Just to make sure of a few things. Can we say, use a Semi Lawful IFF like say a Junker IFF (Barring Zone of Influence restrictions) with a Mercenary ID and maintain neutrality to pirate factions?
If we look at rule 6.2
Quote:6.2 Ship and equipment used must match tag and ID as closely as possible.
All characters using mismatched ID/Ship/Weapon combinations must possess either an Admin granted Terrorist ID or a Special Operative ID.
We notice that with a Mercenary ID, Lawful factions are green, Unlawful factions are white, not red, but white, and we have Nomad, Xeno, Phantom, and Wild in Red. Doesn't this technically allow you to mount 2 unlawful guns on a Mercenary ID ship? Doesn't this also technically mean you can be neutral to most factions (Barring Xeno, Phantom, Nomad, Wild, and Administrator Faction).
Quote:6.10 Player reputation and conduct must match player actions. For instance a player may not dock on a base belonging to the persons whom they are attacking or being attacked by.
I can also see how this would come into play, but being neutral to pirate factions ingame would still mean they can pirate from you. Say you have a load of cargo and you go to Rochester with neutral rep with the Rogues. You will still see that they demand you to drop cargo, and you can then decline and blow them up. Couldn't this same principal also apply to players, given that they are rogue, or outcast, or lane hacker, etc and are Neutral and not Friendly and you're flying a Mercenary ID with a convoy?
If you mount unlawful guns - such as Corsair guns - on a merc, that shows you're more friendly with them, and that you should then not dock with any of their enemies (Mollies, Outcasts, etc.).
Now - the merc ID itself has the option to go both lawful and unlawful. So if you want a wide area of operations, your best bet is to stick with codes and civilian weapons. And if you blow up the npc's sitting outside of a base, I wouldn't really recommend then docking there. That's rather OoRP.
(11-21-2013, 12:53 PM)Jihadjoe Wrote: Oh god... The end of days... Agmen agreed with me.
There may be a change in the Merc ID as I have heard from some friends, however this may be a false rumor. I don't know much else, so I'll wait to see a post by an admin before spreading false rumors.
If you mount unlawful guns - such as Corsair guns - on a merc, that shows you're more friendly with them, and that you should then not dock with any of their enemies (Mollies, Outcasts, etc.).
Now - the merc ID itself has the option to go both lawful and unlawful. So if you want a wide area of operations, your best bet is to stick with codes and civilian weapons. And if you blow up the npc's sitting outside of a base, I wouldn't really recommend then docking there. That's rather OoRP.
Thing is. You can only mount 2 Unlawful guns at any given point in time according to the tech chart, and blowing up lawfuls outside a lawful base would case the base to go hostile so you wouldn't be able to dock anyways...
However, there's no real rule or anything as far as I read up on that governs whether I have to be lawful, or unlawful and the ID itself is pretty clear on what you can and can't do...
So yeah... Hopefully this can get cleared up as I would hate to have this happen again
Ah. I didn't understand your previous post I guess.
I run the Children of Conviction, an unlawful Mercenary faction. We are neutral to all pirate factions, thus we use all civilian weapons or code guns. Now, if we were to use, say, Corsair guns. The Outcasts or Mollies wouldn't like us too much and would probably bar us from coming aboard their stations and/or wouldn't want to make contracts with us. Same thing goes for ships.
Now, if I were to fly into, say, New York with Outcast guns on my ship flying with a Merc ID, I'm pretty sure I'd get some weird looks and questions as to my true allegiances in the house system in question. It would be like wearing a blue headband in a crypt neighborhood, for lack of a better example.
The important thing with the ID's is that while it is certainly possible in-game to change your ID - and thus your basic 'persona' - you must always comply with the rules for the ID you're flying at that time. So if you're going to be a Mercenary - then get the Mercenary ID and keep it.
If you're going to want to use more than two weapons from a white cell then post some forum RP for your character. We don't need something the size of War and Peace, but a history is nice.
Here, I'll make this in colors, too, so it'll look sort of official like, like I'm a moderator or something. (Oh, wait...)
(11-21-2013, 12:53 PM)Jihadjoe Wrote: Oh god... The end of days... Agmen agreed with me.