One of the main tasks of the CF2.0 development was to create a new roleplay system which can be played in a fluid way and does not require large rulebooks.
Rules always can be misunderstood or ignored and next to that there is always the requirement to read them first.
We want to reduce the rules for server gameplay to a minimum.
In August the new roleplay system was successfully tested by us and I put high hopes into it becoming a way for the players on the server to really do roleplay.
A player does not need to worry about doing something wrong anymore, rules can not be violated. The servers roleplay system sets up the conditions under which roleplay can happen.
So lets take a detailed look at it and start with the roleplay factions that were already supported by the server software.
Smugglers
The smugglers have one special ability in this roleplay environment. They are the only ones which can trade black market goods which makes them priority target of the police faction and also target of pirates which want their piece of the cake.
By mounting the smuggler license the Black Market opens to the players offering lucrative trades.
Mercs
The role of the mercs is probably the most flexible actually. They can collect bounties (unlike all other factions) and they are free to accept other long term agreements such as escorts (if announced on the job board -> launcher)
Access to the bounty system is only granted with valid merc license.
Pirates
Now here we are starting with something new since Pirates now will get the chance to target a player in sight and use the "/tax" command... to do the obvious.
A player which is being taxed will receive a clear message that a tax is to be paid.
This player has now some options to consider.
1. he can agree to pay the tax (and from that moment can not be taxed again for at least 2 hours)
2. he can decide to fight and kill the pirate
3. he can try to escape
"escape" means to leave the system without being killed before
If a taxed player docks on a station/planet the tax request remains valid. As soon he undocks the pirate can collect the tax by killing that player.
If that player decides to logoff or switch chars the tax is paid to the pirate.
Sounds like a win/win situation for the pirate actually... if there wouldnt be a small detail. Using the "/tax" command issues a distress call to all police forces in the system.
Police
The police roleplay works similar to the one of the pirates with the difference that the police of course should maintain law and order.
There is a "/fine" command which works pretty much like the "/tax" command.
The amount fines and taxes are not set by the players. That means nobody would ask for 500mio§ or something like that.
Based on the total money of the taxed/fined player the amount of money is calculated which will be transfered for an successful ruleplay event. With "total money" the money on the char + the money on the bank account is meant.
So ultra rich players have to pay ultra high fines/taxes + the usual death penalty.