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Can freelancer and Pirate ID still fly the pilgrim? - Printable Version

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+--- Thread: Can freelancer and Pirate ID still fly the pilgrim? (/showthread.php?tid=135635)



Can freelancer and Pirate ID still fly the pilgrim? - Price_ - 02-02-2016

The pilgrim got made 4,300 cargo, freelancer and pirate ID are still limited to 3,600 cargo with the exception of the Pirate Train.
Is an exception going to be made for the Pilgrim? or is Slaver RP officially dead now?


RE: Can freelancer and Pirate ID still fly the pilgrim? - Findarato Veneanar - 02-02-2016

It says it is not allowed in the rules, so i'd guess it's not allowed.

Slaver RP is still doable though, since there are a few factions that can do it.


RE: Can freelancer and Pirate ID still fly the pilgrim? - nOmnomnOm - 02-02-2016

I do not see why they made it this way. The ship is specifically for the purpose of slaves. FL ID / Pirate ID should be able to slave with it.
RIP slavers.
RIP slavers union.


RE: Can freelancer and Pirate ID still fly the pilgrim? - Stoner_Steve - 02-02-2016

Freelance Slavers are dead, Join the Rogues/Junker to Slave


RE: Can freelancer and Pirate ID still fly the pilgrim? - Findarato Veneanar - 02-02-2016

Well, i put in a player request, so it should get looked into at some point.

Anyway, since it breaks no rules, just slave smuggle in a "insert literally any ID with no cargo restrictions here", just don't get seen by players, since then you'll actually need to RP. Big Grin


RE: Can freelancer and Pirate ID still fly the pilgrim? - The Savage - 02-03-2016

I can always use a Junker Pilgrim, but then - why we made that tech open for everyone out of Junker techcell in the first place? Pilgrim is not a ship for PVP, being huge and very slow target for bombers and gunboats. It's not PTrain which can dance around and given choice between both ships as Junker or X unlawful ID - I'd pick up the latter.

(02-03-2016, 01:05 PM)Toris Wrote: So I came across the Slaver Union and they still flew FL ID Pilgrims not being aware that they are not allowed to fly Pilgrim Liners. While making a small chat with them, the problem came out (a fair one I must say) that "they are Slavers, not Junkers" (when I proposed turning to Junker ID) and "it would be waste of time and money to revert to Serenity" (when proposed this). Idea of turning these ships into Pirate Train doesn't also seem a good idea, since these are 1) illegal and 2) it would be immersion breaking, since PTrains are rather destined to move cargo, not people. Giving them unlawful ID is also lack of sense, since they are disallowed to 90% of bases in Sirius, which DO BUY Slaves.


As I stated in that topic - Pilgrim is RP ship for the most of the time, since it doesn't stand a chance against gunboats and bombers (the latter are out of reach of transport turrets for 90% of engagement anyway).

Edit: Oh yes, there's also statement made by Thyrzul:

(02-03-2016, 02:17 PM)Thyrzul Wrote: It used to have that big hold long ago and it makes more sense to have this much than 3,6k, same hold size than a Serenity, than which the Pilgrim is three times bigger. It's just that back then prior to the hold nerf we used to have more IDs been merged into the FL ID since, the FL ID also had exceptions on Ptrain or Ptrans and the Pilgrim from the hold limit line of the ID.



RE: Can freelancer and Pirate ID still fly the pilgrim? - nOmnomnOm - 02-03-2016

The solution cannot just be "use a junker ID" :|
especially when people were using it before with IDs that they cannot use now it makes things hard since they basically stopped the RPs in their tracks.


RE: Can freelancer and Pirate ID still fly the pilgrim? - The Savage - 02-03-2016

(02-03-2016, 07:31 PM)nOmnomnOm Wrote: The solution cannot just be "use a junker ID" :|
especially when people were using it before with IDs that they cannot use now it makes things hard since they basically stopped the RPs in their tracks.

(02-03-2016, 07:31 PM)nOmnomnOm Wrote: stopped the RPs in their tracks.

This is the moment when even the slightest ID change can actually make further roleplay impossible. Freelancer ID allows you to make friends and allies - faction ID do not have this ability making players to follow strictly the diplomatic chart to the letter, forcing players to be hostile with X faction - being the target for that faction no matter the roleplay.

I don't really see Junkers using Pilgrim, since they have sleeker and cheaper alternative in form of Pirate Train.