06-30-2014, 08:36 AM
INTRODUCTION
Hello everyone, Spurdy here and this is my newest tutorial. But nope, this is also your tutorial. Exactly, your replies will make up this thread. So what's this whole thing about?
We have a whole lot of IDs ingame and even after six or so years of playing, there are plenty of IDs I have either never bothered to touch or have had very limited experiences with. Thus I made this thread, because I can only assume that many people, especially the newer members have the same things.
So how does this interactive tutorial work? First of all, the opening post will have a list of IDs. The collapsibles will then have the community member comments in them underneath every ID. Simple as that.
If you are interested in an ID you never had the chance to fly with, simply post here and wait for answers by our community members and their experiences. They will be then added to the opening post in the list below.
In short, the information should cover not only basic RP guidelines for that ID, but also all of the ''out of the box'' suggestions you can do to refresh your gameplay on an already known ID.
EDIT: If you still have no idea what this thread is about, think of it like an ID Feedback thread. Summaries and tidbits about the usage of every ID from the standpoint of our players.
RULES:
While this tutorial is meant to allow new and old players to spark their interest in certain IDs, please mind a few things.
*Be truthful. These comments will mostly be based on your own personal experiences. Leave assumptions and other third-party-information out of it.
*Be considerate. If you want to mention things a player would have to avoid while using the ID, please keep specific names of individuals and/or factions out of it. If you have a problem with them, please take it to their feedback thread if they have one. Any post like this will be flagged as off-topic or provocative.
*Feel free to also note any specific ships you want to fly.
*If you do not agree with the comments done by other community members, please keep that to yourself. The whole idea of the thread is to point out that different people with different playstyles have different experiences.
*Be constructive. Either post a request for an ID to be commented on or post the comment on a an ID. You are more than welcome to also provide feedback on IDs that are not requested, they will be added to the OP.
*Offtopic posts will be flagged and removed.
*Be considerate. If you want to mention things a player would have to avoid while using the ID, please keep specific names of individuals and/or factions out of it. If you have a problem with them, please take it to their feedback thread if they have one. Any post like this will be flagged as off-topic or provocative.
*Feel free to also note any specific ships you want to fly.
*If you do not agree with the comments done by other community members, please keep that to yourself. The whole idea of the thread is to point out that different people with different playstyles have different experiences.
*Be constructive. Either post a request for an ID to be commented on or post the comment on a an ID. You are more than welcome to also provide feedback on IDs that are not requested, they will be added to the OP.
*Offtopic posts will be flagged and removed.
Things you could comment about:
*Your own personal experience and interesting moments within the game on these IDs.
*Suggestions for RP.
*Overall RP guidelines.
*Warnings and common mistakes.
*Other stuff and such.
*Suggestions for RP.
*Overall RP guidelines.
*Warnings and common mistakes.
*Other stuff and such.
LIST OF IDs
The teamplate and sorting system is a carbon copy from the Discovery Wikipedia. The page can be found here: http://discoverygc.com/wiki/ID
Generic IDs
Freelancer ID
Miner ID
Pirate ID
Corporate IDs
Ageira Technologies ID
ALG Waste Disposal ID
Borderworld Exports ID
The idea behind BMM is to be a comical, bossy and somewhat deceitful faction. They're quite close to Bowex and usually backup Bowex against Gateway wherever possible. Usually. While Bowex is their primary shipper, Gateway is still a viable option so long as they're chosen rarely. This is because of their link to IMG, who should always be described as a corporate enemy. BMM is always doing their best to outdo IMG, Kruger and Daumann as they are their closest competition.
PvP wise, it's quite a funny ID. You can utilize Lawful tech (at 90%) to pirate Gateway, IMG, Kruger, Daumann and GMS in the Omegas and Taus. This leads for some funny interactions as Bretonian Civilians find themselves at the other end of a Bretonian Gunboat. In this situation, the ID is made for RP, rather than PvP.
Mining wise, it's fantastic. Anything Bretonia wants, BMM gets. Beryllium in Cambridge, Gold in Dublin, Hydrocarbons from Omega-3 and Manchester and I believe the ID has a bonus on Niobium still.
BMM is a profitable, funny and enjoyable ID to use, putting RP and Mining over PvP interactions. ~Wulverine
PvP wise, it's quite a funny ID. You can utilize Lawful tech (at 90%) to pirate Gateway, IMG, Kruger, Daumann and GMS in the Omegas and Taus. This leads for some funny interactions as Bretonian Civilians find themselves at the other end of a Bretonian Gunboat. In this situation, the ID is made for RP, rather than PvP.
Mining wise, it's fantastic. Anything Bretonia wants, BMM gets. Beryllium in Cambridge, Gold in Dublin, Hydrocarbons from Omega-3 and Manchester and I believe the ID has a bonus on Niobium still.
BMM is a profitable, funny and enjoyable ID to use, putting RP and Mining over PvP interactions. ~Wulverine
]The Cryer ID is an interesting one, one that I personally like to nickname the 'Lawful Corsair'. As Sirius' main pharmaceutics supplier, you are welcome nearly everywhere (including Rheinland, just don't come in from Liberty) and can carry many commodities that would be considered otherwise illegal, such as Synth Mary, Stabiline and Human Organs. You also have bases at a few strategic points, such as Cambridge and Sigma-17 (but interestingly none within Liberty). This is a pretty viable ID for trading, with most people leaving you alone (and even respecting you!) and I suspect that the reason why so little use it is because the bases are kinda far out of where people usually go, and that other IDs do the job just fine.
But here's the icing on the cake, the reason why I nickname this the 'Lawful Corsair': You're allowed to hunt down and shoot all Outcasts, Liberty Rogues, Lane Hackers and Golden Crysanthenums as combat targets. Not only that, but you can demand Cardamine and Human Organs from any non-police/military ship and destroy them if they don't comply. You can also engage any ships which belongs to a faction that is at war with Liberty, which means that wherever you'll go, you'll always have a target if you feel like finding one, be it Outcast-sided, or a Rheinlander/Gallic. ~Dancing Lady
But here's the icing on the cake, the reason why I nickname this the 'Lawful Corsair': You're allowed to hunt down and shoot all Outcasts, Liberty Rogues, Lane Hackers and Golden Crysanthenums as combat targets. Not only that, but you can demand Cardamine and Human Organs from any non-police/military ship and destroy them if they don't comply. You can also engage any ships which belongs to a faction that is at war with Liberty, which means that wherever you'll go, you'll always have a target if you feel like finding one, be it Outcast-sided, or a Rheinlander/Gallic. ~Dancing Lady
Deep Space Engineering ID
EFL Oil and Machinery ID
Gallic Metal Service ID
The Gateway Shipping ID is good for players looking to earn money and have more of that "underdog" feel. Being a non-government corporation, you have a bit more diplomatic privilege than other House corporations, which also gives you a large trading range (pretty much every House except Gallia, unless you plan to trade with Gallic revolutionaries, as well as good relations with Zoners, Colonials, and Junkers).
You also have close ties to the Independent Miners Guild, which gives you plenty of opportunities to trade in ores, whereas you may find it more difficult to get some mining factions like Daumaan, Kruger, and BMM to mine for you.
An added bonus for those who are PvP-oriented; you can also do pirating/profiteering against Bowex ships outside of House space, and may also attack Gallic corporations outright anywhere you find them.
The key to playing as Gateway is to first go wherever the money is. You want your cut of the action, and you're not afraid to knock out some teeth to get it.
Don't be afraid to bump a competitor's ship out of the way, or maybe knock down the trade lane behind you if someone is riding your tail. Just make sure the cops aren't watching when you do.
Your simplest train of wealth is going to be found running goods between Bretonia and Liberty, but there are plenty of money-making opportunities waiting in Rheinland and Kusari as well. Tagging along on IMG convoys and mining expeditions is also a worthwhile investment. Cortez and Omega-3 are going to be your two main hotspots for pirating Bowex, while Dublin, Leeds, and the Taus are good for going after Gallic corporate ships. ~Highland Laddie
You also have close ties to the Independent Miners Guild, which gives you plenty of opportunities to trade in ores, whereas you may find it more difficult to get some mining factions like Daumaan, Kruger, and BMM to mine for you.
An added bonus for those who are PvP-oriented; you can also do pirating/profiteering against Bowex ships outside of House space, and may also attack Gallic corporations outright anywhere you find them.
The key to playing as Gateway is to first go wherever the money is. You want your cut of the action, and you're not afraid to knock out some teeth to get it.
Don't be afraid to bump a competitor's ship out of the way, or maybe knock down the trade lane behind you if someone is riding your tail. Just make sure the cops aren't watching when you do.
Your simplest train of wealth is going to be found running goods between Bretonia and Liberty, but there are plenty of money-making opportunities waiting in Rheinland and Kusari as well. Tagging along on IMG convoys and mining expeditions is also a worthwhile investment. Cortez and Omega-3 are going to be your two main hotspots for pirating Bowex, while Dublin, Leeds, and the Taus are good for going after Gallic corporate ships. ~Highland Laddie
Credits make the world go round, said credits also need to be monopolized, stored, insured and so forth. Your job as an Interspace Employee will always have something to do with credits. Be it freighter pilot, security guard, transport leader or large scale investor, Interspace has a huge deal with credits.
Every ship you use can be linked back to credits, be it their protection, monopolization or accumulation. PvP seekers can Roleplay as a security officer sent out to protect Interspace assets (this case, the protection of credits). Money hungry players can roleplay a transport leader who is out to lockdown Interspace footholds in certain markets (this time, the monopolization of credits). Alternative players can roleplay as Interspace funded explorers, Interspace Investors, Interspace Bankers, even journalists, financial consultants, lawyers and independent traders who's bank is Interspace itself.
PvP wise, it's a standard Liberty Corporation, with a range of ships available to them. Lane Hackers are available for active hunting and factions considered at war with Liberty are also shootable (this is Gallic and Rheinlandic factions). You can't ally with any unlawfuls, except the Red Hessians and GC and only in attacking other criminals.
Technology is quite vast. 90% on Bretonia, Kusari, Liberty and Bounty Hunter Ships. That's right. Bounty Hunter. Take up arms as a hired guard and have fun!
Another case of RP over PvP, the Interspace ID offers a large amount of RP fun, while you can actively hunt Lane Hackers and defend Liberty against the factions that are at war with the nation. It's fun, only way it can be put.
Every ship you use can be linked back to credits, be it their protection, monopolization or accumulation. PvP seekers can Roleplay as a security officer sent out to protect Interspace assets (this case, the protection of credits). Money hungry players can roleplay a transport leader who is out to lockdown Interspace footholds in certain markets (this time, the monopolization of credits). Alternative players can roleplay as Interspace funded explorers, Interspace Investors, Interspace Bankers, even journalists, financial consultants, lawyers and independent traders who's bank is Interspace itself.
PvP wise, it's a standard Liberty Corporation, with a range of ships available to them. Lane Hackers are available for active hunting and factions considered at war with Liberty are also shootable (this is Gallic and Rheinlandic factions). You can't ally with any unlawfuls, except the Red Hessians and GC and only in attacking other criminals.
Technology is quite vast. 90% on Bretonia, Kusari, Liberty and Bounty Hunter Ships. That's right. Bounty Hunter. Take up arms as a hired guard and have fun!
Another case of RP over PvP, the Interspace ID offers a large amount of RP fun, while you can actively hunt Lane Hackers and defend Liberty against the factions that are at war with the nation. It's fun, only way it can be put.
Kruger Minerals ID
Orbital Spa and Cruise ID
Planetform, Inc. ID
Republican Shipping ID
Samura Industries ID
Solar Engineering ID
Synth Foods, Inc. ID
Universal Shipping ID
Military, Police, and Special Forces IDs
Bretonia Armed Forces ID
Bretonia Police Authority ID
Bretonian Intelligence Service ID
Gallic Royal Navy ID
Gallic Royal Police ID
Kempeitai ID
Kusari Naval Forces ID
Kusari State Police ID
Liberty Navy ID
A very underused, but a very fun ID to play, especially if you can stand the overall atmosphere in New York. While Tlagsnet in Liberty might be a little too much to handle because of the overall activity within the region, you can still filter out and keep an eye out on known smugglers. If you are playing as a transport or freighter, you can also then, after demanding the contraband to be dropped one way or the other, return the confiscated cargo to Planet Manhattan for ''laboratory analysis'' and profit. Apart from the Tlagsnet spam and overall abundance of pirates and other hostiles, the only thing you need to worry about is to have at least one other police IDed player in your group to split the workload. ~Spaz
Marinenachrichtendienst ID
Rheinland Military ID
Another rarely used police ID. Unlike the above mentioned Liberty Police ID, the specifics of the RFP ID are in that the overall region is a rather busy trade route for Premium Scrap. Junkers make up over half of the overall activity when it comes to trading ships. The embargo between Liberty and Rheinland, however, allows you to confiscate most goods that Junker IDs move on their way back, usually Cardamine or High Temperature Alloy. A very busy, but still managable Tlagsnet activity. Also, you are open to one of the more comfortable battletransports, the Behemoth. ~Spaz
Guild and Autonomous Organization IDs
Artificial Intelligence ID
Bounty Hunters Guild ID
Bounty Hunters Guild Core ID
The Coalition ID allows for a wide variety of RP to be done, and not all PVP related. With access to Gunboats and transports up to 4300 cargo space, there is decent ship usage for your needs.
The Coalition ID allows you to attack any ship belonging to any house police or military. It also allows you to demand quite a few items from ships, which provides for some quasi-piratical RP against some unlawful groups and any who help them.
The cargo you can demand are:
- Slaves
- Cardamine
- Liquid Cardamine
- Artifacts
- Nox
- Hypnotainment bands
- Nomad remains and equipment
This allowance combined with an unlimited ZOI means you will always have something to do in every corner of sirius.
You could also play the role of a transport captain hauling goods to benefit the coalition as a whole though this is fairly limited.
The only major downside to this ID is the repsheet in respect to places you can dock. If you operate outside the Omegas (and adjacent systems) you will mostly rely on zoner bases for safe docking places to dock. Operating in Kusari and Gallia is particularly hazardous as zoner bases arent present in either house.
-Sabre
The Coalition ID allows you to attack any ship belonging to any house police or military. It also allows you to demand quite a few items from ships, which provides for some quasi-piratical RP against some unlawful groups and any who help them.
The cargo you can demand are:
- Slaves
- Cardamine
- Liquid Cardamine
- Artifacts
- Nox
- Hypnotainment bands
- Nomad remains and equipment
This allowance combined with an unlimited ZOI means you will always have something to do in every corner of sirius.
You could also play the role of a transport captain hauling goods to benefit the coalition as a whole though this is fairly limited.
The only major downside to this ID is the repsheet in respect to places you can dock. If you operate outside the Omegas (and adjacent systems) you will mostly rely on zoner bases for safe docking places to dock. Operating in Kusari and Gallia is particularly hazardous as zoner bases arent present in either house.
-Sabre
-I would strongly suggest you to read the backstory behind the
http://discoverygc.com/forums/showthread.php?tid=19672
http://discoverygc.com/forums/showthread.php?tid=93386
http://discoverygc.com/forums/showthread...#pid840567
to really understand what this is about.-
If you play a Colonial, you play someone who has lost everything and that not only once. The Colonial Republic has always tried to become something you could describe as a mini-house. Which means that you can play every role you want with this ID. You can play a soldier, a police officer (even though this would still belong to the military), a trader, a scientist or researcher and even an explorer (there have been various exploration missions to systems nearby (Kansas) and systems on the outskirts of space (Omicron Lost). Colonials are generally proud of their nation, which has emerged from the ashes so many times. So you might want to integrate this into your RP.
Colonial diplomacy has always been following the principle of ‘what suits the situation, suits us’, but there are a few pretty constant things going on: The Colonials are at war with quite a few factions, the most serious enemies are the Gallics, for following a despotic tyrant and conquering Sirius for the sole reason of revenge (The Colonials still value a lot of the current UNs views, due to their history, so warmongering for low reasons isn’t really a cool thing for them), and for driving them away from their home, Tau 44. Another archenemy are the Outcasts, which have tried to get the Colonials out of the Taus, as they were a problem for the Cardamine trade (Colonials don’t really like that Cardamine addicition means dependency on the Outcasts) and used to free slaves whenever they could (Slavery is bad), this war resulted in quite a lot of awesome battles in the past, so make sure to give them a taste of hell. Another enemy is Kusari, this war started back when Kusari and Bretonia fought in the Taus and the former Emperor kept provoking the Republic and it has not been resolved until now. The Colonials (as most other humans) also dislike everything alien, which includes the Nomads, Wilds and the AIs. Even though they are on friendly terms now, due to their history Colonials also should have some distrust towards Bretonia.
The Colonials have friendly relations with the IMG, the Council, the GMG, local Zoner groups and even with the SCRA to some degree, so you shouldn’t lack friends if you need them.
Colonials have a rather large ZOI, which should give plenty of opportunity to stop smugglers, to fight their enemies or to simply fly around and trade. Cooperation with the IMG has always been pretty strong so there should be some opportunities for escort jobs as well.
However, if you play a Colonial, do yourself and the IMG a favor and don’t dock at Java, really, just don’t do it, the GRN used to make a giant issue out of this.
- Jansen
http://discoverygc.com/forums/showthread.php?tid=19672
http://discoverygc.com/forums/showthread.php?tid=93386
http://discoverygc.com/forums/showthread...#pid840567
to really understand what this is about.-
If you play a Colonial, you play someone who has lost everything and that not only once. The Colonial Republic has always tried to become something you could describe as a mini-house. Which means that you can play every role you want with this ID. You can play a soldier, a police officer (even though this would still belong to the military), a trader, a scientist or researcher and even an explorer (there have been various exploration missions to systems nearby (Kansas) and systems on the outskirts of space (Omicron Lost). Colonials are generally proud of their nation, which has emerged from the ashes so many times. So you might want to integrate this into your RP.
Colonial diplomacy has always been following the principle of ‘what suits the situation, suits us’, but there are a few pretty constant things going on: The Colonials are at war with quite a few factions, the most serious enemies are the Gallics, for following a despotic tyrant and conquering Sirius for the sole reason of revenge (The Colonials still value a lot of the current UNs views, due to their history, so warmongering for low reasons isn’t really a cool thing for them), and for driving them away from their home, Tau 44. Another archenemy are the Outcasts, which have tried to get the Colonials out of the Taus, as they were a problem for the Cardamine trade (Colonials don’t really like that Cardamine addicition means dependency on the Outcasts) and used to free slaves whenever they could (Slavery is bad), this war resulted in quite a lot of awesome battles in the past, so make sure to give them a taste of hell. Another enemy is Kusari, this war started back when Kusari and Bretonia fought in the Taus and the former Emperor kept provoking the Republic and it has not been resolved until now. The Colonials (as most other humans) also dislike everything alien, which includes the Nomads, Wilds and the AIs. Even though they are on friendly terms now, due to their history Colonials also should have some distrust towards Bretonia.
The Colonials have friendly relations with the IMG, the Council, the GMG, local Zoner groups and even with the SCRA to some degree, so you shouldn’t lack friends if you need them.
Colonials have a rather large ZOI, which should give plenty of opportunity to stop smugglers, to fight their enemies or to simply fly around and trade. Cooperation with the IMG has always been pretty strong so there should be some opportunities for escort jobs as well.
However, if you play a Colonial, do yourself and the IMG a favor and don’t dock at Java, really, just don’t do it, the GRN used to make a giant issue out of this.
- Jansen
Independent Miners Guild ID
The Nomad ID, is the go-to ID if you wish to play as a Nomad, and strike terror into the hearts of the people in Omicron space. Being allowed to buy any ship up to the Gunboat class, you are free to go out there and shoot pretty much anything you see. If you enjoy PvP, you will find no problem with this ID as you can kill anything that you'd like. The one downside? There is no leaving Omicron space. A fair trade however, due to what you're allowed to do, that others cannot. ~Moveit56
The Nomad Trial ID is something which is often overlooked by players who are interested in trying the Nomads, instead of a standard human. Despite being restricted to just the Nomad Morph (light fighter variant), the Nomad Trial allows you to fly in all of Sirius, instead of just the Omicrons like the standard Nomad ID. This can be used for maximizing human to nomad contact, giving the biggest Roleplay experience if that is what your goal is.
This ID is also useful if you plan to fly around with official K'Hara| tagged vessels. As they leave the Omicrons quite often, this ID allows you to tag along and see how they do things. ~Moveit56
This ID is also useful if you plan to fly around with official K'Hara| tagged vessels. As they leave the Omicrons quite often, this ID allows you to tag along and see how they do things. ~Moveit56
Zoner ID
Revolutionary IDs
To say that you are a Blood Dragon is to bind you to the laws of the old ways that Kusari once operated by. You have a distinct hate towards Samura, the very corporation that over threw your beloved dynasty. You're a ronin among ronin, your allies are limited and your options scarce. You have to be efficient in mind and body to be a Blood Dragon.
The RP concept behind Blood Dragons (hereby known as Dragons) is that you are a descendant from the Hideyoshi Guard, you are the blood of his personal guard and his family. You're usually seen as an outcast by most factions, beside your loyal companions the GC. You also have to tolerate the actual Outcasts in Kusari while they are fending off the Corsairs and their allies. Another thing, Dragons hate the Hogosha and anyone that is allied with them. They are considered the plague of Kusari. Never forget that.
Dragons are also unique in being one of the Order's allies from the Nomad War. Although relations have been strained with the decreased activity in Tohoku, the Order and Dragons always have pleasurable encounters. Dragons have also been known to talk with their Rheinland counterparts, the Bundschuh. Secretly, the Dragons are allied with the GMG, whom provide them with necessary supplies.
PvP wise, you can attack anyone within your ZoI, which is fairly unique by covering Kusari, systems bordering Kusari and Lyonnais. You can ask any transport for cargo or credits, regardless of identification. And if they don't do as you say? You can kill them! Simple! You have access to Dragon technology and the 9(in)famous Katana, alongside GC, GMG and Lawful tech. You can use Order technology, but at a painful 75%.
The ID is quite a high standard with a challenging RP style and a hardcore PvP side. Enjoy every moment of being a Blood Dragon as every moment is worth it!
~Wulverine
The RP concept behind Blood Dragons (hereby known as Dragons) is that you are a descendant from the Hideyoshi Guard, you are the blood of his personal guard and his family. You're usually seen as an outcast by most factions, beside your loyal companions the GC. You also have to tolerate the actual Outcasts in Kusari while they are fending off the Corsairs and their allies. Another thing, Dragons hate the Hogosha and anyone that is allied with them. They are considered the plague of Kusari. Never forget that.
Dragons are also unique in being one of the Order's allies from the Nomad War. Although relations have been strained with the decreased activity in Tohoku, the Order and Dragons always have pleasurable encounters. Dragons have also been known to talk with their Rheinland counterparts, the Bundschuh. Secretly, the Dragons are allied with the GMG, whom provide them with necessary supplies.
PvP wise, you can attack anyone within your ZoI, which is fairly unique by covering Kusari, systems bordering Kusari and Lyonnais. You can ask any transport for cargo or credits, regardless of identification. And if they don't do as you say? You can kill them! Simple! You have access to Dragon technology and the 9(in)famous Katana, alongside GC, GMG and Lawful tech. You can use Order technology, but at a painful 75%.
The ID is quite a high standard with a challenging RP style and a hardcore PvP side. Enjoy every moment of being a Blood Dragon as every moment is worth it!
~Wulverine
Hellfire Legion ID
Kusari Exiles ID
Mollys ID
The Hessian ID is an interesting opputrunity to RP in hostile environments. there are basically 4 main parts of Hessian ID: Piracy(although allowed, dont go OORP pirate), Blood Diamond smuggling, Wooing the Rheinland Public(we dont attack civs!) and fighting the rule of RM/Kanzler.
A specialty of this ID is that the Hessian ID has a very good and large ZoI. the whole of Omegas, Rheinland, Cambridge all of these are part of Hessian Zoi. there is one drawback though: no omicrons. However, this is relaxed to some extent , Being allowed in omicron Theta and Gamma, for the occasional Raid or indy recon.
thr Hessian ID also has access to a very good shipline, the Asgard line, as well as access to the Bloodhound line(rogue/molly line) at a small, but significant nerf. Civilian ships are unrestricted, and access available to Rheinland civilian and Sirius civilian transports with a cargo restriction of course , and ability to Dock on IC bases, giving them a good sellpoint for trade
With the Liberty war, the Hessian ID also permits the player to participate in raids, allying with Rheinland. In my view, it is a good ID to those who like flying around and making demands for a cause. (pls feel free to review)
-Jayanth/Seven-Alpha-One-One
A specialty of this ID is that the Hessian ID has a very good and large ZoI. the whole of Omegas, Rheinland, Cambridge all of these are part of Hessian Zoi. there is one drawback though: no omicrons. However, this is relaxed to some extent , Being allowed in omicron Theta and Gamma, for the occasional Raid or indy recon.
thr Hessian ID also has access to a very good shipline, the Asgard line, as well as access to the Bloodhound line(rogue/molly line) at a small, but significant nerf. Civilian ships are unrestricted, and access available to Rheinland civilian and Sirius civilian transports with a cargo restriction of course , and ability to Dock on IC bases, giving them a good sellpoint for trade
With the Liberty war, the Hessian ID also permits the player to participate in raids, allying with Rheinland. In my view, it is a good ID to those who like flying around and making demands for a cause. (pls feel free to review)
-Jayanth/Seven-Alpha-One-One
Quasilawful Organization IDs
Where there is scrap, there is Junkers and trust me, Gallia is -full- of scrap. The Gallic Junkers are the Gallic counterpart of the Junkers that operate differently and separately from the Junkers we see floating in Sirius. They've taken a step back from unlawful actions in the past and took on intelligence as a way to gather reputation and cash from the Gallic Government. However, at Reunion (where Gallia and Sirius met), the Gallic Junkers were revealed and nearly instantly hated by everyone that didn't oppose the Gallic Crown. Since then, Gallic Junkers have been stepping up their smuggling activity, for reasons that are left for you to decide. On the other end of the Gallic Junker spectrum, however, many Gallic Junkers have taken up privateering for the Crown as a profession.
RP wise, this ID offers a spectrum of opportunity. You can chat up the Corsairs or Outcasts for some illegal goods to smuggle, so long as you plainly state your intentions (which are left for you to decide: To covertly take down the Gallic Crown for the profit? To get rich? To assist potential allies in anyway possible?). Or you can take an extreme and offer your ship for the Crown and privateer in Bretonia for the Gallic Crown in fancy Gallic Lawful Tech. Naturally, you never really loose your Junker roots either so you can always take on scrapping as a profession too.
PvP wise, you can attack any ship within your ZoI, except Gallics and Transports (GJ ZoI: Gallia, Gallic Borderworlds, Bretonia and the Taus), but you can make demands from Transports and attack them if they don't want to obey your every word. However, you can't ally with anyone except Gallic Lawfuls, so if you're interested in keeping a Quasi-Lawful stance, stay out of the Navy's business.
While being somewhat choked in the PvP side, the Gallic Junker ID offers a 'create your own' style of RP. Just so long as you're not allied with Outcasts against the Navy, that is.
~Wulverine
RP wise, this ID offers a spectrum of opportunity. You can chat up the Corsairs or Outcasts for some illegal goods to smuggle, so long as you plainly state your intentions (which are left for you to decide: To covertly take down the Gallic Crown for the profit? To get rich? To assist potential allies in anyway possible?). Or you can take an extreme and offer your ship for the Crown and privateer in Bretonia for the Gallic Crown in fancy Gallic Lawful Tech. Naturally, you never really loose your Junker roots either so you can always take on scrapping as a profession too.
PvP wise, you can attack any ship within your ZoI, except Gallics and Transports (GJ ZoI: Gallia, Gallic Borderworlds, Bretonia and the Taus), but you can make demands from Transports and attack them if they don't want to obey your every word. However, you can't ally with anyone except Gallic Lawfuls, so if you're interested in keeping a Quasi-Lawful stance, stay out of the Navy's business.
While being somewhat choked in the PvP side, the Gallic Junker ID offers a 'create your own' style of RP. Just so long as you're not allied with Outcasts against the Navy, that is.
~Wulverine
The Junker ID allows a player to be extremely flexible in the way they roleplay. You can play various roles as a Junker: Will you be a simple scrap miner harmlessly making your keep? Will you a daring smuggler ferrying contraband around the houses for credits? Will you loot credits and cargo from unfortunates outside of house space away from lawful eyes? Are you an intrepid Xenos or Hogosha hunter? Or will you incorporate all four playstyles into your roleplay?
One of the biggest benefits of being a Junker is your quasi-lawful status. You have an extremely generous set of diplomatic relations, which gives the Junker ID a lot of freedom within the houses. Your only real enemies are Hogosha and Xenos, which you can actually hunt EVERYWHERE in Sirius when you feel like it. Aside from that, it'll be rare for you to find enemies within Liberty, Bretonia and Rheinland. Kusari dislikes Junkers, due to the large Hogosha influence within the house. If you venture to Kusari as a Junker, you'll most likely get asked to leave. In Gallia you don't have many enemies, but not many friends either.
But you don't always have to play by the book. Snitching on non-Junker ID'd smugglers or involving yourself in blackmailing others are also fun Junker activities. The Junker ID allows for a lot of experimentation with your roleplay.
Still, you could scratch all that and simply play a Junker trader hauling ore and legal goods. Not the most interesting way to play the ID, but it's your choice. Personally I don't encourage it.
~Lythrilux
One of the biggest benefits of being a Junker is your quasi-lawful status. You have an extremely generous set of diplomatic relations, which gives the Junker ID a lot of freedom within the houses. Your only real enemies are Hogosha and Xenos, which you can actually hunt EVERYWHERE in Sirius when you feel like it. Aside from that, it'll be rare for you to find enemies within Liberty, Bretonia and Rheinland. Kusari dislikes Junkers, due to the large Hogosha influence within the house. If you venture to Kusari as a Junker, you'll most likely get asked to leave. In Gallia you don't have many enemies, but not many friends either.
But you don't always have to play by the book. Snitching on non-Junker ID'd smugglers or involving yourself in blackmailing others are also fun Junker activities. The Junker ID allows for a lot of experimentation with your roleplay.
Still, you could scratch all that and simply play a Junker trader hauling ore and legal goods. Not the most interesting way to play the ID, but it's your choice. Personally I don't encourage it.
~Lythrilux
Pirate and Criminal IDs
Bretonian Privateer ID
From first sight, this ID seems to be contradictory. You're against the Government, but you can assist them? You hate foreign intervention, but you can ally with the Liberty Navy? It all seems quite confusing at first, but all you need is a strong understanding of who the Bundschuh are.
The Bundschuh are revolutionaries, but not your typical kind. They're an exiled political party that was the opposing force of the current Rheinland Government, the Bundesrepublik. This leaves the faction open to a wide spectrum of ideas. With "politicians that camp the trade lanes to hand out propaganda to passerbys" being one end and "extreme para-military activists that will end any who support the Bundesrepublik". It's totally crazy.
What is usually forgotten with the Bunschuh, is that they're for the greater good of Rheinland, not for the opposition of the Military and its assets. Example, if you find yourself facing a Corsair invasion, you are allowed to ally with the Military and Police to fend off the invaders. In this case, the greater good is repelling the Corsair infection. Or, you may find yourself in New Hampshire and end up assisting the Liberty Navy against the Rheinland Military, in this case, the greater good is weakening the Military for the Bundschuh. In every PvP situation, you have to think about the greater good of Rheinland.
Going deeper into the PvP, if there is an unlawful faction in Rheinland or the Omegas, the Bundschuh will most likely have access to their technology (except Unioners and Corsairs). LWB, Red Hessians and Coalition all have a connection of which the Bundschuh benefit the most from. While each generation of Bundschuh factions have mixed feelings about using this range of technology, it's totally up to you for your choice of ships, weapons and other assorted goodies. Your main targets are Corsairs, Unioners and the Military, while you can also attack any corporation in your ZoI. But if that corporate employee is riding the seat of a transport, you have to make a demand before you can offer the chance of death. Ask for their cargo, credits or loyalty and kill them if they don't comply.
The Bundschuh offers a spectrum of opportunities from peaceful politician to radical rebel. The RP and PvP standards are quite high and the tech usage is abundant. ~Wulverine
The Bundschuh are revolutionaries, but not your typical kind. They're an exiled political party that was the opposing force of the current Rheinland Government, the Bundesrepublik. This leaves the faction open to a wide spectrum of ideas. With "politicians that camp the trade lanes to hand out propaganda to passerbys" being one end and "extreme para-military activists that will end any who support the Bundesrepublik". It's totally crazy.
What is usually forgotten with the Bunschuh, is that they're for the greater good of Rheinland, not for the opposition of the Military and its assets. Example, if you find yourself facing a Corsair invasion, you are allowed to ally with the Military and Police to fend off the invaders. In this case, the greater good is repelling the Corsair infection. Or, you may find yourself in New Hampshire and end up assisting the Liberty Navy against the Rheinland Military, in this case, the greater good is weakening the Military for the Bundschuh. In every PvP situation, you have to think about the greater good of Rheinland.
Going deeper into the PvP, if there is an unlawful faction in Rheinland or the Omegas, the Bundschuh will most likely have access to their technology (except Unioners and Corsairs). LWB, Red Hessians and Coalition all have a connection of which the Bundschuh benefit the most from. While each generation of Bundschuh factions have mixed feelings about using this range of technology, it's totally up to you for your choice of ships, weapons and other assorted goodies. Your main targets are Corsairs, Unioners and the Military, while you can also attack any corporation in your ZoI. But if that corporate employee is riding the seat of a transport, you have to make a demand before you can offer the chance of death. Ask for their cargo, credits or loyalty and kill them if they don't comply.
The Bundschuh offers a spectrum of opportunities from peaceful politician to radical rebel. The RP and PvP standards are quite high and the tech usage is abundant. ~Wulverine
The corsair ID has a lot to offer in terms of PvP, with a wide range of enemies. Be it the Omicrons or, Bretonia, or Rheinland, you never run out of things to shoot at. Due to these many enemies on all fronts, the corsairs are rightly branded as "the most hated faction" for a reason. The shipline is quite complete with varieties of ships which are equally capable of offering the best PvP experience if flown correctly. You can also get to use Hogosha shipline, Gaian shipline at 90% core and Farmer Alliance shipline at 75% core. This can come in quite handy when you want to fly an agile bomber, and you don't want the Praetorian.
Piracy is pretty much spread out for you, since you can get to pirate at most of the mining hotspots, namely Dublin gold fields and the Omega 7 Silver, Copper and Cobalt fields. Not only those, there are a lot of other mining fields where you can sneak your way in and tax those rich miners. Omega 3, Omega 7, Sigma 13 and other systems that border the house space serve as perfect hotspots for finding traders, who regularly pass in and out of those systems, usually with valuable cargo. Piracy can also be fun, if you can make traders supply some food to Planet Crete, which is an escape to the normal cash or cargo piracy.
Smuggling is also quite effective with this ID, as you get to use the Corsair Train, which has an improved cargo space, and you also have access to the Pilgrim Liner, Pirate Train and the Raba, which are normally used for smuggling. You get to smuggle artifacts and you can actively hunt down cardamine and blood diamonds smugglers. But all of this comes with an hefty price, as throughout the course of your smuggling route, you won't find many bases to escape, apart from the rare Junker/Zoner/Gaian bases usually. ~Moriarty.
Piracy is pretty much spread out for you, since you can get to pirate at most of the mining hotspots, namely Dublin gold fields and the Omega 7 Silver, Copper and Cobalt fields. Not only those, there are a lot of other mining fields where you can sneak your way in and tax those rich miners. Omega 3, Omega 7, Sigma 13 and other systems that border the house space serve as perfect hotspots for finding traders, who regularly pass in and out of those systems, usually with valuable cargo. Piracy can also be fun, if you can make traders supply some food to Planet Crete, which is an escape to the normal cash or cargo piracy.
Smuggling is also quite effective with this ID, as you get to use the Corsair Train, which has an improved cargo space, and you also have access to the Pilgrim Liner, Pirate Train and the Raba, which are normally used for smuggling. You get to smuggle artifacts and you can actively hunt down cardamine and blood diamonds smugglers. But all of this comes with an hefty price, as throughout the course of your smuggling route, you won't find many bases to escape, apart from the rare Junker/Zoner/Gaian bases usually. ~Moriarty.
Golden Chrysanthemums ID
Lane Hackers ID
Liberty Rogues ID
Outcasts ID
Have a look here for deeper insights into the Unioner RP http://discoverygc.com/forums/showthread.php?tid=87697
The Unioners are simply put the hardcore terrorists in Rheinland, they started as a workers movement, trying to take revenge at Republican shipping for firing quite a bunch of them. But those noble goals have been lost long ago. Nowadays Unioner life is about making the biggest profit while causing the most trouble possible. This is the most brutal of the Rheinland unlawful groups.
The Unioners are allied with the LWB and the Liberty Rogues, and on very friendly terms with the Corsairs. They have been stepping away from the other Rheinland unlawfuls, which puts them on neutral to unfriendly terms with the Red Hessians and quite hostile terms with the Bundschuh (who needs stupid talking politicans anyways?). This constellation allows the Unioners to have access to a lot of good smuggling routes, such as the artifact trade, the Blood Diamond trade and even the dealing with Blue Jillies, their alliance with the Liberty Rogues gives them access to docking points in Liberty, most with pretty good prices to sell your cargo.
You should however make sure that you don’t encounter a Corsair while trading Blood Diamonds or a Hessian while carrying Artifacts, that wont end too well for you.
If trading is not your thing, then just rob whatever you can, as Unioner you don’t really care as long as it pays and doesn’t anger your allies. If it’s a Republican ship you could for sure let it suffer a bit more than usual. Unioners also have a rather large ZOI, which includes Rheinland and the bordering systems as well as Texas, so you could also make the Military factions pay for ruining your great smuggling routes in Bering and Hudson with their stupid war. Another thing you should remember is that Unioners dont really like other pirates in their space, they are bad for business, so you might want to get rid of them.
The Unioners have access to all ship classes except Battleships, so they offer quite a lot of choices in that direction. Take what you need and cause some trouble.
-Jansen
The Unioners are simply put the hardcore terrorists in Rheinland, they started as a workers movement, trying to take revenge at Republican shipping for firing quite a bunch of them. But those noble goals have been lost long ago. Nowadays Unioner life is about making the biggest profit while causing the most trouble possible. This is the most brutal of the Rheinland unlawful groups.
The Unioners are allied with the LWB and the Liberty Rogues, and on very friendly terms with the Corsairs. They have been stepping away from the other Rheinland unlawfuls, which puts them on neutral to unfriendly terms with the Red Hessians and quite hostile terms with the Bundschuh (who needs stupid talking politicans anyways?). This constellation allows the Unioners to have access to a lot of good smuggling routes, such as the artifact trade, the Blood Diamond trade and even the dealing with Blue Jillies, their alliance with the Liberty Rogues gives them access to docking points in Liberty, most with pretty good prices to sell your cargo.
You should however make sure that you don’t encounter a Corsair while trading Blood Diamonds or a Hessian while carrying Artifacts, that wont end too well for you.
If trading is not your thing, then just rob whatever you can, as Unioner you don’t really care as long as it pays and doesn’t anger your allies. If it’s a Republican ship you could for sure let it suffer a bit more than usual. Unioners also have a rather large ZOI, which includes Rheinland and the bordering systems as well as Texas, so you could also make the Military factions pay for ruining your great smuggling routes in Bering and Hudson with their stupid war. Another thing you should remember is that Unioners dont really like other pirates in their space, they are bad for business, so you might want to get rid of them.
The Unioners have access to all ship classes except Battleships, so they offer quite a lot of choices in that direction. Take what you need and cause some trouble.
-Jansen
House Terrorist Cell IDs
Farmers Alliance ID
Gaian Terrorist ID
Have a look here for more insights into the LWBs history http://discoverygc.com/forums/showthread...pid1235496
Ever wanted to be an ANGRY FARMER in space? Then this is the ID for you. The Landwirtrechtbewegung does not only have an awesome name, it also is a great faction. The faction consists of farmers that got nearly everything they had on the planet Stuttgart taken away by Synth Foods, which received help from the Rheinland government. This offers a huge variety of different characters with different backgrounds and also allows for quite a few not so serious types, you could for example play a pacifist melon farmer that just tries to sell melons, or an ex-Military pilot that just likes the idea behind the LWB.
The LWB does not really like hitting on civilan targets, but wont be afraid to do so if its necessary. Their main targets are Synth Foods transports and employees as well as the Rheinland law enforcers. Due to their alliance with the Coalition, the Red Hessians, Unioners and even the Bundschuh, the LWB definitely dislikes Corsairs as well (they eat humans instead of fresh vegetables and all that).
Another interesting thing about the LWB is the existence of Blue Jillies, which are an LWB commodity. They sell pretty good in a few places, so you could even trade as LWB pilot.
The LWB also has their own shipline which includes a Fighter and a Bomber (commonly called tractors), both with pretty cool looks, and they can fly Transports, Gunboats and even Cruisers, giving them access to pretty much every ship class they will ever need. However the fact that the LWB ID allows Cruiser should not result in them being used to pirate, the LWB is a small faction, so it shouldn’t have access to many Cruisers and definitely shouldn’t use them for anything but defensive purposes.
I would suggest you to try a Humpback, they are great and you usually will have some nice RP encounters in them.
-Jansen
Ever wanted to be an ANGRY FARMER in space? Then this is the ID for you. The Landwirtrechtbewegung does not only have an awesome name, it also is a great faction. The faction consists of farmers that got nearly everything they had on the planet Stuttgart taken away by Synth Foods, which received help from the Rheinland government. This offers a huge variety of different characters with different backgrounds and also allows for quite a few not so serious types, you could for example play a pacifist melon farmer that just tries to sell melons, or an ex-Military pilot that just likes the idea behind the LWB.
The LWB does not really like hitting on civilan targets, but wont be afraid to do so if its necessary. Their main targets are Synth Foods transports and employees as well as the Rheinland law enforcers. Due to their alliance with the Coalition, the Red Hessians, Unioners and even the Bundschuh, the LWB definitely dislikes Corsairs as well (they eat humans instead of fresh vegetables and all that).
Another interesting thing about the LWB is the existence of Blue Jillies, which are an LWB commodity. They sell pretty good in a few places, so you could even trade as LWB pilot.
The LWB also has their own shipline which includes a Fighter and a Bomber (commonly called tractors), both with pretty cool looks, and they can fly Transports, Gunboats and even Cruisers, giving them access to pretty much every ship class they will ever need. However the fact that the LWB ID allows Cruiser should not result in them being used to pirate, the LWB is a small faction, so it shouldn’t have access to many Cruisers and definitely shouldn’t use them for anything but defensive purposes.
I would suggest you to try a Humpback, they are great and you usually will have some nice RP encounters in them.
-Jansen
This is the closest thing you can get that resembles a public Terrorist ID, apart from the Nomad ID. While technically this ID is a Pirate ID, the soul difference between this and the others is that the Xeno Terrorist gives up his right to demand credits in order to hinder and stop any trade ships not belonging to Liberty. In other words, anything that is not flying Liberty colors on their trading ship is considered a combat target a.i. allowing the Xeno IDed player to destroy the trade ship without any demands. This alone makes the Xeno Terrorist ID have a highly aggressive playstyle, but at the same time such freedom comes with a price. Technically, the heaviest ship you can get on this ID is a well armored transport. Usually used with a snub or freighter, the Xeno ID is there to remind traders just why are scouts important, when your shipment of Ore coming in from Kusari is suddenly floating in space on the last lane from Denver, without you having any way to sway the Xeno from cutting your gut open.
A warning though. Because of the nature of this ID, the player always walks a fine line between what is considered to be a valid roleplay conduct and what is said to be ''disruptive gameplay'' and so you should always keep tabs on your actions. The ID has much promise for abuse even within the rules, but we still have a 1.1 rule, which can be used by the admin team to dispose of players, who harm server gameplay regardless whether their actions were within the server rules or not. ~Spaz
A warning though. Because of the nature of this ID, the player always walks a fine line between what is considered to be a valid roleplay conduct and what is said to be ''disruptive gameplay'' and so you should always keep tabs on your actions. The ID has much promise for abuse even within the rules, but we still have a 1.1 rule, which can be used by the admin team to dispose of players, who harm server gameplay regardless whether their actions were within the server rules or not. ~Spaz
Restricted IDs
Criminal ID
Neutral ID
Special Operative ID
Terrorist ID
WIP
Changelog
Code:
Recruit ID does not participate in overall server RP and is removed from the list.
Administrator ID does not participate in overall server RP and is removed from the list.
Added LPI ID comment.
Added RFP ID comment.
Added Xeno ID comment.