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Full Version: The Slaver ID
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Here is what can we do with Slaver ID:

* Can trade and escort only Slaver ships
* Can only demand human beings or human organs from other ships
* Can engage pirates, terrorists and lawfuls within their Zone of Influence
* Cannot fulfill bounty contracts
* Cannot ally with any lawfuls
* Can only land on unlawful bases, Zoner, Neutral, and Freelancer bases, and bases where slaves are bought/sold for more than 600 credits or where human organs are bought/sold for more than 1800 credits

Allowed ships: Fighters, Freighters, Transports, Prison Liners and Slave Liner



and here what can we do with Junker ID:

Pilot carrying this ID is a Junker, who :

* Can trade and escort smugglers
* Can demand credits or cargo from traders and unallied smugglers or factions
* Can fulfill bounty contracts opened by Junkers,
* Can attack pirates and terrorists in self-defense, to protect another trader, to assist lawful forces or in defence of corporate bases. May also actively hunt Pirate, Xeno, Farmers Alliance or Hogosha ID players.
* Can participate in unlawful actions against all corporations outside of house space.
* Cannot land on any bases belonging to Kusari factions except for Golden Chrysanthemum and Blood Dragon bases
* Cannot use any transport with more than 4,300 cargo
* The Junker ID does not make you immune to piracy, pirates may choose at their discretion whether to exempt you from being pirated.

Allowed ships: Fighters, Freighters, Transports, Gunboats, Slave Liner, Prison Liner


Slaver ID: You can't pirate (only human beings or human organs from other ships), You can't dock at lawful bases (from 90%), Can't do bounties. In-RP there is no reason why they can't dock at lawful bases.

Junker ID: You must use smaller transports, but 700 cargo? Especially 80% of Slavers use Slave Liner (3900 cargo).
Slaver ID lets you use 5ks.





Also, RP differences between IDs are important. Take the merc/freelancer differences.
You can shoot at any pirate, lawful or terrorist, and you can shoot first. As Sprolf said you can use 5k's.
Because otherwise the Union will murder them, for not being signed up with the union, using union ships.
To give you an extra reason to whine.
See, disco exists in the sole purpose of pissing you off.

Also, Slaver ID lets you use unorthodox IFFs.
' Wrote:You can shoot at any pirate, lawful or terrorist, and you can shoot first. As Sprolf said you can use 5k's.

Why to shoot pirate or terrorist in any other situation than self-defense?
' Wrote:Why to shoot pirate or terrorist in any other situation than self-defense?
Because it's fun? And they make a cool sound when their chest cavity bursts.
' Wrote:Why to shoot pirate or terrorist in any other situation than self-defense?

Because we're freaking slavers of course. I don't really know, because technically our ZoI is fairly large we could technically just make a bunch of Slaver bombers and go blow everything up for all we know.
As said before, we can use 5k's.

We're also allowed to pirate human cargo within core house space.

Junker ID's no longer allow that.
In fact, why use the Junker ID?
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