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OOC Information on the Cerulean Fleet
Posted: Wed Jul 11, 2007 1:40 am
by DM Sabre
After much debate and much stagnation, it was decided that the player guards were not able to be effective in their duties as is. Therefore player guards will now be a separate force from the NPC City Guards.
Player guards will no longer be issuing writs. If you break the law and are caught by a member of the Fleet you will do jail time. At NO time before did the guard players ever collect the funds decreed by the writs and because of that, such warnings were completely inadequate in deterring many from breaking the laws.
Jail keys
Members of the fleet will be issued jail keys. If a player is found guilty of a crime, that player will be tagged by the guards. Once tagged that player character will have a certain amount of time to either comply with the guards, or flee. If the player character chooses not to comply, or flee a warrant will go out for the character's arrest. At this time, the NPC guards will be hostile until the player character is brought to justice or the server is reset. Assault of a guard will result in immediate hostile status.
Members of the Cerulean Fleet
All current members have been reviewed by staff. Starting now, all requests to join should be submitted to Torquil Lamond. He will then be working with the staff to make sure any potential new recruit is right for the job. These positions carry much responsibility and any that abuses the trust placed in them by the staff will face severe consequences.
Posted: Wed Jul 11, 2007 2:07 am
by Peregrinus
In other words, welcome to the new Redboots.

Posted: Wed Jul 11, 2007 7:07 am
by Gildren
I am thrilled to see this, even though I may be spending some time in the slammer with one or more of my toons.
Questions;
Will the former PC guards have their titles or equipment "look" changed?
Could you please let us know how long of a time a "tagged" person has before the NPC guards going hostile?
Posted: Wed Jul 11, 2007 10:37 am
by Leyland Lamond
Yes, the former PC guards have new uniforms and ranks. You also have a good few minutes to follow a guard to jail after you have been tagged...
Re: OOC Information on the Cerulean Fleet
Posted: Wed Jul 11, 2007 1:59 pm
by blackheart
DM Sabre wrote:Once tagged that player character will have a certain amount of time to either comply with the guards, or flee. If the player character chooses not to comply, or flee a warrant will go out for the character's arrest. At this time, the NPC guards will be hostile until the player character is brought to justice or the server is reset.
Brilliant! Better if it were persistent though! Can it be tied into the adventure journal or something to make it 'stick'?
This would be great for EOS too to have NPC guards hostile, as they'd have to RUN for gates after respawn and steer clear of the city.
Re: OOC Information on the Cerulean Fleet
Posted: Wed Jul 11, 2007 2:09 pm
by Depheant
blackheart wrote:Brilliant! Better if it were persistent though! Can it be tied into the adventure journal or something to make it 'stick'?
The game has database support, so you can have things be persistent without needing to tie it into certain objects; however, the point of this is that you can get rid of the "criminal tag" by serving your sentence or if you wait a long enough time, the "warrant" will expire, so to speak; currently that happens with a timer. A server reset naturally resets things.
blackheart wrote:This would be great for EOS too to have NPC guards hostile, as they'd have to RUN for gates after respawn and steer clear of the city.
If a character has a designated EOS status, that is the case anyway; guards are hostile as I think are the merchants and other NPCs.
Re: OOC Information on the Cerulean Fleet
Posted: Wed Jul 11, 2007 2:15 pm
by DM Sabre
blackheart wrote:DM Sabre wrote:Once tagged that player character will have a certain amount of time to either comply with the guards, or flee. If the player character chooses not to comply, or flee a warrant will go out for the character's arrest. At this time, the NPC guards will be hostile until the player character is brought to justice or the server is reset.
Brilliant! Better if it were persistent though! Can it be tied into the adventure journal or something to make it 'stick'?
This would be great for EOS too to have NPC guards hostile, as they'd have to RUN for gates after respawn and steer clear of the city.
Eventually EOS status will be implemented, but not quite yet. The reason for now is, there is no content in place just yet to make EoS a viable player option. We want the game to be fun for all, even those who choose to play outlaws ( Although I am saying now, outlaws cannot expect an easy time of it.) However, I am engaging in an active campaign to get the more LAWFUL aspect of the Empire in place. If players choose to play thinking that Cear is a modern democracy with freedom of speech and "you are innocent until proven guilty" mentality, they may be in for a rude awakening. While the intent is not to ruin players' fun or creativity, some of the things I have personally witnessed in game makes a mockery of any type of law enforcement or the campaign as a whole. This will be changing with the new guard and some of the DM storylines.
As of now to clarify:
City Watch-NPCs
Cerulean Fleet- player guards
Talon- DMs
Posted: Wed Jul 11, 2007 2:54 pm
by Seise
Temporary solution suggestion: Ball to the leg
Spawn an undroppable item to one's inventory, which weigths let's say.. 1000 libs as it would make it way much harder to move. Ball would be removed once the character has been in jailed for the amount of time he has been told to.
Longer term suggestion:
Spawn player look-a-like npc named as a jailed character and lock the character from character menu.
It would make the gaol bit more interesting place to be. And RPing could be done through the personal messages via forums...
Again, just suggestions.

Posted: Wed Jul 11, 2007 4:00 pm
by blackheart
Code: Select all
// OnActivateItem() for Wand of Capture
void main()
{
object oTarget = GetItemActivatedTarget();
CreateItemOnObject("5000lbBrick", oTarget);
}
Posted: Thu Jul 12, 2007 3:10 am
by Mensha Khaine
well character where teleported into a jail cell in Das1. which worked rather well.
Posted: Thu Jul 12, 2007 3:17 am
by Torquil Lamond
Upon death, any any time after an Officer has tagged you with the key, you will respawn in a gaol cell.
This was the first version of the jail key in Das1, and it was changed over when the Queen returned (or thereabouts).
I believe the first one is infinitely better, as it gives the offender a chance to run, or a chance to willingly surrender. It adds more dynamic to the game, and more depth to RP.
Not too mention I enjoy the cat and mouse of it all.
Posted: Thu Jul 12, 2007 3:42 am
by Minuvas
I just wanted to Clarify after extensively sitting down and talking with the DM's on these issues (Seeing as there might of been some OOC or IC confusion)
The Church of Lochwar is NOT a Law Enforcement Agency in the world of Dasaria.
However, I would encourage you not to fear us any less

.
Posted: Thu Jul 12, 2007 5:22 am
by Mensha Khaine
I know this is kind of hard to test now, but what about HIPS, or invis type spells. Will the guards continue to "see" the law breaker after the time out expires?
Posted: Thu Jul 12, 2007 5:48 am
by Torquil Lamond
The way it operates is the the Guard must see the criminal in order to pursue. It's no different than interacting with hostile creatures.
If you can HIPS out of a bugbear's attack, then you can HIPS out of a guard's attack.
Posted: Thu Jul 12, 2007 6:14 am
by Gildren
Mensha Khaine wrote:I know this is kind of hard to test now, but what about HIPS, or invis type spells. Will the guards continue to "see" the law breaker after the time out expires?
Was thinking of the same concern.
With other players, I suggest the situation be solved via DMFI checks with the guard targeting the player and rolling a skill check on spot and the person that is hiding/HIPS making a counter roll with their hide skill. Reminder that without HIPS a person cannot suddenly "hide" while standing directly in front of others. HIPS will let you try that, but everyone who could see you can make a spot check vs your hide skill to still "see" you. If you don't have the skill points spent in MS/Hide don't expect to beat someone with a maxed spot skill (or say like a guard.. maybe?)
Regarding the use of Invs, unless the PC guard in question can actually "see invisible" via the spell or via True Sight, then if the person gets the invs spell /ability off without interruption, then he just disappears.
Oh, an a gentle reminder that in the PnP rules, True Sight & See Invisibility do not counter hide/move silently. Spot/Listen is the answer.