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triogenix

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Everything posted by triogenix

  1. I think while in the midst of the scarcity, the sole superpower, in the sense it is a nation no others can really compete with and can exert it's will onto other smaller nations, is the Jargon Federation. While Sol is in the limbo of a military junta with what is as of now, a fleet undergoing overhaul to be useful for projecting power with no indication or idea of how much of the work is completed, it cannot really exert it's will or policy beyond it's controlled systems without outside assistance from those within the systems. The same is true of Biesel, currently focused on pacifying the CRZ and other the yoke of mega corporations. The CoC is, as of now, a fragmented state with an unclear governmental structure, but does manage to spread it's influence outside of it's borders(seen by the support some member-states give to the League of Anti-Corporate systems) However, due to their fragmented nature they cannot hope to stand up to the Jargon Federation, which controls an amount equal to around 2/3rds of the CoCs territory under tight rule with much more impressive technology. Elyra could be a contender, with their massive amount of phoron, however due to their isolation and(as of now) lack of exportation at a high level, they cannot really influence anyone else with their deposits. And a majority of other alien factions/dominia are still working on influencing their own home planets, and are (generally) very far behind the federation. Therefore, the Federation is the only nation in lore I can consider to be a superpower in the sense of the definition: "a very powerful and influential nation".
  2. Posting this before I forget, apologies since I'm tired so it will probably be incoherent. I like these answers, they identify the flaws and mistakes you made, and where they're also being made in other places, which you will be able to help with as deputy(I think). Due to that, I think this application deserves my support with a big old +1, but given that I am not a lore writer and don't really see what you do/don't do behind the scenes like Alb and Des can as lore writers, and what you work on, so I can't really comment on it. Because of this, I'm stating now I may change my opinion at a later date if more staff who see you in the lore team environment voice their feedback on this thread. Wish you the best of luck on this application!
  3. I am of much the same opinion as you, however, as you said over your career as Unathi Maintainer you did not give the species current topics to talk about, with the last article posted close to a year ago as Alb said in his reply, which I agree does not inspire much confidence things will change at face value. So, to pose a question, in your eyes, what is the reason Unathi have had no articles in the past year, and very few(I think it's been like 3, 2 of which were part of KOTW, but I'm not sure) under your leadership as maintainer? And assuming you view it as an issue, how do you plan on fixing whatever has caused this lack of articles from yourself if you end up becoming deputy loremaster?
  4. So, I'm making an assumption that due to the fact you were the only CCIAA I saw on the staff list at the time of the fax that you wrote it, apologies if not. During round cfh-dz1r, the one that just ended as I post this, a fax was sent to the station about their issues with changelings, which contained the following. "I have passed the information of this biohazard across to the scientists at Upsilon, and they might be interested in recovering live specimens or their remains for study. Please keep them in ideal condition - if dead, ensure they remain at a quarantined cold storage." My issue/feedback about the fax is that at the time of sending, there was a near full science department, who could have also gotten interaction from the changeling(even though there wasn't a xenobio I believe the point stands). Instead, command was ordered to essentially not let the local science department touch the changeling, even if it was a just a corpse, and leave it for a bunch of non-characters who won't have any impact on the round. I think a better fax to send would have been "I have passed the information of this biohazard up the chain to my superiors, and they are interested in the recovery of live specimens for study. Please attempt to capture one alive and deliver to your science department. If the department is unable to complete an effective study, contain and hold it under quarantine, dead or alive, until a specialized research team can arrive." As this would give a chance of interaction to the science department.
  5. I think to make it more distinct is difficult, due to how as of now no other company really has the proprietary augments like Zeng-hu has, but the best way I see is to have other non-zeng megacorps like Zavod or NT not really do this much, instead only doing it for when an employee gets injured, and maybe having whether of not they have to pay based on their insurance plan. For EPMCs and Eridani, I would make it more specific to companies based out of Zeng-Hu owned areas, or citizens who might work in these areas even if not for Zeng directly. To me instead of having be very similar for everyone, it shows the effects megacorps have on local populations where they hold all the pwoer, adding a little more depth to Eridani and the EPMCs, if that makes sense.
  6. My only non-positive feedback revolves around "Many corporations offer exciting sign-on bonuses or rewards for good performance in form of exclusive, proprietary modifications. These offers, while seemingly benevolent, hide inherent risk that leads many to refuse them altogether. Many employees do not own the augmentations, and poor performance or quitting can lead to forcible repossession. This practice is especially common in the Eridani federation, particularly with the Private Military Companies." This seems to be extremely similar to what Zeng-Hu does with it's employees, with the main difference I see is that there is not a forced culture around the PMCs and Eridani to do this, unlike Zeng-Hu. While it is an interesting idea and one that I find very good, I think that since we already have something very similar in our setting for one company, it takes a lot of the uniqueness away from said company when it's changed to be a near universal thing, or added on to other companies/parts of companies.(However, I do think it kinda fits better with the corporate dominated Eridani then Zeng-Hu, but nevertheless) Beyond that this seems to be very well written and has interesting and well thought out ideas that I'd like to see added, my favorite being the things about FBPs others have mentioned in their posts.
  7. I think people are getting very hung up on laser rifles vs ballistic rifles and what not, when it shouldn't really matter to the discussion. The main issue for me is not about balance between security and antagonists or balance of combat in general, but the fact that burn damage is much more debilitating then any other common damage types. This is because when burn damage is taken, pain, blood loss, and the burn damage itself is immediately applied, rather then having it happen overtime as with bleeding or losing air. This means that burn damage itself, not laser rifles or w/e thing people want to complain about, is unbalanced when compared to the other damage types at a baseline. They start to become more balanced with high-level combat gear as @WickedCybs pointed out in their post, which is good, because any high damage, regardless of type, bullets swords or lasers, should be deadly, but the issue with burn damage specifically is that; Even at lower damage numbers, it is much more debilitating then oxygenation, brute or even toxin damage. As for how to fix it, I'm not a developer, and it is hard for me to input specifics, but the general idea I think is that burn damage should not also do 2 other damage types instantaneously, even at low damage numbers, as well as organ damage if it's applied to areas with organs(though I'm unsure if that's a laser specific thing). Removing blood boil would be a good step towards this, or even making it somehow damage over time as is seen in normal bleeding, with the rate at which it boils off scaling with the total damage taken to the part like with brute damage, and being able to stop it with bandages.
  8. This one looks a little weird given the characters appears to be looking forward but you can't see their eyes, maybe it's just me though. Besides that, I'm fine with these sprites, especially after looking at them fully geared up
  9. So, I haven't much spoken or worked with Marlon in the past, only really speaking with him a few times since started playing on Aurora again, but from what he's done since they rejoined the community I think he could be a good fit for a lore deputy. Their work to compile all the old lore articles from when previously played on the server is easily the star thing for myself, as many people will miss out on lore because the old lore articles are hard find and get into, but also contain incredibly setting-changing lore that is sometimes ignored by the wider player base. My biggest concern, is probably how they would work in a team, as I wasn't there for a majority of the things that people are describing, and though it was more then a year ago now, it makes me think about if they'd work well in the small lore team. However, that consideration is probably better done by the people who will be working with him then myself. As for his personality, I don't like it personally, but to me, it's basically a non-issue and not any worse then my opinion of some of the other peoples personalities on the lore team who still put out very good work and work well with their team.
  10. +1, very good app
  11. Not even just with laser rifles, it's super annoying when you touch a shocked door and suddenly 15% of the blood in your body is gone, and you all the other nasty effects Butter mentioned in the original post. As for ways to nerf it but not completely make it useless as a damage type, I'd make bloodboil much less effective, but probably up the damage if possible for weapons that use burn.
  12. Arcane is one the best shows I have watched recently, and I don't even play League. Highly recommended.

  13. COMMAND ACK, +1, RETURNING TO IDLE
  14. Lucaken pretty much summed up why I think this is a good change, people need to play more then a single character, I've found that you can get 3-4 really solid characters. However, I also feel this may open up people job-hopping a lot more, because if you played your officer last round, why not play them as warden the next if you want to keep playing(this is an example)? I know barely a thing about coding and development, so I can't really comment on any possible solutions to this, and it's already an issue.
  15. While the rest of the idea for the Outer Ring Civil Protection is solid, with a lot of opportunities for less corporate oriented human characters, having their private security just be basic police seems to be to be very shallow, and somewhat boring. I would add something to make their enforcement methods a little more fleshed out then just being typical police officers. Perhaps being especially apt at breaking up riots or secessionist movements, which could also give another reason for why the SCC picked them up so quickly. The Independent Ranger Group I also like a lot, and how it reflects a lot of the coalition, being more rag-tag then the others. However, I do wonder, in your eyes what types of characters do you envision coming from the group? Are they just the up jumped militiamen, thugs, and wannabe soldiers as you mention in the description or do you see more professional members coming out as well?
  16. I suck at giving feedback so I'm just going to blab my thoughts, what I think went right and what I think can be worked on.(also obligatory I don't have all the information)(also whenever I say yourself I'm referring to Alb) Things that went right: I think the biggest thing that went right was the amount of player freedom within the events, but still having it so that there will be a somewhat set ending, for example in the third event, the FIB was going to show up to kill the bayonet hand if the crew couldn't manage no matter what, and the bayonet hand was going to die. I think it was the perfect amount of railroading, allowing players to influence outcomes but not in such a way they could wildly change something. Second best was probably the mini events run on extended, I really like having mini events so it's not like everything only goes wrong and things happen when there is 50 people on station. It also allows those who might not be able to make events still get something canon. Third was probably the canon deaths, while there were some issues I believe with who died (most of them were people just at the casino and extremely few, if any, were active participates in investigating or disrupting the bayonet hand previous) however, I still like the fact that people had consequences, seen or otherwise for actions. It also allows much more character growth for those who were friends with the dead, or who even saw them. Fourth and most minor, I liked how in the finale event, everyone was a visitor, so there was no competing over job slots, and no-one who had been following it thus far was unable to participate in the finale because someone else was in the slot their character occupies. What can be improved upon: This was the hardest feedback for me to write, as I don't know if it's just my perspective skewing my views, or if it is the players own decision and willingness to take risks that allowed it, or if I'm just plain wrong, but for me, it felt very difficult to get into the conspiracy aspect of the event. It felt to me to be very metaclique-y and like people did not want those not a part of the "group" whether that be in security or those friendly with yourself to get involved. What it resulted in was that 6-8 people got a deep level of involvement while everyone else essentially just skimmed the surface and got all the information OOC'ly, or had it all in the last event due to having ties with the aforementioned 6-8 people. While I do not truly believe there was any preference given or metacliques at all, it was and is my gut reaction thinking about it from an outside perspective. I can't say if anyone else felt the same, but I think it can improved upon, so that it might be possible for more people, with more diverse jobs and more diverse departments, to get involved with the RP surrounding the conspiracy. I think the best way to go about this is to essentially give people a run down in the lore discord, probably in the Tajara channel specifically given it was a Tajara event, about how they might get involved in the conspiracy, who to reach out to if they wish to be involved deeply, and the risks their characters would assume by doing so. This would also allow a greater section of characters to influence the events, rather then a 1-2 similar jobs. The draw back to this obviously is that there is not only more work for yourself and your staff to do, but it will by definition spoil some bits and pieces of what might occur within the event. It would also possibly make character actions more railroaded as they are aware of the risks and may make decisions based off the foresight of those risks. However I personally think it is worth it, in order to give a deeper experience to those who may be more nervous then others about participating heavily in events outside of volunteered. I also acknowledge that myself saying it is worth it means nothing, as I will unlikely be getting the extra workload for a job that is done for free. The other area of improvement I think is part of the finale. I think the firefights that occurred, between what yourself as the Bayonet hand and the crew, could have been handled better. I think it was a lot less the creepy horrifying "I don't know if I'll die next, I can't see, there's no radio" and more the "holy shit there are bullets flying past my head" scary, which I did not personally like. While I do enjoy canon death, and was rooting for you in D-chat, looking back on it I think the better way would have had it be extremely sudden, unseen, and seemingly random, rather then what felt to me like a firefight throughout the casino. While I understand that was not the point of the conspiracy theory, and that the bayonet hand was not super natural and just a terrorist, I think it still would have been worth it, instead of seeing him just bounce around and get into fights with security and lone wanderers. Perhaps including the radio from the first event, or completely blacking out everything and having people just disappear into the dark only to be found dead. However, I acknowledge this would be extremely difficult to pull off, near impossible one might say, and I believe the way it was handled is fine, just not the best it could perhaps be. This also may have been influenced by myself observing and volunteering, rather then being crew. It seems many people here had the opposite, and felt more hunted then anything else as crew. Nevertheless, I thought to include this paragraph I apologize if it seems I just wished to accuse people or wrong-doing or make passive aggressive statements, I just wished to get my own personal feelings down, and preferably have them changed due to other feedback given by players and event organizers. I still did enjoy the arc a lot, despite the improvement part being significantly longer then what went right, but I think that's just because I wanted to try my best not to sound insulting or mean-spirited, which would have shut off a lot of conversation around it, negating the entire point of me making this post. Thank you Alberyk in particular and the lore team in general for the effort you put in to the event and everything parallel to it, and I hope to see something like this happen next year as well.
  17. This isn't a -1, but I do have some non-positive feedback for you. I've noticed a lot with Atiyah, possibly just due to the rounds I play, that she can be difficult to find, sometimes in emergencies. I remember several rounds where you were RPing with someone(not a bad thing), and weren't there to do your job such as open the armory, or process a prisoner. While it does suck having to break RP with someone to deal with something, it's a critical part of being a head of staff, and yes while HoP gives the most freedom, there are still times where you may be the only command member, needing to respond to stupid gimmicks or a dumb fight instead of having enjoyable RP. Due to the fact I haven't interacted with your other characters, it may just be Atiyah's personality or the rounds I've played with her that have these issues, so, again, this isn't a -1, just something for you to keep in mind if you get to the trial phase. And good luck
  18. So is this still being debated within this thread, or is this confirmed.
  19. I like this, after Carver expanded a bit more here I'm fully behind it. I get lore reasons for species to be stronger then another, but the massive difference in time to break vs. time to slip is way to big, and shouldn't be a thing for a basic member of a species.
  20. Minus one no pun in app +1 Roaper's HoS Ferier is enjoyable to play with as security, and is pretty competent at giving orders and keeping everyone organized.
  21. I have but one question, how will learner roles work with this? Would they just be from the companies that occupy that department? For example, Zavod or EPMC Cadets?
  22. Type (e.g. Planet, Faction, System): Legal Systems Describe this proposal in a single sentence (12 word maximum): Lore about how courts and prisons work in human factions. How will this be reflected on-station? It will mostly be reflected within security and antagonists, being able to threaten a certain prison, i.e. threatening to extradite a criminal back to Dominia unless they confess. It may also be used to create characters. Does this faction/etc do anything not achieved by what already exists? Yes-there’s very little on prisons and the legal systems of most of the human factions, beyond what’s on the Guide to law wikipage. This is written in an attempt to supplement what is already on that page in the most concise way possible. It also includes some new quirks for each faction. Why should this be given to lore developers rather than remain player created lore? For potential use in arcs, articles, and other lore created by the loredevs. Also possible use in backstories. Do you understand that if this is submitted, you are signing it away to the lore team, and that it's possible that it will change over time in ways that you may not forsee? Yep. Long Description: The Republic of Biesel: Courts: The republic’s justice system is a product of its reliance on megacorporations. It is known to be one of the most corrupt in the spur, with the SCC having a huge influence on rulings. It is not unknown for an aspiring union leader or anti-corporate protestor to be imprisoned for maximum sentences with little to no evidence of crime. Anti-corporate protesters will say the SCC is the reason for the stacking of Biesel’s supreme court, which currently has 57 Judges serving five year terms, and elected by the more influenceable Bieselian Congress. This corporate influenced justice system continues with how Biesel runs it’s criminal and civil courts. Instead of a jury system or single judge, Biesel operates with tribunals, meaning three judges will be presiding and deciding the fate of a criminal, while seven will preside and decide in civil courts. These numbers are true for all non-supreme courts, whether it be the the smallest district court on New Gibson, or the Biesel Planetary Court, which handles crimes that occur within the space around Biesel on top of being the second step of appeals for those on the planet Biesel. Prisons: Biesel prison system is, as of June 2463 entirely operated by SCC affiliates, with Zavodskoi Interstellar having the biggest presence housing 58% of all inmates within the system. Some have said this has led to extremely poor conditions within prisons, but multiple totally independent studies conducted by the Republic have stated this is not the case. However it cannot be denied that reoffense rates have gone up in tandem with corporate control over the penitentiary system. In addition, the Republic also has an agreement with the SCC affiliates to keep their population of inmates above 60% of the total capacity of the prisons. Biesel has the highest per-capita incarceration rate of the developed nations within the spur, with 1458 people incarcerated for every 100,000 living in the system. A majority of prisons on Biesel have their inmates working as nearly-free labor, with the average salary of a working inmate being 1.2 credits an hour. What the work is depends on the location of the prison, but menial labor is the most common, such as painting, tilling farm land, or mining are all common. Those working off the prison are normally implanted with tracking implants incase of an escape attempt, and are closely monitored by guards. The Circle: Originally constructed by the Solarian Government before the 2nd Economic Crash, the Circle resides on New Gibson, undeme r the control of Zavodskoi Interstellar. It is the definition of isolated, with the closest accommodation being some 37 kilometers away across New Gibsons surface. It is only accessible by shuttle, and it is the hoof 8971 inmates of all different species. The most common crime of the inmates is piracy, but it is also known to play host to a number of murderers, serial killers, and traitors. However, some say that the site is nothing more than a blacksite for those who corporations want to stay quiet, such as whistleblowers and others who vehemently oppose the control corporations have over the system, in which these people are slowly destroyed their minds through techniques such as starvation, extended solitary confinement, torture, and abuse. Several former inmates of the prison have launched civil suits following the establishment of the CRZ, alleging constant abuse from guards, torture for information, negligence resulting in death by freezing, and even execution of inmates. However within the month all suits were dismissed by the courts in which they were filed, and all appeal attempts failed. Zavodskoi has since stated that it will use, at the behest of the FIB and Biesel government, enhanced interrogation techniques in order to extract information critical to safeguarding the Republic at the site, but has declined to comment on what these techniques entail. The Solarian Alliance: Courts: Pre collapse, The Solarian Alliance justice system is archaic and a product of its bloated bureaucracy. The average time a charged person spent awaiting trial within the Solarian Alliance was 19 months and 28 days. However, the closer one was to the core of the Solarian alliance, the faster a court showing will be scheduled, and vice versa the farther from the core systems. Operating a Magistroral system, meaning that a single judge both presides over, sentences, and determines the guilt of the defendant, the Solarian Judiciary will hand out punishments as it sees fit, being almost completely separate and nearly untouchable by other elements of the Solarian State. The Solarian Supreme Court is staffed by 5 Magistrates who are voted into the position by their peers, and serve for life or until retirement. However, following the collapse the provisional government has suspended all future court dates, giving planets and agencies still loyal to Sol the ability to hold suspected criminals without trial for an intedermentant amount of time. However due to the backlog of trials, it is expected the judiciary will complete those already assigned sometime in the next two years. Prisons: Solarian Prisons are state owned enterprises, focused primarily on containing criminals until their sentence is complete. Conditions vary based on location, and security level, but in general most Solarian Prisons have mediocre conditions. The Navy also has a big hand in prison complexes, assisting in transport of detainees to the prisons, and supplementing guard forces at the more high risk prisons. This influence caused many people to assume it was the Navy who assisted former Prime Minister Frost in escaping both his Venus and Martian prison before being pardoned and taking the reins of ATLAS. Pre-violet dawn, a large number of prisons were located on Mars, with the detainees on the red planet making up somewhere around 20% of the total solarian prison population, in a multitude of different prisons. However, following violet dawn many of these detainees who were not transferred off-planet or killed in the fires were pardoned due to the extenuating circumstances, or escaped, with a majority of the pardons being those who were within a year of being released and now reside in the northern parts of the planet. However this has backfired on the newly former military government, as many of these criminals formed gangs in their new home, and constantly steal water supplies, distribute narcotics, and generally be a thorn in the side of the military government. Solarian Code of Military Justice: The Solarian Code of Military Justice, or SCMJ, is theoretically the highest code of law all members of the Solarian Alliance Military are subject to. However, the enforcement of it is normally left up to a unit's officers, with major being the lowest rank able to chair a trial, which leads to many officers deciding whether or not to conduct a trial to decide purely off their own whims and desires. It is not unknown for criminal activity to be ignored within a fleet if the perpetrator is well liked by their officers, or if officers believe whatever occurred was not of much importance. This in the past, has included ignoring what the Luna Convention would define as war crimes. The Empire of Dominia: Courts: The Empire of Dominia’s courts are split into two distinct Categories. There is His Imperial Majesty's Judiciary, operating on a magistrate system, and the Courts of the Holy Goddess. His Imperial Majesty’s Judiciary, normally shortened to the Imperial Judiciary, is a set of judges appointed by the Emperor to enforce his laws across the empire. Due to this selection process, Magistrates of the Imperial Judiciary are loyal to none besides the Emperor, and are generally from Noble Lineages. They are known to be extremely harsh on Ma’zals and Secondaries, often handing down prison sentences that may be double of a nobles who committed the same offense, as well as almost always signing arrest and search warrants based on “Suspected of Synthetic Infiltration”, especially if the target of the warrant is a political enemy of the Emperor. The supreme Imperial court is the Emperor himself, to whom all Dominian citizens may appeal to. While the Imperial Judiciary handles a vast majority of criminal activity within the empire, the Courts of the Holy Goddess fulfill an equally important role within Dominion society, but do so with far more power. The Courts of the Holy Goddess, made of clergy members of Priest or higher within the Holy Tribunal, hold the absolute power of life and death over Dominian citizens, being the only institution within the nation to be able to legally execute an organic. Warrants are not required by Keepers of Saviors to drag those officially registered to members of the Tribunal(all Dominian Citizens) before the court, as long as they are within Dominian space. This being said, compared to the Imperial Judiciary the Courts of the Holy Goddess are rather forgiving, normally giving a guilty party the chance to repent in the eyes of the Church, and keep their head. The notable exception to this rule are Nul’ahks, who if found outside Dominian space and extradited back, will almost universally be executed after some time, normally after an “interrogation”(read: tortured) is conducted to determine their activities since they left Dominian space. State Prison: Dominia’s Prisons have, without a doubt, the worst conditions of any established interstellar nation within the spur. Lack of adequate living supplies such as food and water, cramped spaces, disease, lack of medical care, and an abusive guard force make going to prison in Dominia a near death sentence. Criminal Nobles will normally attempt to have family pay to improve their conditions, if it can be afforded, but a rival noble house can always pay more to ensure regular beatings or an accidental death during an escape attempt. For those from the Imperial Province of Fishandu, they will meet a fate worse than any other. Guards take a seemingly particular pleasure in torturing those from Fishandu, whether 3F or not. Including forced marches through the Moroz snow without proper clothing, waterboarding, forced into stress positions for days on end, and many other horrible methods that break down and eventually kill the detainee. No guard or prison officer has ever been arrested or investigated for these incidents. There is even rumor of unknown men spiriting away detainees, with some claiming to have seen the markings of Zavodskoi Interstellar on these men. Her Holy Sites of Repentance: Operating as the Tribunals holding area for those undergoing repentance and requiring a more assisted regiment. Very few inmates will reside in these centers for more than a year, and there are currently only four sites in existence. Repenters will pray every day at scheduled times, read holy scripture provided to them on a personal basis by Priests, and watched over Day and Night by Keepers. Failing to abide by the requirements of the site will result in Corporal Punishment, normally lashings. Conditions are good at these sites, with repenters being well cared for by the church. The Coalition of Colonies: Courts: Due to the disparate nature of the Coalition, and emphasis on Planetary governments being able to handle their own affairs, the Coalition only has one real court. Named after a former Coalition Admiral during the Interstellar War, the Bacui Court deals in sentencing multisystem criminals, such as pirates found within Coalition space. They work closely with the Coalition Rangers, who are tasked with escorting accused criminals to the nearest court, which can sometimes take weeks. That is-if the rangers decide to take the accused to court. Frontier Justice: Within the Coalition there is an informal understanding when it comes to the enforcement of laws, it’s up to the enforcement agent there, whatever their title, to decide what to do about a criminal. It is not unknown for those accused of, or believed to have committed, murder, piracy, or other high crimes to never see trial beyond checking how long a human can last in the vacuum of space, or what effects bullets have on the brain as they tear through it. This style of justice is generally accepted by those living on more rural worlds, while others living on more Urban Worlds such as Xanu Prime roar about how it feeds corruption within Law Enforcement, and kills possible innocents. Prisons: The Central Coalition government operates two prisons, both within the Xanu system space, and hold a total of 14,573 inmates all of whom were convicted of major felonies across multiple systems. The guard forces are-by law, composed of members from all coalition planets with a population of 5 million. The Serene Republic of Elyra:(due currently being reworked, this will be rather simple, I may edit it after the rework comes out) Courts: The courts of the Republic of Elyra function similarly to the courts of Sol, with the major difference being instead of the Magistrate determining guilt, guilt is determined by a Jury of 9 randomly selected citizens, with a majority vote deciding. However, like Sol, the Republic believes in Capital Punishment for those found guilty of Major crimes, despite being a signatory of the Luna Convention. Elyra on average executes 103 people a year. Prisons: Elyran Prisons tend to focus on ideas of reform, attempting to assist those who commit crimes to forge a better life path for themselves. This has been rather successful, and as a whole the Elyran Prison system has only a 13% readmittance rate. Due to the aforementioned focus on reform, the condition in Elyrian Prisons is most likely the best in the spur for human nations. The Eridani Corporate Federation: Courts: While on paper they have the same court system as the rest of the Solarian Alliance, due to the lack of a requirement for megacorporations to follow laws while in Eridani space, this system is never used, and there are zero Magistrates for the Eridani system. Instead each corporation has their own set of court-like systems, with all having an accused's direct superior as the judge. Due to the aforementioned lack of requirement to follow laws, they are even able to execute people, however corporations have stringent rules in place to prevent false charges being stated as true from happening at random to employees. Prisons: Eridani space houses no proper prisons, but instead work camps where those found guilty by their superiors can work off the debt they now owe to the company for whatever damages after being fired. The type of work depends on the planet within the Federation the camp is located on. The conditions in these work camps are barely tolerable, with just enough done to ensure that corporations have a chance of reclaiming the debt owed to them. Einstien Engines and Zeng-hu both constantly trade for the most amount of debtors in these camps, with both companies holding around 30% of the total inmates, with Hephaestus Industries holding another 20%, and Eagle Corp coming in last overseeing 18% of all inmates, at the behest of all three megacorporations.
  23. Thanks for the feedback! Yea, giving orders and having an actual presence I feel I need to work on. As I play more higher population rounds, I think I'll get much better at having a presence in the department, most of my shifts so far have been very lowpop and extended, so I think I started playing bastin a little too passively for how he should be.
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