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Quote:Smuggler ID

Pilot carrying this ID is an independent Smuggler of the Sirius sector, who :
  • Can trade and escort smugglers

  • Cannot attack anyone except in self defense or to defend the vessel they are escorting,

  • Cannot ally with any lawfuls

  • Cannot fulfill bounty contracts

  • Cannot pirate

  • Cannot use any ship with more than 3,800 cargo space, except for the Pirate Train

  • Cannot land on any lawful bases when using the Pirate Train
Allowed ships: Fighters, Freighters, Transports
Quote:Freelancer ID

Pilot carrying this ID is a Freelancer, who :
  • * Can trade and escort traders
    * 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 3,800 cargo
Allowed ships: Fighters, Freighters, Transports, Gunboats

So right now the smuggler ID is basically... A trader ID that allows for magical universal rep and one 4300 cargo ship if you don't land anywhere lawful. After that you can't do anything.

Which means that it's like a lame version of the Freelancer ID except you get style points for being a "smuggler" and get to use this one ship that can't land on any lawful bases which kinda means you would be just as well served by getting, say, a pirate type ID or similar.

Lemme hear your thoughts.
<strike>Well some of the house transports have more than 3800 cargo space and less than 4300...

So I guess it would be useful for those. But it certainly is a very narrow practical use for the ID.

Not to mention all the "oh noez u hav smuglr id now you dai" that comes along with it.</strike>
ah nevermind. It doesn't allow anything with more than 3800 cargo other than the p-train.
Many of the ID are screwed, Smuggler ID is one of them.
Magical Universal Rep (MUR for short) Might be awesome if more IDs were ninjarep'd. Perhaps ninja the Trader ID so that it behaves more like a Lawful Trader ID. You can either smuggle for the rats and sometimes haul legal items, or independently trade legal stuff with maybe a Kusari Kush business on the side.

Unfortunately, I love both of them the way they are. Again, differentiation and specialization may be the way to go here.

my 2 cents
Quote:IDs are invisible in RP.

HAHAHAHAHAHA, Yeah that doesn't work everyone takes ID as IC, even when it ruins your RP it pisses me off almost as much as having a Police demand 1 Cardamine from a ship carrying lots of other stuff.


But yeah I think the only thing the Smuggler ID is good for is... YAY SMUGGLER I BE ONE!
What about the Freelancer/Mercenary distinctions?
' Wrote:What about the Freelancer/Mercenary distinctions?

I tried to distinguish them.

Decided the difference was semantics and not worth "forcing" a difference.

I'll ask Cannon if he can think of something. I had an idea a while back to help boost police IDs, maybe this could work around that idea.
I...errr

Maybe we could...nope.

hmmmm... problematic.

The only thing I can think of is to reduce the cargo limitation on the FL ID to something like 3k. Don't know what that would accomplish and I hate to nerf one thing to make another thing better, for almost no gain. I shall think on this.
often id see it more profitable to both smuggle and trade in one run
Problem with smuggling with a smuggler ID is....Most contraband is sold,and purchased on lawful bases.
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