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Splitting Freelancer and Mercenary IDs into lawful and unlawful would defeat their purpose.

The reason these IDs exist is because they're entirely ambiguous and their carriers can allign themselves in whatever way they want. Also, there's also the problem of the definition of lawful and unlawful depending on whose territory your ID is in.
' Wrote:(...) Scouting mercs fly ahead of the trader and warn the trader if there is a pirate on a tradelane ahead of them. Then the trader can take a different path, or the merc can distract the pilot while the trader passes through in the tradelane. Then the merc can leave the pirate and catch back up with the trader and scout ahead for it again. It works very well.

Scout: [sees two freelancer IFFed guys sitting near a jump gate] Nothing to report, boss. Path is clear.
Trader: Okay. Proceed.
Scout: [jumps ahead]
Trader: [jumps in] Good day, gentlemen.
Freelancers: 10MorDAI! 5... 4... 3...

(Yes, exaggeration. But it happens.).

Another thing. Try to count Freelancer IDed characters who happen to have a vendetta against certain faction and are actively involved in some kind of personal crusade (which is good for final missions of vanilla SP campaign, but does not work here). Guaranteed, there are plenty of them. There is a huge gap between being hired (but still ideologically involved or just loyal to one side) and doing sth just because you wish to. Only the former is in accordance with the spirit of the freelancing.

Those + mentioned before contribute to general distrust toward indie mercs/freelancers.
' Wrote:Scout: [sees two freelancer IFFed guys sitting near a jump gate] Nothing to report, boss. Path is clear.
Trader: Okay. Proceed.
Scout: [jumps ahead]
Trader: [jumps in] Good day, gentlemen.
Freelancers: 10MorDAI! 5... 4... 3...

(Yes, exaggeration. But it happens.).
Maybe the scout should've checked the Freelancer's ID, and then he would've seen "Pirate ID". That's a scout's failure, not the ID or IFF.
Quote:(...) Scouting mercs fly ahead of the trader and warn the trader if there is a pirate on a tradelane ahead of them. Then the trader can take a different path, or the merc can distract the pilot while the trader passes through in the tradelane. Then the merc can leave the pirate and catch back up with the trader and scout ahead for it again. It works very well.

That whole scouting thing is a good idea, and it works most of the time.

The problem is what happens when the scout fails and the pirate is in a bomber, or somesuch other more powerful ship [Pirate Transports are entirely survivable]

Escorts have very little chance of killing the Pirate before he kills the Trader, which is why very rarely do people hire escorts.
Perhaps the scout shouldn't fail then no?

The fact that its difficult to defend a transport that is already in weapons range of an aggressor has nothing to do with the topic. It is its own dead horse.
Well, I have to second the "Escorts have very little chance of killing the Pirate before he kills the Trader, which is why very rarely do people hire escorts".

Perhaps I don't play traders all that much anymore, but I can say I had at least 10 escorts in last year (as in escort, not scout), and it helped exactly 0 times. Just costs extra money, and gives you like +3% "survival chance" upon meeting a pirate. I really liked the idea in one old thread, where trader would take reduced damage as long as the escort is alive, so there would be an actual point in having an escort, when it would have to be defeated before the trader can be killed (now it is only and only RP. Which is cool, but on the other hand, when you have run with 6mil profit, paying 3 mil for escort which won't really save your ass is a bit harsh). Of course that would be a hell of a job to do. Not even sure if it's possible.
I cant believe that no-one seems to have had the same idea as me for the perfect escort ship that even negates the need for scouting, or to do anything but laugh at poor foolish pilots stupid enough to try and stop you.

And no, I'm not going to tell you what it is, because I'm a pirate.



On a more helpful note; part of the problem is circular, - there is no work for freelancers - their activity drops - traders who DO want to hire any cant find any to hire ( e.g. me on my trader) - traders dont bother looking for freelancers to hire - there is even less work for escorts, ect.

So prehaps if pirate and freelancer ID were re-united there would be more to do for the freelancers when they DIDNT have a job, plus of course when the trader has the choice of being pirated by a freelancer or hiring him, he is going to be more appreciative.
Therefore traders would be more likely to hire escorts.
Of course traders would also be more suspicious of freelancers, but there are still the companies E.G. VPS, to gaurentee your escort wont turn on you, and as freelancers nowdays dont all take unlawful contracts, they wouldnt nesecerily do so in this situation,
and youd have to pay your escort AFTER the run was complete, to ensure he wouldnt turn on you.

Plus it would get rid of the stupid pirate ID
' Wrote:I cant believe that no-one seems to have had the same idea as me for the perfect escort ship that even negates the need for scouting, or to do anything but laugh at poor foolish pilots stupid enough to try and stop you.
And no, I'm not going to tell you what it is
I have found the meaning of life, the missing link in evolution of human, and also a way to live 500 years. And no, I'm not going to tell you.
You really came here to tell that you have solution for everything, but you won't tell anyone?

Also I don't think there is any circle at all. Since 90% of Mercs, Freelancers and BHs won't be able to save the trader when the need arises... so, logically, 90% traders won't bother to hire anyone at all.
' Wrote:I cant believe that no-one seems to have had the same idea as me for the perfect escort ship that even negates the need for scouting, or to do anything but laugh at poor foolish pilots stupid enough to try and stop you.

And no, I'm not going to tell you what it is, because I'm a pirate.
You are not the only one having this idea. I know about few people I just haven't seen anyone pulling it out yet. I guess that people are just too afraid to start a revolution.
' Wrote:Maybe the scout should've checked the Freelancer's ID, and then he would've seen "Pirate ID". That's a scout's failure, not the ID or IFF.
Two, completely independent issues:
1. Do IDs exist in-RP?
2. There are pirates with freelancer IDs. Dozens of them. Despite the "Cannot pirate" in the ID description.

By the way. Just gave one freelancer a bit over 3 million for a 20 minute job. (Freelancer, if you seek an opportunity to work, then wait for Junker smuggling convoy! ;))


About that idea. Is it it using Ptrans? Or Hegemon with good defensive loadout?
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