Faction creation rules Wrote:Each faction or group can only use one ID. Official factions may request their own ID based on the original ID of their NPC faction, to allow for a more specialized line of roleplay or to remove certain restrictions applied to their original ID, which would require admin approval before implementation. The faction ID can only be requested if the official faction's roleplay as a whole, or the roleplay of a sub-group of the faction can no longer be played out within the allowances of their original ID.
If one would like to roleplay a more generic entity, say, a new group that doesn't really fit anywhere within the spectrum of available factions, can one use a mix of Generic IDs? I remember that the old set of rules actually permitted such, having a mix of Pirate/Smuggler ID'd ship within the same faction, as an example. Would it be allowed to start a faction that would make use of both Pirate and Miner IDs?
Faction creation rules Wrote:Each faction or group can only use one ID. Official factions may request their own ID based on the original ID of their NPC faction, to allow for a more specialized line of roleplay or to remove certain restrictions applied to their original ID, which would require admin approval before implementation. The faction ID can only be requested if the official faction's roleplay as a whole, or the roleplay of a sub-group of the faction can no longer be played out within the allowances of their original ID.
If one would like to roleplay a more generic entity, say, a new group that doesn't really fit anywhere within the spectrum of available factions, can one use a mix of Generic IDs? I remember that the old set of rules actually permitted such, having a mix of Pirate/Smuggler ID'd ship within the same faction, as an example. Would it be allowed to start a faction that would make use of both Pirate and Miner IDs?
You can definitely go ahead and start a faction doing that. Unofficial factions can do almost whatever they feel like. However, if you want to ever be considered for official faction status, then you would need to choose 1 ID.
This topic appears to state that even unofficial factions should use only one ID.
I'm not sure if that is actually enforced as I have seen groups using multiple IDs.
(07-23-2014, 02:11 PM)Corundum Wrote: This topic appears to state that even unofficial factions should use only one ID.
I'm not sure if that is actually enforced as I have seen groups using multiple IDs.
Yes, this is what I'm referring to, really. This seems to state that even unofficial factions shouldn't use more than 1 ID. :/
(07-23-2014, 11:40 PM)Papa Oomaumau Wrote: There are a slew of out-of-date and unenforced rules.
Congrats on finding one!
That thread (along with pretty much every other still-pinned rule thread) was updated during the last run of rule rewrites, so no, what's linked and quoted here is not outdated.
The old rule set allowing use of secondary IDs for official factions was for back when player faction IDs were not a thing yet so factions were allowed to pick one secondary ID to extend their range based on their preferences, and similarly, the rule allowing use of multiple generic IDs dated back to the days where we had some half a dozen of nearly-identical generic IDs (freelancer, mercenary, trader, smuggler, whathaveyou) for different lines of roleplay but with more or less the same gameplay allowances.
That was one of the main subjects discussed during the rewrite of ID usage guidelines for factions, both official and unofficial, and general conclusion was that factions and groups would have to pick one ID that matches their roleplay and gameplay as closely as possible and stick to that, rather than utilizing every ID that suits their need to work around the boundaries and allowances of a single ID (which is put there for a reason, after all).