As many of you have commented on, the need for transparency is often requested. As such, and similar to how we are involving the community to propose ideas for the rule changes, we'd like you all to take a look at an initial draft of the ID rework. Keep in mind, the below is a draft, so you may spot some spelling errors or mistakes.
Now, in relation to the above, we'd like the community to get involved as well. For the next two weeks, we'd like representatives for each of the ID's, faction leader or not, follow the template below with their suggestions. This is not a discussion thread, this is not for you to post "Good job!". This is a thread to allow members using a specific ID to provide suggestions regarding the proposed ID. To be clear, here are the guidelines:
Follow the template when posting. All other posts will be removed.
Refrain from posting the same suggestion as others. Please review said suggestions first before posting.
This thread will be open for two weeks starting today.
Once the two weeks are up, we will gather suggestions, review and update where needed, and then 2 weeks later will provide the update and final list of ID's that will be implemented shortly afterwards. That gives the admins time to work on the ID's based on suggestions, the community a chance to provide input, as well as giving everyone a clear timeline.
Below is the template to use when posting here:
Code:
[color=#FFFF00]ID NAME:[/color] <TEXT HERE>
[color=#FFFF00]CURRENT ID TEXT:[/color][spoiler]<TEXT HERE>[/spoiler]
[color=#FFFF00]PROPOSED CHANGES/ADDITIONS:[/color][spoiler]<TEXT HERE>[/spoiler]
[color=#FFFF00]JUSTIFICATION FOR CHANGES:[/color][spoiler]<INSERT TEXT HERE>[/spoiler]
Good luck, and may the odds be ever in your favor...
The Junkers are a group of smugglers and black market traders who maintain a legal front through scrap peddling. They are rumored to deal with a lot of unlawful factions, but are enemies of the Xenos and the Hogosha.
Pilot carrying this quasi-lawful ID is a member of the Junkers, who:
Is allowed to do the following anywhere:
-Can trade
-Can defend itself, ships and bases of the same affiliation, and allied ships
-Can attack Xenos and Hogosha at will
Is allowed to do the following within their Zone of Influence:
-Can demand cargo and credits from any ship outside of Rheinland, Liberty and Bretonian house space, then attack them if they refuse to comply
Is not allowed to do the following:
-Cannot use any transport with more than 4,300 cargo
-Cannot participate in unlawful actions except as described above
The Junkers are a group of smugglers and black market traders who maintain a legal front through scrap peddling. They are rumored to deal with a lot of unlawful factions, but are enemies of the Xenos and the Hogosha.
Pilot carrying this quasi-lawful ID is a member of the Junkers, who:
Is allowed to do the following anywhere:
-Can trade
-Can defend itself, ships and bases of the same affiliation, and allied ships
-Can attack Xenos and Hogosha at will -Can demand cargo and credits from any ship outside of Rheinland, Liberty and Bretonian house space, then attack them if they refuse to comply
Is not allowed to do the following:
-Cannot use any transport with more than 4,300 cargo
-Cannot participate in unlawful actions except as described above
As it is in the rework there are a lot of systems listed for the ZOI and it is honestly quite confusing. I understand the intent behind it, but I honestly feel better if it simply had the proposed changes implemented to make it much simpler to use, to maintain it's current form and most importantly to not have any issues pop up in the future where system layouts are changed, bases are added or any other issues may arise regarding the ZOI. Just from looking at it for a moment you can notice that while Puerto Rico contains a very large Junker presence, they don't actually have ZOI in Humboldt which directly connects to it.
It will also help mirror the Hogosha ID to allow both factions an equal chance to attract new members, with both factions being able to pirate outside of the houses they are legal in. This will also hopefully assist with both factions blackmarket roleplay, allowing them to pirate any smuggling competition they may come across. I honestly think that if the proposed version were to go in as-is it would create a lot more confusion and possible future headache than anything else.
Somewhat unrelated, but you should probably remove the -Can trade from every ID. The only thing I see this doing in the future is if that line is forgotten from an ID is someone getting sanctioned or causing unneeded headache. There's also the possibility of a Nomad deciding to simply give some liquid cardi like I've seen them do in the past. This is kind of done with the trade menu so this might actually then technically be against the rules.
The Gallic Royal Navy are the military of Gallia. They maintain Gallic rule in systems claimed by Gallia and assist in law enforcement. They also patrol the systems bordering Gallia. Gallia is at war with Bretonia.
The pilot carrying this lawful ID is a member of the Gallic Royal Navy who:
Is allowed to do the following anywhere:
-Can trade
-Can defend itself, ships and bases of the same affiliation
Is allowed to do the following within their Zone of Influence:
-Can demand contraband and levy fines from any ship, then attack them if they refuse to comply
-Can attack ships which violate Gallia laws or belong to a house or organisation considered hostile by Gallia
-Can defend allied or neutral ships and bases against anyone
-Can escort traders
Is not allowed to do the following:
-Cannot ally with unlawfuls
-Cannot participate in unlawful actions
-Cannot use transports with more than 4,300 cargo
ZOI: Gallia, systems directly bordering Gallia, Taus, Edinburgh, Leeds, Manchester, Magellan, California
Allowed ships: Fighters, Freighters, Transports, Gunboats, Cruisers, Battleships.
The Gallic Royal Navy are the military of Gallia. They maintain Gallic rule in systems claimed by Gallia and assist in law enforcement. They also patrol the systems bordering Gallia. Gallia is at war with Bretonia.
The pilot carrying this lawful ID is a member of the Gallic Royal Navy who:
Is allowed to do the following anywhere:
-Can trade
-Can defend itself, ships and bases of lawful Gallic affiliation
Is allowed to do the following within their Zone of Influence:
-Can demand contraband and levy fines from any ship, then attack them if they refuse to comply
-Can attack ships which violate Gallia's laws or belong to a House or organisation considered hostile by Gallia
-Can defend allied or neutral ships and bases against anyone
-Can escort traders
Is not allowed to do the following:
-Cannot ally with unlawfuls except with Gaians, Corsairs, and Mollys (against Bretonian/Libertonian lawfuls only?)
-Cannot participate in unlawful actions according to Gallic law
-Cannot use transports with more than 4,300 cargo
ZOI: Gallia, systems directly bordering Gallia, Taus, Edinburgh, New London, Dublin, Leeds, Manchester, Magellan, California
Allowed ships: Fighters, Freighters, Transports, Gunboats, Cruisers, Battleships.
-Can defend itself, ships and bases of lawful Gallic affiliation
A luxury more than anything, this would mainly be intended to allow us to escort Gallic corporate pilots to Kusari and beyond in a pinch. Furthermore, it would also allow us to protect IDF/EFL PoBs in Kusari and the like, should they happen to lie outside our ZoI. I would not overly mind if this suggestion is thrown out, though, as it's not entirely vital (especially considering the huge lack of Gallic lawfuls other than GRN anyway).
-Cannot ally with unlawfuls except with Gaians, Corsairs, and Mollys (against Bretonian/Libertonian lawfuls only?)
For years, we've fought alongside Gaians in particular against BAF and the like. Mollys and Corsairs are something that we've seen and cooperated with less often, but it's been known to happen. I would quite like this change to make its way in just to avoid any awkward situations arising in game, but it is something we can work around if it doesn't happen. However, there's definitely prior precedent for us fighting alongside Gaians in particular here.
-Cannot participate in unlawful actions according to Gallic law
Just a tweak here, since we will undoubtedly be participating in many 'unlawful' actions from the POV of others. I guess this is already somewhat (heavily, even) implied, but I think it's a useful clarification to make, at least.
ZOI: Gallia, systems directly bordering Gallia, Taus, Edinburgh, New London, Dublin, Leeds, Manchester, Magellan, California
I am fine with losing New London and Cambridge from our ZoI - the latter of the two we've almost never gone, anyway, and the former is something that I am happy to concede in exchange for the extension to California - but even though we rarely go to Dublin, it's still a system that we've operated in to quite some degree. Previous incidents of GRN| and GMS teaming up to raid gold ore from Bretonian (BMM etc) miners has happened in the past, and while the justification for New London's removal can easily be shored up by it being a house capital system and 'heavily defended' iRP or whatever, I don't think the same can be said for Dublin. Though it's admittedly not one of our activity hotspots, we've done plenty of work (both related to gold ore and otherwise) in that system to date, and I'd hate to see it go without a fight.
EDIT: After discussion with HC and the rest of the faction, we'd like to push for keeping New London as well. While I can understand that the administration might want 'concessions' from us in exchange for the perk that is our long-awaited California ZoI, many in my faction are of the opinion that losing NL doesn't really make a whole lot of sense. We feel it's more of a struggle to justify Bretonia being able to fortify it this late in the war than it is to just keep it open. If it's any consolation, we do not raid New London as a matter of course any more, anyway, so it's not likely to be an issue in that regard.
-Can enforce a no-fire-zone within Zoner's ZOI and attack ships that do not comply.
-Can demand unaffiliated vessels of capital size to leave the Zoner's ZOI and attack ships that do not comply.
Zoners are quite the only faction, who doesn't have a ZOI at all. Having in mind the RP, the ZOI should be defined by the Zoner bases instead of regions or even whole sectors, this provides the Zoner ID a reason to exist and continues the RP development that has been done by formations like the CoF or the Zoner Consensus.
For clarification, please highlight in yellow what your changes are in the ID under the "Proposed changes/Additions".
Also, the Current ID text ideally is the proposed new ID, but you can copy the old ID too/one in game. But in the proposed changes, please just highlight the changes you want to make, so it is clear and concise.
Lane Hacker ID Wrote:]
-can engage in piracy against Ageira, Interspace and IND
Repeating lines that can be merged:
-Can defend itself, ships and bases of the same affiliation, and allied ships
-Can escort ships of the same affiliation and allied ships
Solution:
-Can defend and escort allied ships; bases of the same affiliation
Notes:
Self defence is allowed by the rules. Ships with same IFF are counted as allied.
Lines about allying with unlawfuls/lawfuls:
-Cannot ally with unlawfuls or participate in unlawful actions
-Cannot ally with any lawfuls
Solution:
-Cannot ally with hostile ships and participate in unlawful actions
-Cannot ally with hostile ships
Notes:
This would allow groups to ally/group against their common enemies without fear of being sanctioned for plausible and logical roleplay. Such example is BAF and Outcasts allying/grouping against Corsairs.
The Gaians are a terrorist faction opposed to any alteration to the natural environment of a planet, specifically those brought about through terraforming. They mainly operate in Edinburgh, in Bretonia space and the nearby Border Worlds, but some rumors tell about detected Gaians in Corsair space.
The pilot carrying this unlawful ID is a member of the Gaians who:
Is allowed to do the following anywhere:
-Can trade
-Can defend itself and ships with the same affiliation
-Can attack Planetform and Orbital Spa & Cruise
-Can treat Planetform and Orbital Spa & Cruise transports as combat targets
Is allowed to do the following within their Zone of Influence:
-Can attack any ships except transports
-Can demand cargo from any ship, then attack them if they refuse to comply
-Can treat transports carrying Terraforming Gases or Gaian Wildlife as combat targets
Is not allowed to do the following:
-Cannot ally with any lawfuls
-Cannot use any transports with more than 4,300 cargo
ZOI: Bretonia, systems directly bordering Bretonia, California
Allowed ships: Fighters, Freighters, Transports, Gunboats
Well, these things are for some reason missing despite being present in our current ID. They've been subjects of overlooking quite a few times already, so I dare to suppose it's the case this time as well. If it's not, I'd like to ask for a PM explaining why exactly were they removed.
The Hellfire Legion is a paramilitary faction seeking to overthrow Liberty's government or attain independence from Liberty. The Hellfire Legion was formed by disheartened Liberty Navy pilots who believe a change in power is necessary to ensure the safety and prosperity of Liberty and it's people
The pilot carrying this unlawful ID is a member of the Hellfire Legion, who:
Is allowed to do the following anywhere:
-Can trade
-Can defend itself and ships of the same affiliation
-Can attack Liberty Navy, Liberty Police, Liberty Security Force and treat the transports belonging to them as combat targets
Is allowed to do the following within their Zone of Influence:
-Can demand Artifacts, Slaves, Cardamine, Liquid Cardamine, Synthetic Marijuana, Nox, Nomad equipment, Nomad remains from any ship and destroy them if they do not comply.
-Can attack any ship except trade ships
-Can demand cargo from any ships hostile to the Hellfire Legion, then attack them if they refuse to comply
-Can defend allied ships or neutral ships
-Can escort traders
Is not allowed to do the following:
-Cannot ally with Liberty lawfuls and Liberty unlawfuls except Xenos
-Cannot use transports with more than 4.300 cargo
Zone of Influence: Liberty systems, systems directly bordering Liberty, Vespucci, Humboldt, Kansas, Coronado, Inverness
Allowed ships: Fighters, Freighters, Transports, Gunboats
"
The Hellfire Legion is a paramilitary faction seeking to overthrow Liberty's government or attain independence from Liberty. The Hellfire Legion was formed by disheartened Liberty Navy pilots who believe a change in power is necessary to ensure the safety and prosperity of Liberty and it's people
The pilot carrying this unlawful ID is a member of the Hellfire Legion, who:
Is allowed to do the following anywhere:
-Can trade
-Can defend itself and ships of the same affiliation
-Can attack Liberty Navy, Liberty Police, Liberty Security Force and treat the transports belonging to them as combat targets
Is allowed to do the following within their Zone of Influence:
-Can demand Artifacts, Slaves, Cardamine, Liquid Cardamine, Synthetic Marijuana, Nox, Nomad equipment, Nomad remains from any ship and destroy them if they do not comply.
-Can attack any ship except trade ships
-Can demand cargo from any ships hostile to the Hellfire Legion, then attack them if they refuse to comply
-Can defend allied ships or neutral ships
-Can escort traders
Is not allowed to do the following:
-Cannot ally with Liberty lawfuls and Liberty unlawfuls except Corporations & Xenos
-Cannot use transports with more than 4.300 cargo
Zone of Influence: Liberty systems, systems directly bordering Liberty, Vespucci, Humboldt, Kansas, Coronado, Inverness
Allowed ships: Fighters, Freighters, Transports, Gunboats, Cruisers
"
Both of these are already part of the current ID. The BC is barely used by indies as is, certainly not being abused. Why would you want to take that away? Escorting Libertonian corporations (when they allow us to) is a major part of how we go about garnering support. Losing that line again for no apparent reason would be a huge blow to the faction's lore. Also, we don't care about synth weed as far as contraband goes.
Cryer Pharmaceuticals is a biotechnology corporation headquartered in Liberty. They focus on drug research and other medical sciences. Their research into a Cardamine alternative, dubbed ""Stabiline"", have made them a target for the Outcasts, Golden Chrysanthemums, Liberty Rogues and Lane Hackers. They may also have connections to the Corsairs, who pay considerably well for food and medicine.
Pilot carrying this lawful ID is an employee of Cryer Pharmaceuticals, who:
Is allowed to do the following anywhere:
-Can trade
-Can defend itself, ships and bases of the same affiliation, and allied ships
-Can escort ships of the same affiliation and allied ships
-Can demand Cardamine or Human Organs from any ships that are not affiliated with house police or military forces and attack if they refuse to comply
-Can lawfully transport Human Organs, Stabiline and Synthetic Marijuana
Is allowed to do the following within their Zone of Influence:
-Can attack ships belonging to houses or organisations considered hostile by Liberty
-Can engage in piracy against corporations affiliated with houses at war with Liberty anywhere
-Can collect lawful bounties
Is not allowed to do the following:
-Cannot ally with any unlawfuls except Corsairs against unlawfuls only
-Cannot participate in unlawful actions except as described above
Cryer Pharmaceuticals is a biotechnology corporation headquartered in the Sigmas. They focus on drug research and other medical sciences. Their research into a Cardamine alternative, dubbed "Stabiline", has made them a target for the Outcasts. They may also have connections to the Corsairs, who pay considerably well for food and medicine.
Pilot carrying this lawful ID is an employee of Cryer Pharmaceuticals, who:
Is allowed to do the following anywhere:
-Can trade.
-Can defend itself, ships and bases of the same affiliation, and allied ships.
-Can escort ships of the same affiliation and allied ships.
-Can demand Cardamine or Human Organs from any ships that are not affiliated with house police or military forces and attack if they refuse to comply. -Can collect lawful bounties.
-Can attack Outcasts at will.
Is allowed to do the following within their Zone of Influence:
-Can attack ships hostile to Cryer Pharmaceuticals.
Is not allowed to do the following:
-Cannot ally with any unlawfuls except Corsairs against unlawfuls only
-Cannot participate in unlawful actions except as described above
Please stop pretending Cryer is a Liberty corporation. It has hindered its roleplay for a long time and made it another one Liberty corp that could not reliably get stuff from Liberty Government because it's not Liberty enough, yet got pulled back because it was still considered a Liberty corporation. In the document it even was listed under "Inter-House", so let us finally embrace that. It doesn't even have a station there.
Removed the line about lawful transportation of a certain commodity. It's a confusing line that could spark some rule conflicts with houses whose laws conflict with it (Kusari, Gallia). We will be trying to achieve this appropriately in roleplay rather than getting an easy way out that doesn't make much sense.
Added the line about shooting Outcasts anywhere (+can treat Outcast transports as combat targets?). Removing the other three factions that were there previously makes sense, because they were never Cryer's primary targets. However as it stands, Outcasts are distributing the drug that Cryer is very actively trying to fight and so it makes a lot of iRP sense for them to be trying to remove it as much as possible. It's also a reasonable tradeoff for the ability to pirate Gallic corporations, with whom we're actually trying to get friendlier.
Limited Cryer's ZoI to only Sigma-17. Cambridge should be covered by Bretonian lawfuls, but Atka is only defended by our own ships and occasionally Corsairs. That would allow to enforce our own code of conduct around the station and remove any unwanted individuals that would come there to spy or do other unwanted things. The ZoI could even be further limited to something along the lines of "scanner range of Atka Research Station/Cambridge Research Station".
Interspace Commerce is an independent corporation that originated in Liberty. It focuses mainly on insurance of cargo shipments, and is very wealthy. It also often provides loans to house governments for large projects such as the construction of a Jump Gate or Trade Lane. They are allied with the Gas Miners Guild, and are rumored to have dealings with the Red Hessians and Golden Chrysanthemums.
Pilot carrying this lawful ID is an employee of Interspace Commerce, who:
Is allowed to do the following anywhere:
-Can trade
-Can defend itself, ships and bases of the same affiliation, and allied ships
-Can escort ships of the same affiliation and allied ships
-Can attack Lane Hackers at will
Is allowed to do the following within their Zone of Influence:
-Can treat Lane Hacker transports transports as combat targets
-Can collect lawful bounties
Is not allowed to do the following:
-Cannot ally with any unlawfuls except Red Hessians and Golden Chrysanthemums against other unlawfuls only
-Cannot participate in unlawful actions as described above.
ZOI: Liberty, Kusari, Sigmas, New London, New Berlin
Allowed ships: Fighters, Freighters, Transports, Gunboats."
Interspace Commerce is an independent corporation that originated in Liberty. It focuses mainly on insurance of cargo shipments, and is very wealthy. It also often provides loans to house governments for large projects such as the construction of a Jump Gate or Trade Lane. They are allied with the Gas Miners Guild, and are rumored to have dealings with the Red Hessians and Golden Chrysanthemums.
Pilot carrying this lawful ID is an employee of Interspace Commerce, who:
Is allowed to do the following anywhere:
-Can trade
-Can defend itself, ships and bases of the same affiliation, and allied ships
-Can escort ships of the same affiliation and allied ships
-Can attack Lane Hackers at will
Is allowed to do the following within their Zone of Influence:
-Can treat Lane Hacker transports transports as combat targets
-Can collect lawful bounties
Is not allowed to do the following:
-Cannot ally with any unlawfuls except Red Hessians and Golden Chrysanthemums against other unlawfuls only
-Cannot participate in unlawful actions as described above.
It is weird for IC not to have ZOI in both Rheinland and Bretonia. Having only New London and New Berlin as ZOI there is just ridiculous. Also IC is not a Liberty corp anymore, but with Libertonian roots.