Forums » Suggestions

How TEMP KOS should work

Jan 06, 2013 Lisa50469 link
Events that should trigger a TEMP KOS;

1) Damaging another player inside the NFZ.
2) Damaging a turret (anywhere)
3) Damaging a station guard (anywhere)

The TEMP KOS should remain for the full 15 min regardless if you are killed by the strike-force or not (easy way out).

If your home station is set to the same nation as your KOS, then it should be moved.

AND, other players should be allowed to kill anyone with TEMP KOS even in the NFZ.
Jan 06, 2013 Gruumsh link
I agree with all of this ^
Jan 06, 2013 Gruumsh link
especially killing someone who is temp kos, so you can fight back and defend yourself.
Jan 06, 2013 Drevent1 link
me too ^^
Jan 07, 2013 abortretryfail link
Things are boring enough with all of the incentives *not* to shoot each other that we already have.

+1 to NFZ suspension on anyone who would be attacked by the station faction's NPCs, since NPCs don't give a shit about the NFZ anyways, neither should you.
Jan 07, 2013 Pizzasgood link
Gruumsh, you already can kill people who are tempkos, so long as you do it in the faction space they are tmpkos with. The only snag is that you need to do it outside the NFZ, otherwise you will also become tempkos.

And that should not change. NFZ = NO fire zone. Not "don't shoot friendlies zone". Not "non-aggression zone". It is a NO FIRE zone. That applies to all non-station-personnel, under all circumstances.

Why? Because the station doesn't want to get hit in the cross-fire. If you engage somebody who shoots you inside the NFZ, you are much more likely to increase the odds of the station being hit than to reduce them. If you are attacked in an NFZ and want to help, the smart thing to do would be to move away from the NFZ, and then kill the aggressor once the pair of you are at a safe distance from the station full of hundreds or thousands of vulnerable innocent bystanders. If he does not follow you out of the NFZ, leave him to the Station Guards to handle. Sure, the station might like it if you could eliminate the threat safely and quickly yourself, but they CANNOT condone that kind of behavior, since the vast majority of people would only make it worse thinking they can help when they really can't.

This is basic legal ass-covering. With potentially thousands of lives at stake, they cannot afford to play "he started it!" or allow unregulated vigilantes to run wild. In a game like VO, vigilantism should be encouraged, but that doesn't mean it should have no limits at all. The NFZ is a perfectly reasonable restriction.

This kind of thing results in the player having to make gameplay decisions. He can work inside the law and put up with annoying restrictions like the NFZ, or he can work outside the law and deal with the consequences. Short of changing the law itself, those are your options. Don't like them? Tough cookies. Try dipping them in milk; I find that it helps.

Otherwise, +1 OP.
Jan 07, 2013 Kierky link
+1 Rin,
However in times of war (Serco vs Itani) this should not apply.
War means war, and if a Serco shoots a hated Itani inside a NFZ, then the NFZ should not trigger, Deneb especially. Maybe just on the border systems.
To a certain extent, the law allows "people's arrest", especially war criminals.
Jan 08, 2013 Pizzasgood link
Yeah, I do think that would be acceptable in border systems for the Itani and Serco. Living on a border entails a certain elevated level of risk and a greater need to exterminate invaders. Interlopers of border worlds are likely to be more reckless than people within the core of nation space, and also more likely to be actually targeting a station itself (even if that's mostly not an actual gameplay feature yet).