The cornerstone of junker roleplay is their quasi-legal status. The new lawful IDs state quasilawfuls can be engaged just as unlawfuls.The problem I see here is that without some game mechanic, i.e. ID restriction there's no reason junkers can't or won't be treated as every other unlawful ID.
It's already a very frustrating and emotionally charged issue with many lawful players that such a niche even exists. They want a black and white definition of good guys and bad guys with nothing in between. As it stood before you'd actually have to catch a junker doing something illegal to treat them as an outlaw. Now you can literally state.. "you're not welcome around here junker. Leave or die." Not leaving would result in the junker being engaged totally in accordance with server rules and well within the ID restrictions.
If junkers have no real advantages or distinctions from any other outlaws I really don't see a point to the class at all. The tech is not comparable to what's available for other unlawful factions and the entire lore of the class becomes essentially moot.
They definitely need to remove that line from the ID. Otherwise the Junkers will turn into just another pirate faction like the Liberty Rogues. I'm sick of seeing almost every faction in the game turned into a liberty rogue duplicate. It seems like they are trying to turn this into a simple game with only 3 groups of people: Lawful authorities, Pirates, and Corporates, with different names and such. That is dull and boring.
Not to mention that we cannot pirate and have crappy combat tech.
Remove that line, otherwise quasi-lawful factions will basically be forced out of the game, which will make it extremely boring and pretty much everyone will leave. The game is getting ruined constantly, I'm sick of this crap. We have put up with so much, but our patience is growing thin and eventually we will leave and not come back.
(09-24-2013, 05:08 PM)Tyber.Zann Wrote: The cornerstone of junker roleplay is their quasi-legal status. The new lawful IDs state quasilawfuls can be engaged just as unlawfuls.The problem I see here is that without some game mechanic, i.e. ID restriction there's no reason junkers can't or won't be treated as every other unlawful ID.
It's already a very frustrating and emotionally charged issue with many lawful players that such a niche even exists. They want a black and white definition of good guys and bad guys with nothing in between. As it stood before you'd actually have to catch a junker doing something illegal to treat them as an outlaw. Now you can literally state.. "you're not welcome around here junker. Leave or die." Not leaving would result in the junker being engaged totally in accordance with server rules and well within the ID restrictions.
If junkers have no real advantages or distinctions from any other outlaws I really don't see a point to the class at all. The tech is not comparable to what's available for other unlawful factions and the entire lore of the class becomes
essentially moot.
Absolutely agree. if junkers are going to be essentially open targets for any lawful to say something like
Quote:"you're not welcome around here junker. Leave or die."
then at least give junkers something that justifies that stance by lawfuls, for eg Piracy in house.
(by the way, i think the ID wording is open to abuse by lawfuls using statements like that to try to force pew).
That , pretty much, sums up most of junkers concerns, Unless the law IDs are changed , I don't see a valid reason to bother playing a junker.
I know that junkers are used to be the underdog and enjoy to deceive and prove law are mostly blind, but this would degrade junkers from underdog to vermin status and that can't be allowed to happen.
If somebody wanted to play an outlaw they would play an ID properly equipped to do so. Why killing an original , as in the original game, faction so that the law could have fun killing somebody, as they normally can't kill the true outlaw?
Sorry, but transforming junkers into target practice dummies is just going too far in the pile of negativity and losses imposed on this faction.
Quote:Can attack unlawful and quasilawful ships in proximity to a trade lane.
which is on all of the house lawful IDs.
that is another ID line that is ambiguous enough to be abused if a lawful wants to.
If a junker and, for example, a zoner are talking with each other and they happen to be near a trade lane, a lawful could easily come along and attack them simply for sitting there and chatting simply because they were near a trade lane.
(09-24-2013, 05:48 PM)Highland Laddie Wrote: In the meanwhile.....maybe Zoners and Junkers should keep their little chats away from the Lanes....or not in House space at all, eh?
Conformist proposal , I feel sick just reading that.
The other thread is about PIRACY, some similar concerns were voiced there, namely mine, but this is the major concern here; law IDs!
The Junker's (and the other quasi-lawfuls) lore is based on being quasi-lawful. Their vulnarability, being killed without any proper RP reason (yes, I do not consider "Leave or die" or "Die because you happen to be near a lane" a proper RP reason), makes the entire faction's RP useless and obsolete. The devs and admins really want to destroy the core RP of entire factions? The Junkers and all other quasi-lawfuls will be denoted to criminals with this, so the main point of the quasi-lawful status will be taken away.
Lawfuls now will be shooting quasi-lawfuls on sight with minimal RP just because they can, limiting the RP of said factions quite much.
And if you are offering a choice between getting piracy back or getting the full quasi-lawful status back, I choose the full quasi-lawful status.