The Lane Hackers "Making the corporate weenies cry, so our kids can live in a free and just galaxy."
"The Lane Hackers are a criminal group with the technical expertise to monitor and disrupt Trade Lanes for the purpose of seizing valuable cargo. The powerful alliance between Lane Hackers, Liberty Rogues and Outcasts serves as the dominant unlawful force in Liberty space and most Independent Worlds."
External Statements Section
We sincerely and unconditionally love Discovery Gaming Community for the opportunity it gave us - past and current members of The Lane Hackers official faction - to experience a truly unique, immerse and deep journey into a complex and dynamic universe of Freelancer. We are quite confident that mixture of Freelancer free gameplay joined with the community input resulted in an unrepeatable miracle we will hardly find anywhere else. However, at the same time we are fully aware of all the dark sides associated with all Internet communities that are unfortunately inherent to this medium. In order avoid them as much as possible we have introduced a number of internal restrictions and policies. In general we try to avoid as much out of character involvement in the forum as possible and try to enforce similar approach for our new members. Unfortunately, the continuous silence from our side over the years has resulted in a lot of misconceptions. This thread is intended to rectify this by allowing us to explain our point of view on certain things without provoking instantly a discussion that in most cases will lead to unnecessary conflicts.
Recently one of our members flying an untagged vessel was approached in game by the member of administration team concerning usage of official faction ID on untagged ship. Apparently, there is some confusion concerning the usage of official faction ID on untagged ships belonging to members and characters of the respective official faction, as with the introduction of this feature we confirmed with another member of administration team that it is not against any written rules.
The Request
We would like to request that a written confirmation allowing members of the official factions to use their respective ID on their untagged ships to be added to the appropriate section of the server rules.
The Justification
Unlike most official factions, from its beginnings in 2007 The Lane Hackers have been heavily relying on its untagged ships, which is part of the faction lore. Just until 2012 only recruits and some shared ships were being tagged with all senior members required to fly untagged and using their secret aliases. Introduction of activity requirements coupled with shrinking community forced The Lane Hackers to revise this policy and require from all its members to have at least one tagged ship. With that being said, The Lane Hackers still make significant use of untagged ships and it is still important part of the faction gameplay, its intelligence operations and high priority ambushes.
The Against
The only reasonable argument against this request I can think of is that it might be slightly harder to detect the only possible abuse of the ID - when a non official faction member uses the ID and takes benefit of official faction perks. However, pretty much the same can be said about the tag itself. In both cases disloyal or former members of the faction can share either their tag password or the ID. And since it is the official faction that is the aggrieved party here, it is primarily its right to report such abuse. Very few factions monitor activity of their members as closely as The Lane Hackers, but in few cases when they do, they might find it impossible to spot a fake member just by analyzing current activity logs.
The Solution
If the administration team finds this inconvenience a real problem, I do offer to write and even host a web interface similar to the USI allowing the administration team and official faction leaders to monitor their respective factions' activity based on enhanced logs - providing that Alley would be kind enough to extend logging capabilities.
An Alternative to Activity Requirements System for Official Factions
Clarification
This is not a player request per se but a suggestion concerning an issue that does not directly affect The Lane Hackers official faction. Oddly enough The Lane Hackers are not in an immediate danger of falling below required activity levels to maintain official status and against all odds managed to maintain this state during last years despite being very small and demanding faction. However, I believe that recently Discovery became more capable of evolving based on community feedback, providing it is not lost in pointless debates. I am leading Freelancer factions for ten years now and I like to think that I have learned something about how to run informal groups. I wish to share some ideas that have originated from this experience with a sincere hope that you will consider them and possibly make your own opinion having them in mind.
The burden of a leader
Being a leader of an official faction in this very restrictive place where each of your choice and each action of your members falls under scrutiny of an unforgiving community is an extremely exhausting and stressful occupation. Discovery official factions have incredibly evolved over the years becoming more and more complicated and restrictive entities. Being a leader of a faction, especially official faction, means you have to deal with a lot of issues such as maintaining forum and game presence, cultivating inter-faction links, doing almost entire faction administration, resolving internal and external conflicts or responding to negative feedback. Running an official faction becomes quickly your second job and personal responsibility and we all have seen many extremely good players and faction leaders to burn out because of this. With the shrinking player population this task is even harder.
Fluctuations of activity
As an example, The Lane Hackers had fallen from 10 days of activity in December 2013 to barely 2 days in February 2014, then from 12 days of activity in April 2014 to 2 days again in July 2014, and once again from 10 days in September in 2014 to a bit over 1 day in November 2014 just to reach almost 11 days again in January 2015 on both tagged and untagged ships. Many times not only me but the whole faction went through hibernation periods during which almost all of us lost will to play just to regain it after a month or two. If the activity requirements were more restrictive and we had just a bit less luck with the membership and recruitment, The Lane Hackers would be no longer an official faction now. During a faction darkest hours official status is usually the last thing that binds the players together and gives a chance for a better future.
Flaws of the Current Activity Requirement System
• Official status is usually the last thing that binds players together and motivates them to play, thus stripping faction of its official status usually results in its disbandment.
• During prolonged periods of low activity factions are stripped of official status and thus denied a chance to regain activity in future.
• Official factions are judged based only on last months and not their cumulative contribution to the community and the server through both activity and quality of roleplay.
• Niche factions existing in less populated houses are being denied official representation or are disbanded which in turn makes these places even more deserted.
• Keeping faction alive and meeting the required activity levels put unnecessary stress on faction leaders who burn out faster because of it - which in turn makes the players who contribute the most to the community just leave.
The Problem
At the same time there is a need to allow change and make room for new groups to emerge and express themselves, so barely active official factions are not holding back energetic independent groups of players or barely active leaders holding back entire groups of players from advancing. However, for instance, a niche Kusari faction having only two or three active but dedicated members can still fully represent the faction affiliation both on the forums and in the game. There is no issue of holding back independent groups of players because there are none. The house is largely deserted and effectively disbanding yet another faction there does not improve the state of things. When there was at least an entity to roleplay and occasionally play with now there is nothing.
The Alternative Takeover System
Instead of effectively disbanding niche factions, which in my opinion brings nothing good to the server and its community, I think a different approach would be both beneficial and still solving the above-mentioned problem. Following are main points of the proposal.
• An official faction not meeting activity requirements has its official status suspended but not revoked.
• If an official faction regains required activity levels its suspension is over.
• During suspension an official faction can be taken over by an independent group of players of the same affiliation meeting the activity requirements or an official faction of the same affiliation.
• If suspended official faction is taken over by an independent group of players, they join the official faction while their leader becomes new leader of the old official faction.
• If suspended official faction is taken over by another official faction of the same affiliation members of the suspended faction join the active official faction.
• Takeover system could not be used in case of official factions with no faction affiliation.
Considerations
While obviously this proposal requires additional fine tuning, I believe that even it its rough sketch it has numerous advantages over the current system:
• Niche factions can continue their existence and provide additional flavour to the community and gameplay.
• Energetic independent groups of players are given a faster and easier alternative to become official factions while largely preserving roleplay continuity and lore of the faction.
Eight years ago when I (Xoria) was the founding member of The Lane Hackers, I created this faction's criteria to be challenging with a purpose. I wanted this faction to attract people who wanted to be challenged, who wanted to engage their creativity and imagination, and who wanted to excel. The pursuit of excellence is fundamental to the origins of this faction, and will be central to its future.
When Nicole Hunter retired from The Lane Hackers, she appointed Goro Yoshida to take her place. Yoshida has asked me to return and resume leadership of the faction, and I have agreed to do so. Since Yoshida asked me to return to lead the faction, I have been thinking about this faction's past and the future. Though some in this community predict the decline or end of Discovery, I am not content to coast towards an ending. One day, we may hit a wall and Discovery may cease to be what it is, but if that happens, I intend to lead The Lane Hackers in such a way that we hit that wall at full throttle.
As I have thought about the future, I have realized that it is time for The Lane Hackers to take a major step towards the goal that we have been inching towards since our beginning. Our role play on the forums has largely been limited to diplomacy, patrol reports, and individual character development/interactions. I intend to expand our role play into the creation of a larger story line arc that will involve The Lane Hackers with many other factions and characters. This story line will be based on Lane Hacker and Liberty history, but it is intended to gather players and characters from across Discovery together into a story that will guide and propel our mutual future development, along with engaging with Discovery's overall story arc. I anticipate this story line will last many months, if not years. It has no pre-planned end point or outcome. I intend it to become a central part of The Lane Hacker's faction development and activities. You may think of it as a written novel or narrative in which Lane Hackers are only some of the characters. The remaining characters belong to the Discovery community, and the development of the narrative will depend on the imagination of all participants.
The Lane Hackers will continue to operate on the server as we have before, with piracy being our core activity, but this story line will provide a central focus to guide our overall creative efforts and interactions with other factions and characters. This story line will not limit us, but will instead expand our mission beyond Ageira and Liberty, creating many new opportunities for creativity and activity. Critical to the success of this project will be the participation of other Discovery players, characters, and factions, both allies and enemies of The Lane Hackers. This is intended to be a story about Discovery that everyone can participate in. There will be further details available soon, and the input of the entire Discovery community will be a valuable part of this story line's development. The first step in this project will be the creation of an Expedition system alongside The Lane Hacker's existing Mission system.
I hope these plans interest and excite you, and I look forward to developing them with your help so that together we can offer new challenges to the community as a whole. I believe The Lane Hackers' and Discovery's best days are still to come, and I am excited to be a part of them as a member of this faction.
Currently in development of :
Nefarious Plots, Shrewd Schemes, Infamous Cabals, Canny Conspiracies, Devious Ruses, Machiavellian Machinations, Insidious Subterfuges, & Wily Stratagems
Our opinion about the new 4.2 rule - Joint Statement with GC| Official Faction
The New Rule
4.2 Only one reasonable demand during each piracy interaction, after requesting they stop.
- Telling someone to stop is not a demand for purposes of piracy, but they can be destroyed if they refuse
- Demanding 25mil for cargo that would only fetch maybe 10mil is not reasonable
- Demanding they drop their shields is not a reasonable demand that you can destroy them for if they refuse (Though if they do, good for you pirates)
- Demanding they drop cargo AND credits is multiple demands, and not allowed
- Demanding they give you their pants is reasonable inRP, but you can't further demand credits
Our Opinion
I admit that we couldn't imagine such rule would come out. The consequences to our faction will be radical and I will try to explain the reasons below. We believe the errors associated with the new rule happened accidentally as the goal was to make the rules more simple and thus we will offer solutions on how to fix it while staying true to the original spirit of the rule.
As it is well known, our faction is mainly invested in piracy. This is what we mostly do. But in the majority of our piracy operations, we do not simply demand some credits after the minimum RP requirement has been fulfilled.
Based on circumstances of the encounter we typically engage the target in conversation first before demanding a reasonable amount of money. We sometimes insult them, we sometimes make fun of them, we sometimes scare them or extract valuable information, this is all part of what we do. On a daily basis. It adds variety, it adds color and most importantly it is immersive.
Some of those things require us to issue multiple minor demands. Demands which do not cost something to the transports. For example, Liberty may not have much trading activity but it is filled with law enforcement or vigilantes. So if we are to have a few more moments alone with our target (and thus enjoy a more colorful interaction than a 2milordie), we need time. And we get that time by usually ordering our targets to move to a quiter place. Ordering a target to speak in system comms and say to the police officer that everything is okay, is another thing we do very often. Asking questions during an interrogation and expecting some answers is part of our roleplay. For 9 years now.
This rule by restricting us to make one demand only during an encounter is not acceptable as we cannot fulfill our roles.
Solution
The spirit of the rule is to protect transports from paying a pirate twice. Either in cargo or in credits. Subsequently this is the amendment we propose for this rule.
4.2 Only one monetary or cargo demand can be issued during each piracy interaction. This demand should be reasonable.
That way the transports are still secured from multiple piracy attempts but we can also decently fulfill our roles as pirates-criminals.
Clarification on Meta-gaming and use of the Player List
Clarification
Every now and then discussions concerning the use of the player list in the context of meta-gaming are popping up on the forums. Considering that these discussions tend to attract crowd of participants and always trigger heated debates, following is the clarification of The Lane Hackers official stance on meta-gaming in the context of using the Player List.
Part of the design
Freelancer is a game designed primarily for a single player campaign with an underdeveloped multiplayer mode rushed with a mindset that is still pre-MMO and mostly death-match-oriented. The Player List is an essential part of the game mechanics, design and dynamics. Modern MMO games do not need similar elements because they have already implemented much more powerful and sophisticated solutions for instant team PvP or PvE scenarios - like special features for team seeking or various organizing tools for quick battles with or against random players. If Freelancer was designed with such features it would not need a player list. However, the game we love is only a multiplayer mode of a single player game - and as such it would be unplayable without the player list.
The Food Chain
Possible player game-play can be pretty much broken down to essentially three base roles that form an obvious food chain:
- trader (trading, mining and smuggling activities)
- pirate (both policing and pirate activities against traders and smugglers)
- hunter (purely combat activities of lawful and unlawful factions)
While a faction does not necessarily limit itself to only one role it always has one obvious primary role.
Without the list
Without the list players presence on the server would be completely obfuscated. The only role that would take advantage of it would be a trader. With their mining and transporting activities hidden traders could proceed with little to no risk of being confronted by any adversaries. At the same time pirates would be limited only to camping known choke points with a faint hope that someone would fall into their trap - a very faint one considering both the current size of the playerbase and overall drop in trading activities. At the same time hunters would find it almost impossible to find their prey in a typical zone of influence spanning across two dozen systems. Encounters would be almost entirely limited to typical camping points where players use to hang out. Most players would spend hours of flight time looking for interactions without success and it would make the game extremely boring and unattractive.
Double edged sword
Player list is a double edged sword. Every role that can be a victim of it can also use it to its advantage. While pirates can use the player list to hunt traders, traders can use it to avoid their ambushes. While hunters can use the list to locate their targets, those targeted can also use it to avoid pursuit. Equal access to the player list makes it a part of THE GAME. Using it does not automatically guarantee success as planning and timing your actions according to what you can read from the player list is also a game skill comparable to PvP - it requires tactical awareness, vigilance, ability to anticipate moves of your enemies, good knowledge of systems' topography and game mechanics. Knowing where your target is now is not enough - you must plan your actions so when you intercept your target he is not in a position to escape you.
Definition does not matter
Whether a certain definition will consider using the player list as meta-gaming or not - does not really matter. It is part of the game and its use is indispensable. If you need a role-play justification for using in-game the knowledge taken from the player list then it can be explained in numerous ways. For instance traders can role-play receiving a memo from the local police warning them about the pirate presence in the nearby system, while hunters can claim that they picked up hostile signatures on long range scanners. The Lane Hackers usually role-play it by hacking Universal Ship Identification system present in trade lanes which is part of the faction vanilla lore.
Fair game
We believe that the player list is a part of the game design, mechanics and interaction dynamics and using it to player's advantage is both indispensable and a fair game. With that being said we do believe that it is rather irrelevant whether it can be considered as meta-gaming by certain definitions as long as the server rules do not penalize its use.
The second half of 2016 was particularly kind for The Lane Hackers in terms of recruits and promising new members. Unfortunately, in an almost year retrospective very few of these players had a successful career in the Lane Hackers and opted for a long term membership. This decline of the Lane Hackers, while being heavily influenced by, cannot be explained only by the severe decrease of the server active population. Almost a month ago I started an initiative to reassess status of the Lane Hackers in the current Discovery environment. This document contains results of the analysis.
A role-model
A role-model career of the Lane Hacker consist from following phases:
Recruitment (intended as 5h-2days) - during this phase a player registers, completes a short in-game mission and posts his application.
Initiatehood (intended as 2-7days) - during this phase a player limited to a freighter or a light fighter is asked to set up his in-game character and perform several short tasks from which most do not require player-to-player interactions.
Adolescence (intended as 7-14days) - during this phase a player gains access to VHFs and is required to complete a wide range of in-game activities from which most require player-to-player interactions.
Maturity (permanent) - by reaching first senior rank player gains access to bombers, additional allowances and can further develop his Lane Hacker career at his own pace and discretion.
It was always intended to create for the Lane Hackers an entry process in which each new stage would gradually become more and more demanding, while introducing new elements of the gameplay. We have hoped that most active and interested members will reach the first senior rank in about 2 or 3 weeks from starting of the recruitment process. Our intention was to make preceding stages a member's training upon which he would achieve his maturity as a Lane Hacker. Unfortunately, this was not the case, as an average initiatehood during last year lasted for about a month while majority of lower ranked members never advanced further. I believe that the current Lane Hacker career model is broken due to a number of underlying problems.
Discovery problems
Population drop - An overall active population of players is about one fourth of the population from Discovery prime years. Though we have noticed slight increase in number of players recently, this is still the major underlying cause of most other problems.
Broken foodchain - The classic trader-pirate-hunter foodchain has been broken through a number of development trends having their beginning with a mining overhaul in 2011 followed by full economy overhaul, introduction of Gallia, removal of jumphole shortcuts, introduction of buffer systems and then introduction of new trading goods. All these changes created rich and immersive game environment at the cost of:
» effective removal of activity hubs (Omega-7, Tau-23, Dublin, etc.) and choke points (New Berlin-Sigma-13 jumphole, etc.)
» scattering remaining trader population over too many different trading routes, commodities and systems
These two combined with population drop and amount of accumulated wealth renders Liberty almost empty of traders. The Lane Hackers have simply no more traders to pirate.
Capital ship balance - Ever since the introduction of turret steering in first half of 2012 the overall balance was gradually shifting towards bigger and heavier ships culminating in last year. Before sending a capital ship against a lone small target was pointless while against pack was outright suicidal. With current balance even larger capital ships can very effectively hold alone against several smaller hostiles. Lack of capital ship support for an almost exclusively snub based faction flying small wings usually consisting of 2-4 players is currently a severe disadvantage especially in the environment of Liberty. The Lane Hackers are simply outgunned. See addendum 1 for more details.
Addendum 1 During several recent combat operations our forces shown great deficiencies arising from severe ship restrictions. A player most proficient in gunboat class was flying a light fighter because of low rank. In another operation player most proficient in VHF class was flying a bomber because simply there were not enough senior members to field required number of them. In most operations our wings could have had a more powerful composition of ships but were unable to due to existing rank limitations.
Faction problems
Detachment from reality - The general Lane Hacker career path as described above was mostly designed between 2008 and 2009. Besides significant overhaul in 2013 and numerous smaller changes and refinements in principle it remained unchanged. As a result it does not reflect the reality of 2017. The same advancement criteria which years ago were interesting, fun and only slightly demanding are now very demanding, too circumstantial or simply boring and time-consuming to the point that majority of players are not motivated any more to fulfill them. See addendum 2 for more details.
Addendum 2 As an experiment an experienced player and promising initiate was given a significant incentive to complete his rank progression within a limited time-frame. The player was promised a full support from other active members of the faction, but eventually he gave up without even trying. He decided that he prefers to focus on other things, despite openly acknowledging conceptual attractiveness of faction restrictions and achievement based progression. Ironically, the same player was the first one to oppose relaxing these restrictions and achievements. I believe it clearly shows that real attractiveness of the faction is much lesser than its conceptual one. All the people clinging to the concept actually do not want to play it.
Detachment from gameplay -In the beginning Discovery was still a space shooter with elements of forum roleplay. Ironically it were The Lane Hackers who pioneered a number of concepts which eventually became popular and shifted the balance towards current trends. The Lane Hackers being primarily a pirate faction were role-played a bit like an unlawful intelligence agency, trading information, conducting espionage and sabotage, while still being mostly on the lookout for traders to pirate. With the absence of traders, The Lane Hackers became victims of their own over-development. Detached from the gameplay faction activity became mostly superseded by forum roleplay. Many other official factions have shared similar fate. For them Discovery is now a roleplay forum with elements of a space shooter. For many players it is simply more entertaining to write a post than to log the game and spend hours fruitlessly looking for something interesting to do.
Leadership detachment - Active faction is always propelled by active leadership "on the ground" who inspires and supports regular members to advance further. Since the end of 2014 The Lane Hackers mostly lacked leaders and senior members in-game. This eventually led to discouragement of new recruits who faced strong opposition while being severely restricted by faction policies.
Adapt or die
The Lane Hackers in their current form in the current Discovery environment are no longer sustainable. It cannot be reasonably expected that new recruits will join the faction and advance their career to the point of senior ranks. Furthermore, out of two primary faction activities, piracy and roleplay, the first is no longer available. The Lane Hackers official faction has now three possible choices.
Hibernate - Even with minimal or no in-game presence the Lane Hackers can still maintain strong forum presence due to its extensive network of influences, rich lore and vast assets. As it has been proved, a faction can continue to exists in such state until it finally runs out of members and becomes a parody of itself.
Disband - If we acknowledge irreversability of Discovery problems and the fact that the The Lane Hackers in its current form are no longer a salvagable idea, we may arrive at a conclusion it is better to pull the plug off than to see our precious faction becoming twisted parody of itself.
Refocus on combat - With traders and piracy gone from Liberty the only model of activity still present is combat. The Lane Hackers could abandon their philosophy of avoiding direct confrontation with lawful forces and switch to a more relaxed and primal gameplay focused on combat. However, to avoid fielding light fighters against Solaris carriers, a significant changes to the faction itself must be introduced. Here again we can employ two strategies:
a) Abandon restrictions - We can take path already chosen allready by some official factions and entirely abandon two core faction concepts such as ship restrictions and closed economy. This would leave achievements based career entirely optional.
b) Relax restrictions - We can also take a path of deep faction reforms aimed to preserve as much as possible from the original faction concept. Instead of abandoning restrictions and requirements entirely they would be significantly lowered. This leads to a reform dilemma - too deep will destroy the original faction concept while too shallow will be not enough to make any difference.
The Lane Hackers official faction must now choose one of these paths.
Exactly today The Lane Hackers celebrate 10 years of continuous existence as an Discovery official faction. During the Christmas break we will make several mini-events to celebrate the faction's anniversary. Additionally, several veteran members of the faction will share here some memoirs and secrets.
The Lane Hackers have been operating as an official faction on Discovery for more than 16 years. In that time Discovery, and the Lane Hackers with it, have undergone many changes and shifts, and sometimes changed back, and then changed back again. The Lane Hackers have been a dominant feature in the background, and occasionally the foreground of Discovery politics and roleplay, often a controversial or maligned group. The Inner Circle has sported and drawn some of the most influential, well-known players in Discovery; some of whose names you know, and some who remain secret. The archives of the Lane Hackers and the adjoined Lane Hacker Assassins include the most talented and feared PvP combat pilots in Discovery’s history. The dedication, ingenuity and intellect of Lane Hackers, especially Professor Provocateur Nicole Hunter, created one of the most powerful tools used in Discovery, years ahead of similar tools or even TLAGSNET, along with a bevy of other systems designed to facilitate the roleplay of thousands of Discovery players. The fantastic schemes of the Lane Hackers saw the end of Cody’s empire, the establishment of diplomatic agreements and treaties, and changed the shape of Liberty and Sirius several times over. Members of LH~ are responsible for having developed, administered, and driven Discovery forward through their contributions outside of the faction. It is and always has been the members of the faction who have made the Lane Hackers what it is.
Moving on
With that borne in mind, the Lane Hackers is not what it once was. Our members have moved on, refocused their interests, and genuinely aged into different chapters of their lives, that sees them taking their talents, experience and immense capacity out into the real world. Our faction is largely inactive, save for our individual occasional or seasonal interest in returning to Discovery. Without doubt, our veteran members will continue to intermittently engage with the server, either in-game, or on the forums; anonymously or otherwise. But as you are likely aware, our presence can no longer be relied upon.
Recruitment, bounty board closes
The Inner Circle, an elite, secretive, and highly skilled cabal in the shadows, will be returning to just that. We are no longer official, and will not be seeking to exercise any obligations, rights, or regain officialdom. Our legacy is written, unblemished, and intact. Our recruitment is now and indefinitely closed. New or returning members will be by rare exception, if at all. Our historical professors and provocateurs are always welcome to return, whatever the current form of the faction. Our bounty board will be paid out, and close to internal use only, for the purposes of existing members if they should wish to pursue our career paths.
New growth
It is our hope that this official winding down will create and amplify a power vacuum that will lead to further development of Lane Hacker players and factions. We had already seen this growth beginning with factions like SIGNET. We encourage players to create independent Lane Hackers, and use our wealth of historical lore and roleplay to guide and influence your play. This isn’t licence to simply reuse our resources, but we look forward to examining what you develop in our place, whenever we incidentally log in. We hope to see new schemes, new feared assassins, and new talent and enthusiasm enjoying the space that we too enjoyed, for as long as we did. Good luck.