and have a reputation of friendly or allied with the faction they wish to police for
  • Player can only use police powers within the faction jurisdiction
  • Faction ranking would be associated with law enforcement activities rather than what we currently have with nonsensical navy missions
  • Low ranking players are only able to police for a minor faction (limited jurisdiction), once they rank up above a certain level they can police across the whole major faction
  • Players cannot act as police for multiple major factions at once
  • While policing, players get crime alerts to crimes committed in their factions jurisdiction; can be either NPC crimes or player crimes (subject to 'crimes against me' turned on)
  • Catching criminals (fine, kill or potentially arrest once we have first-person mode) gives the police player a 'security bond' which they can cash in at any station in their factions jurisdiction. Bond value would be equivalent to fine given or bounty claimed (would receive bounty payout too)
  • Illegal cargo can be confiscated from smugglers at the police player's discretion
  • When a player is policing it shows in their identification panel that they are security forces for the local or major faction
  • Other players will automatically show up as green/orange/red depending on that other players reputation with the faction in question (only active while policing)
  • Special police paint jobs would be available for the faction the player is policing for (paint job is only available while policing for faction, is not accessible otherwise)
 
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