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DSG Constitution Finalized

Oct 02, 2003 SirCamps link
Here's our Constitution. Read, post comments, and debate. I'm looking forward to a formal guild service!


The Official Defense Ship Constitution: Purpose

As the Vendetta Universe grows, so do those who wish to disturb the peace. At times such as these, it is necessary for some to step forward and take the responsibility of enforcing common courtesies. To bring some semblance of law and order to the Vendetta universe, we hereby form the a law enforcement group to be known as the Defense Ship Guild.

The Defense Ship Constitution

Article I: Goals of the Defense Ship Guild (henceforth abbreviated as "DSG").

1. Protecting traders and merchants. For the survival of society, it is necessary to maintain the flow of commerce and to ensure that piracy does not become rampant.

2. Protecting unskilled and novice pilots. When denied the opportunity to learn without interruption, novice pilots will never progress beyond basic skills. This is also prevents these pilots to turn into those that would interfere with their training. This involves protecting, leading, and instructing those without experience.

3: Protecting potential victims from marauders and criminals. Many lawless pilots roam the stars searching for easy targets to victimize. It is our goal to prevent the wanton murder of law-abiding pilots.




Article II: Procedures, Accountability & Discipline, the Blacklist, and Ship Regulations.

Section 1: Procedures.

1. No pilot is to be attacked unprovoked, unless that pilot is currently blacklisted.

2. Upon faced with the threat of combat, any Defense Ship pilot must:

• Issue a primary warning to the pilot.
• If ignored, issue a second, sterner warning.
• If target continues an attack or a threatening maneuver, a DSG pilot is to engage and destroy the hostile craft.

3. If such an incident happens a second time:

• A DSG pilot is to follow Procedure 2.
• A DSG pilot is to give a warning that further provocation will result in blacklisting.
• If the attack or threatening maneuver persists, the hostile craft is to be destroyed, and the name of the pilot as well as the log of events is to be submitted to the DSG pilot's Squadron Leader.


4. No DSG pilot shall ever provoke an attack. Provocation includes (but is not limited to) playful
discharging of weapons, ramming another ship, flying suspiciously close or parking close to another pilot, turboing (buzzing) by another ship, and staring down another ship.

5. When flying escort duty, a DSG pilot will issue a warning to all other ships that any ship within 500m when in open space will be considered hostile, and will be given only one warning before engagement.

6. Upon payment for escort duty, all monies will be transfered to the DSG pilot's squadron leader, who will in turn deposit it in the DSG Vault. This money is intended to compensate DSG pilots for DSG-related expenses, such as salaries, replacement ships, ammo costs, and repair costs.

7. Salaries for squadron members will start at 20% of payment and will not exceed 40%. Salaries for squadron leaders will start at 30% and not exceed 60%. These rates apply only to missions and/or maneuvers that you take part of. If a squadron member does not take part of a mission, he will be paid 5%, and if a squadron member does not take part of a mission, he will be paid 5% as well. All remaining funds will remain in the DSG Vault.


Section 2: The Blacklist

1. The blacklist is intended to discourage criminals from habitually raiding other pilots, whether a DSG pilot is online or not.

2. A DSG pilot may not accept blacklist recommendations from a pilot that is not a member of the DSG. However, the pilot is to accept complaints and promise to keep a close watch on a pilot whose report is suspicious.

3. The Blacklist will be updated regularly. Only the guild leader may add or take people off of it. If a pilot wishes to be removed, they may be placed on temporary reprieve and should direct the request to the guild leader.


Section 3: Ship Regulations

1. The goal of DSG-related combat is to destroy a hostile as quickly and cleanly as possible. DSG pilots are to keep this in mind when choosing weapons, whose choice must be approved by his squadron leader.
2. All DSG pilots will fly the Itani Valkyrie.
3. No DSG pilot will use mines or Avalon Torpedoes, due to the indiscriminate nature of the damage dealt by these weapons.

Article III: Roleplaying.

Role-playing integrity will be maintained at all times. Thus, aliases of a blacklisted pilot will not be blacklisted until the alias itself commits blacklist-able offenses.


Amendments:

Amendment 1: Hostile Attacks.

A hostile attack will be classified into two categories, Major and Minor.

• Should a character commit a minor assault on a DSG pilot (one or two bolts of an energy weapon or a homing weapon--excluding swarms--, not doing more than 30% damage), the DSG pilot is to adhere to regulations and give the offending ship two warnings before engaging.

• Should a character commit a major assault on a DSG pilot (any rocket, a stream of energy bolts, swarms, avalons), the DSG pilot is to engage and destroy the offending player immediately.

• The enforcement and interpretation of the difference between minor and major attacks will be interpreted by all DSG pilots, depending on a situation.

Amendment 2: Duels.

Should a character of any stature challenge a DSG pilot to a duel, the DSG pilot is to respectfully decline. Duels with other DSG pilots for training purposes are to be permitted unless specified otherwise.

Amendment 3: Amending the DSG Constitution.

This will be the last unilateral amendment to the DSG Constitution. This amendment may not be amended or revoked.

1. To pass an amendment, a squadron leader must propose an amendment, which is to be voted on by all squadron leaders.
2. Should a tie occur, the voting is to be opened to all DSG pilots.
3. Should a tie occur when all DSG pilots vote, the amendment is to fail.
Oct 02, 2003 UncleDave link
Ok, I think this *could* work.

But please, PLEASE dont go enforcing crap like this until the reset. Without pirates, you arent needed, so just wait until piracy becomes a problem again. Wanton murders are a problem, yeah- but we can all do more good by dipping into our vast Vendetta pockets and giving people the means to fight back. As it stands, there IS no "peace"- only those who want to fight, those who dont, and those who are hostile to all. Going on as Defense Ships and actively preventing hostility in sectors like 9 and 7 will breed resentment and will not help your cause. Do it in your melee chars and itll be a lot friendlier in the long run.

Plus, you KNOW who is friendly and who isnt. Better do things by experience than a bunch of concrete rules.

Also, I notice you say all pilots should fly the Valk- what, then, if the black market becomes harder to reach? Youll all be Itani for ease... which means Itani pirates will get away with blue murder.

Sooo... the point of squads is that each member in it should have a role. Eg:

2 Valkyries (Itani)
1 Ragnarok (Neutral)
1 Prometheus (Serco)

The Rag fires off swarms, the prom trundles along keeping the pirate moving with some jackhammer lovin', and the valks move in for the kill. Plus this way, 2 vultures > 1 valk, so if you need to change to another color to deal with a pirate, you can do so.

Ok, somebody flame that lot, Im sure some of it is bull.

Oct 02, 2003 toshiro link
hmm i agree with most things you said dave, especially the squad setup.
SC knows, though, taht the DS won't be needed until the reset, don't worry.
Oct 02, 2003 SirCamps link
The thing is, we're emphasizing a fighter layout, and Rags and Proms won't work. Especially since they're currently both nerfed. I won't even consider adding Proms and Rags until their health is upped--the prom past 20, and the rag a bit higher.

The point is, we have to chase pirates down, and you can't do that in a slow ship.

Should new ships come up, we'll shop around and do some testing before deciding which new fighter to use. Remember, not much can defeat a swarm of fighters, not even heavy ships.

Dave, read around, you'll notice that I've banned all DSG activities until the reset. I've noticed the hostility.

The Blacklist is to aid the knowledge of who is hostile and who isn't, but none of this will be active until after the reset.
Oct 02, 2003 genka link
arr...
time to be polishing me gatling turret...
Oct 02, 2003 furball link
I would also suggest that you zero out your black list after the reset. IE start with the blank slate.

Also, dave's point about requiring valks only and Itani pirates is VERY valid.
Oct 02, 2003 Magus link
An unnerfed centurion will do very good job of chasing down a pirate. And you'll be able to do it across all nations. If not, one valk, and a gang of vultures would do fine too.
Oct 02, 2003 SirCamps link
Unnerfed Centurion? The Cent ain't nerfed. But that's off-topic.

Fur and Dave:

We're dealing with the present reality here. Right now it's easy to get Valks on any char. If someone has a free hour, they could park a Valk in every sector if they wanted. We'll deal with changes as they come.

Fur, we've already discussed the blacklist and have to zero it with three exceptions (Leathal, Kastin Thunderclaw, and Icarus; although, Icarus's place on it is more symbolic). :) These three (two, really) are more than opportunistic billionaires, and will be dealt with as highly dangerous pirates, regardless of their financial situation.