Jump to content

Search the Community

Showing results for tags 'crime'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Forum Rules & Announcements
    • Forum Rules & Guidelines
    • Announcements
    • Patch Notes
  • New Player Landing Zone
    • New Player Help
    • FAQ & Information Desk
    • Gameplay Tutorials
    • Player Introductions
  • General (EN)
    • General Discussions
    • Lua Forum
    • Builder Forum
    • Industry Forum
    • PvP Forum
    • Public Test Server Feedback
    • The Gameplay Mechanics Assembly
    • Idea Box
    • Off Topic Discussions
  • General (DE)
    • Allgemeine Diskussionen
  • General (FR)
    • Discussions générales
  • Social Corner
    • Org Updates & Announcements
    • Roleplay & Lore
    • Fan Art

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location:


Interests


backer_title


Alpha

Found 4 results

  1. I've seen several threads on criminal activities, usually involving weapons or drugs... While I find the smuggling aspect of a game extremely enticing (if you haven't ever wanted to be Han Solo are you even real!?), how can a developer set up a system that is balanced and not overwhelming for newcomers and underwhelming for established players? How do they create real reasons for a community ban on something, while simultaneously creating a hidden desire for said thing? Looking at the drugs & weapons arguments here I just see too many issues with creating balanced yet enticing game mechanics. For my answer, I pose something that threatens us IRL. And before you jump to conclusions and start battering me, please have enough respect to read out this entire post. I don't want this to be weighted heavily towards the criminals, I wan't this mechanic to create a multi-faceted game mechanic, that has a push and pull on both sides of the isle. Identity theft! (Well kind of...) What if there was a module that you could sneak into someones base, and secretly link it to their stored inventories, bypassing permissions and allowing you to steal a small amount of materials from them. It would of course be balanced and the module would "burn up" only after a few units of resources. Plus the process should take a while to complete. Ship/Cockpit modules could be available too. Maybe there could be a couple different module types. One that would stay in place allowing you to leach a very small amount of currency over time instead of resources, forcing the victim to find and destroy the module. Another to read and copy LUA codes so you could use and sell them as your own, this one might "burn up" just after a few lines of code, forcing the attacker to use many modules to get a whole code set. The modules would no doubt become highly illegal in certain sectors. Also the production of these modules would be expensive and require multiple process'. This would allow true manufacturing and smuggling of "illegal" components used in these modules. There could be an entire "underground" manufacturing network, being constantly raided by cops and other "criminal" enterprises. Also on the flip side, there could be an entire market of Anti-theft devices and coding being manufactured and sold. Think about infiltrating a group, pretending to be friends all the while slowly leaching resources and money. Think about the counter-intelligence operations that would be set up. It would create internal political and social security systems. It would also allow subterfuge between groups of players. I would not want this to be a get rich quick scheme for the "criminals", but could still be a lucrative enough to be worth the risk. At the same time this would create high risk situations during the manufacturing, shipping, selling, and installing of modules. Let me know what you guys think.
  2. - This is a placeholder image for now; the name is subject to change - As previously mentioned in the corporate thread we hereby initiate the 'next phase' of this project. STATUS WORK IN PROGRESS - LONG TERM ASSETS AND UNITSAirwatch (Reserved, ground component -> urban / rural patrol, traffic management duties and highway / speedway patrol) (Reserved, riot component) (Reserved, tactical component) (Reserved, corrections component) CORE INTENTION Vulture Corporation tries to spearhead and / or support a police force for long-term stability of moderate to major urban centres. With low size focus may be on one or two. Focus can include training, tactics and equipment such as vehicles (possibly incl. design) and less-than-lethal and lethal weaponry. Units are deployed after sufficient law and tactical training to work under the regulations and laws set by VPOL and / or any city, faction or alliance officials that have sufficient influence in the according city. There is currently and for the foreseeable future no intention to portray an intergalactic police force - for any security contracting needs we refer to corporations or contractors. As independent player nations and states will likely try to run their own security or police forces, we look for those interested in bolstering their (future) city or larger settlements with a dedicated police force. This means that this project is so far aiming at partners and joint city projects where several parties share tasks and responsibilities. Of course, given demand it is also possible that existing entities bolster their own forces. In a nutshell, picture a dedicated police unit "for hire" without any cliché downsides such as tiered insurance levels per city dweller. CORE VALUES VPOL will so far be inspired and guided by a set of tweaked principles of a constitutional state or a state under the rule of law. German users could surely relate to the word "Rechtsstaat" - details would depend on the other party (the city civil authorities, nation or alliance) but a general approach of de-escalation is favored and encouraged. These will find some specification in basic regulations and guidelines. In a nutshell we don't look for an authoritarian mindset. Q & A (add your own via thread or PM) - Specifics will follow - CAREER - Specifics will follow - We are glad for anyone interested in this project - while this project is initiated and supported by Vulture Corporation, you don't have to become a member of said entity - you can so far become a VPOL member while being part of an existing organization or alliance as long as no conflict of interest with the respective city authorities that we back arises. A clean slate is to be expected, however. LINKS - Specifics will follow - FEEDBACK Your feedback, ideas and support help. Let us know what you think so we can adapt - or consider it, at least. MULTIMEDIA AND MORE Pictures (static/animated) Discord promotion (COPypaste) - Subject to change ... obviously -
  3. So can you steal ships and other vehicles if so is there a way to protect yourself from it? Let me know what you think and maybe even NQ can answer me
  4. What tools are going to be available to orgs for enforcing their rules? The idea of this game is emergent gameplay, of building a world and civilisation. Civilisation requires laws, and it requires the ability to enforce those laws. So how is that going to happen? In modern society, the primary means of punishing lawbreakers is incarceration. In a game, that's not really an option - if you lock a character in jail, that's destroying the player's ability to have fun in the game, and will likely just result in them stopping playing - losing a customer. That's bad. So, jail is out. Most forms of punishment available in a game are either trivial (execution doesn't mean much if you just respawn) or equally harmful to the game. But without some way of punishing those who transgress the rules, society doesn't function. How do you enforce law and order in a world without consequences?
×
×
  • Create New...