
Tellace
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Posted - 2011.04.25 21:10:00 -
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Edited by: Tellace on 25/04/2011 21:26:49
Ever since I've seen CONCORD reactions to ships, I've figured it is good for original intent, but then the other things just get way too out of hand; especially the bannable offense to evade the cops, really--bannable? Then what happens to all the CONCORD cops that do show up, they stand there, watch and do squat except take up massive space and lag the entire area, gate, cluster and especially clients around stargates.
CONCORD x.0: -- Capsuleers have to dock/jump gates sometime. -- Keep -A- CONCORD sherrif unit in vicinity of stargate/stations at all times in high sec systems as to fire on all criminals as they arrive, thus preventing massive CONCORD fleets that lag system and do nothing for additional criminal activity. Sherrifs have long range webs, jams and scrams. -- CONCORD informs stations and stargates that Xx person and Yy groups cannot dock or jump indefinately for criminal actions, until ship is destroyed or impounded -- PODS ARE EXEMPTED. -- Impounded ships occur if an offending capsuleer(s) log out of client before ship is destroyed, the player is fined for at least half the ships value, mods and cargo included, if uninsured and/or in addition to insurance policy is invalidated 10-50% of fine can go to the offended capsuleer per active offender (fastalk skill). -- A CONCORD interceptor will follow each active criminal, this frigate is equiped with a Deputizing Module and Live Pursuit Beacon, a special siren and beacon that indicates and paints the criminal allowing all capsuleers in the vicinity to fire with impunity and creating a warp to point (A refurbished agent locate player). This CONCORD vessal is tankable, but due to adanced E-war capabilities not lockable and will warp away upon destruction of criminal vessal. -- CONCORD Live-Warp-to is an overview drop down and only notified if player activates the option through overview settings and/or manually refreshes the live warp-to. (Come to think of it all static celestial warp-to points should be this). -- Criminals who attempt to eject from their ships to evade by handing it over to another corp/alliance mate or friend before its destruction will be flagged and give kill rights to the offended of any other corp/alliance mate involved, including their ship if in one (check for fleet, active conversation or buddy list -- CSPA more useful through a new 'Criminal Communication & Wiretapping Division'). -- Storing a criminal flagged-ship in a hanger of some high sec capital ship or pos will flag said capital ship or pos and grant kill rights. -- Ship Kill rights, sellable like bookmarks (includes cloning of the rights, until offending capsuleer is destroyed ONCE), only on contracts for obvious reasons, may be illegal in certain areas (1.0 - 0.6), taxed heavily in others (0.5 - 0.1) via sec status of system/capsuleer and/or criminal connections. (IF AND ONLY IF GRANTED FROM HIGH SEC OFFENSES) Mercenaries & PVP crowd - hint, hint...... -- Pod Kill rights if the offended player pays x to "Bring me the corpse!" (related to standard market ship value of ship flown at the time, fast-talk or DED Connections skills or others) amount to CONCORD in lower sec systems only, unless pod was killed in highsec in addition to ship (grudge-war dec). Again limit one kill per "right to be avenged." -- Any Corp/Alliance that interferes with factions of a valid CONCORD wardec via repair modules will be criminally flagged unless in same fleet. -- CONCORD will notify and grant kill rights to any opposing faction of a valid CONCORD wardec of other capsuleers known to join fleet and/or offer assistance outside of the wardec until the declaration expires.
-- CONCORD evasion is no longer a banable offense as other capsuleers, self-destruct or ship impounding will make sure the offending vessel is destroyed.
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