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Hellfire Legion ID - Printable Version

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+--- Thread: Hellfire Legion ID (/showthread.php?tid=128099)

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Hellfire Legion ID - Pancakes - 04-05-2015

Why does the Hellfire Legion ID, is the single ID (except for the Zoner ID, I guess) out there that can only engage certain IDs that are listed in the ID itself?

That seems oddly nerfed to me, and unwarranted too. For example me flying my Legion Prosecutor, I encounter a pirate ID'ed Waran shooting at the odd DSE trader. Normally, I'd want to help the poor trader since it's a part of my roleplay, you know, to REPLACE the Navy - can I do it? Nope.

Starting to add a list of IDs seems non-sensible to me, just make it like all the other IDs that allow it to engage unlawfuls and lawfuls that are diplomatically hostile to Hellfire legion within the ZoI.


RE: Hellfire Legion ID - Lythrilux - 04-05-2015

Bring back the old ID!
This current ID is terrible! IDs are meant to be an extension of a factions RP represented in game. The Hellfire Legion is unable to fully represent their RP in game because they are blocked by an overly specific and overly restrictive ID.


RE: Hellfire Legion ID - Fluffyball - 04-05-2015

IMO Hellfire Legion should have similiar lines alike those from the Kusari Exiles, who are still the law enforcers - because of being technically still KNF. How it works for Hellfire, being ex-Navy officers, I don't know... Point out they are more a paramilitary group, perhaps?


RE: Hellfire Legion ID - Mitko - 04-05-2015

RM raiding Texas with caps for the 234325 time this week. No LNS lolcaps present when you need them, of course. Only a couple of LPI and LN fighters available. And 5 HF bombers just hanging out because for some reason their ID does not permit them to engage mass foreign incursions or ally with lawfuls... The silliness in this picture is beyond any rational explanation and I'm thinking some changes are in order.

Quote:IMO Hellfire Legion should have similiar lines alike those from the Kusari Exiles, which claim to be the rightful law enforcers - because of being still KNF. How it works for Hellfire, being ex-Navy officers, I don't know... Paramilitary group, perhaps?

It should work like this: http://discoverygc.com/wiki/Hellfire_Legion_ID

They might bring it back for the official faction, but indies would remain a tad bit screwed. The only RP left for them is shooting liberty lawfuls on sight and that's that.


RE: Hellfire Legion ID - Sabru - 04-06-2015

i believe the ID was nerfed when they made it open.


RE: Hellfire Legion ID - Spurdo - 04-06-2015

(04-05-2015, 02:38 PM)Pancakes Wrote: Why does the Hellfire Legion ID, is the single ID (except for the Zoner ID, I guess) out there that can only engage certain IDs that are listed in the ID itself?

That seems oddly nerfed to me, and unwarranted too. For example me flying my Legion Prosecutor, I encounter a pirate ID'ed Waran shooting at the odd DSE trader. Normally, I'd want to help the poor trader since it's a part of my roleplay, you know, to REPLACE the Navy - can I do it? Nope.

Starting to add a list of IDs seems non-sensible to me, just make it like all the other IDs that allow it to engage unlawfuls and lawfuls that are diplomatically hostile to Hellfire legion within the ZoI.

Is the ID on the wiki wrong? Because it says you can do eggsactly that.


RE: Hellfire Legion ID - Durandal - 04-07-2015

Quote:Hellfire Legion ID:

The Hellfire Legion is a paramilitary faction seeking to overthrow Liberty's government or attain independence from Liberty. The Hellfire Legion was formed by disheartened Liberty Navy pilots who believe a change in power is necessary to ensure the safety and prosperity of Liberty and it's people.

The pilot carrying this is a member of the Hellfire Legion who:

Is allowed to do the following anywhere:
-Can trade.
-Can defend himself.
-Can attack Liberty Navy, Liberty Police, Liberty Security Force and treat the transports belonging to them as combat targets.

Is allowed to do the following within their Zone of Influence:
-Can engage and attack any ships within Vespucci.
-Can demand Cardamine, Slaves, Nox, Synthetic Marijuana, Artifacts, Liquid Cardamine from any ship and destroy them if they do not comply.
-Can attack any ship except transports and freighters.
-Can defend allied ships.
-Can escort traders.

Is not allowed to do the following:
-Cannot ally with Liberty lawfuls and unlawfuls except corporations & Xenos.
-Cannot use transports with more than 4.300 cargo.
-Capital ships cannot leave their Zone of Influence.

Zone of Influence: Liberty systems, systems directly bordering Liberty, Vespucci, Humboldt, Kansas, Coronado, Inverness.

Allowed ships: Fighters, Freighters, Transports, Gunboats.

Just put this in the game already please, maybe with the Vespucci line modified since Vesp is getting opened up.


RE: Hellfire Legion ID - Remnant - 04-08-2015

Modified ID there looks rather interesting. If it fits the lore better by actually allowing you to do what you should be able to do, I'm interested.
I'll bring it up as a discussion with the others. If the other Administrators see what i'm seeing, maybe we can make a few changes.

Questions, feel free to throw me a PM.


RE: Hellfire Legion ID - Cælumaresh - 04-08-2015

Quote:Hellfire Legion ID:

The Hellfire Legion is a paramilitary faction seeking to overthrow Liberty's government or attain independence from Liberty. The Hellfire Legion was formed by disheartened Liberty Navy pilots who believe a change in power is necessary to ensure the safety and prosperity of Liberty and it's people.

The pilot carrying this is a member of the Hellfire Legion who:

Is allowed to do the following anywhere:
-Can trade.
-Can defend himself.
-Can attack Liberty Navy, Liberty Police, Liberty Security Force and treat the transports belonging to them as combat targets.

Is allowed to do the following within their Zone of Influence:
-Can engage and attack any ships within Vespucci.
-Can demand Cardamine, Slaves, Nox, Synthetic Marijuana, Artifacts, Liquid Cardamine from any ship and destroy them if they do not comply.
-Can attack any ship except transports and freighters.
-Can defend allied ships.
-Can escort traders.

Is not allowed to do the following:
-Cannot ally with Liberty lawfuls and unlawfuls except corporations & Xenos.
-Cannot use transports with more than 4.300 cargo.
-Capital ships cannot leave their Zone of Influence.

Zone of Influence: Liberty systems, systems directly bordering Liberty, Vespucci, Humboldt, Kansas, Coronado, Inverness.

Allowed ships: Fighters, Freighters, Transports, Gunboats.


I just marked a small bit in that ID summary. While all seems fine, that 'can attack any ship' could better be changed into 'can attack any enemy of the Hellfire Legion'. Otherwise if one would take it too literally you will soon see HF ships engaging IMG indies in Magellan to just put in an example. (Not saying that it would be many, just a few)


RE: Hellfire Legion ID - Charos - 04-08-2015

Quote:The Hellfire Legion is a Liberty revolutionary faction which considers the Liberty government incompetent and in need of overthrowing.

Pilot carrying this unlawful ID is a member of the Hellfire Legion who:

-Can attack unlawfuls, quasi-lawfuls and enemies of the Hellfire Legion within their Zone of Influence.
-Can attack Liberty Navy, Liberty Police Inc. and LSF anywhere.and treat transports belonging to them as combat targets.
-Can demand Artifacts, Slaves, Cardamine, Liquid Cardamine, Nox, Hypnotainment bands, Nomad equipment, Nomad remains from any ship within their Zone of Influence, and attack them if they do not comply.
-Cannot engage freighters and transports except in self-defense.
-Cannot use any transports with more than 4.300 cargo.
-Cannot ally with Liberty lawfuls and Liberty unlawfuls except the Xenos.

Zone of Influence: Liberty, systems directly bordering Liberty, Kansas, Humboldt, Vespucci, Inverness
Allowed ships: Fighters, Freighters, Transports, Gunboats

This was the ID that was proposed after the abuse from Tutashkia. It is a fix on many things, which would made the ID useful but was shot down by the admins. I proposed that ID to fix the "Make HF to shoot 6 factions and log off aterwards" that it currently is and allow people to do something more with their ships than that.

*the red part is not necessary