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Full Version: The Freelancer ID
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So I was looking to make an independent trader along the lines of this idea: http://discoverygc.com/forums/index.php?showtopic=58117

...and after moving up to one of the larger freighters, I went to FP4 to pick up my Trader ID. Then I realized something... why should I?

The Trader ID and the Freelancer ID are essentially the same, except Freelancers can do more. The limit on both in terms of cargo is 3800. Same goes for the Merc ID. Those two are literally the same.

I know the ID should match your RP, but that's almost never the case.. think about how many freelancer ID'd transports you see every time you fly. Freelancer ID'd gunboats... freighters... fighters... everything and every role you can think of.

Why is it like this? I understand freelancing is extremely important to the game (duh), but if you're going to be trading on your own... you're an independent trader... if you're flying a VHF and taking bounties, you're a merc. Not a generic freelancer.

My proposal is to make the Freelancer ID more of a jack-of-all-trades license, rather than a I-can-do-whatever-I-want license. This can either be done by placing limits on the freelancer ID or pumping up the other independent licenses to be more appealing. Personally, I would re-word the Freelancer ID to mean ONLY doing work FOR OTHERS... since "freelancing" doesn't usually mean doing things on your own FOR yourself.

How about this:
Quote:Pilot carrying this ID is a Freelancer, who :

  • Can escort traders or join (but cannot create) trading convoys
  • Can fulfill lawful and unlawful bounty contracts
  • Cannot pirate, but can provide security services for pirates who are pirating if paid to do so. Freelancers can only fire on traders or smugglers in self-defense or if the trader or smuggler fires on or is bountied by the Freelancers's employer.
  • Cannot demand contraband unless specified in employer's bounty
  • Cannot use any transports with more than 2,000 cargo
    (* this means capped at Albatross for this ID)
Allowed ships: Fighters, Freighters, Transports, {removed gunboats... get a merc ID for that?}
Carrying unmounted IDs in your ship, as well as not equipping an ID, is a serious crime.

With any luck this kind of change will cut down on the number of loltraders and between-the-lines lawful/unlawful do-whatever-they-want flyers. At least it'll help push more players to picking a more specialized license, helping everyone determine what they really stand for.

Thoughts?
I think I will make same thread about Slaver ID vs Junker ID.
It is fine as it is in my opinion.
I agree with you on the transport part. The maximum cargo hold that the ID allows should be lowered.
However, the part about Gunboats I disagree with you on. You see, you are using a double-edged sword: If you remove Gunboats from allowed ships on the ID, the lolwutters will find another one and use that. Others, who actually care about RP, will have to find a new ID which will likely not suit them well.
Besides, Freelancers cannot use Gunboats without forum RP, and some cannot be used at all without the faction's permission.
Quote:and some cannot be used at all without the faction's permission.
All gunboats need faction permission.
Yeah you're right, I meant to say most. As far as I know, the only one that you are able to use freely is the Kusari Explorer.
Nah, I don't see the point. I'd rather turn the Trader ID into something more useful..

I would, however, merge the Mercenary and Freelancer ID into one.
I see the point, ai agree with this, good day.
Well, I'd like to change Mercenary vs Freelancer a bit
Through, Freelancer vs Trader? Nno, thanks. Just change Trader ID.
Why do people always feel the need to nerf others' ID's?

If you think another ID is uber, then buy it yourself.
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