Faction Creation Rules Wrote:Identification, affiliation and tag Rules
When a faction is created, the leader must select an ID and a corresponding IFF for use on every ship within the faction, based on the group's primary role and identity. Factions must also choose one unified tag for their ships upon requesting official status. *
Each faction or group can only use one ID. Official factions may request their own ID based on the original ID of their NPC faction, to allow for a more specialized line of roleplay or to remove certain restrictions applied to their original ID, which would require admin approval before implementation. The faction ID can only be requested if the official faction's roleplay as a whole, or the roleplay of a sub-group of the faction can no longer be played out within the allowances of their original ID.
In case of the Player Faction IDs granted to the faction as a whole, the approved ID will become the faction's primary ID and every ship belonging to the faction should be switched to the new ID, and in case of the Player Faction IDs approved to a sub-group within a faction, the ID must only be used within the approved sub-group. In both cases, the official faction will maintain their faction rights over the NPC faction of their IFF.
It is possible for any faction or any group to choose any ID that they like. Including even IDs that already have official faction(s) representing them, however, not all IDs or NPC affiliation will grant full faction rights.
As you all know (or many know), currently all factions (official and not) are bound to a chosen ID for all their ships, and using two or more ids in a tagged faction is frowned upon, and a liability (for sanctions). It is understood that also having a generic id alongside a more established npc id in the same faction would allow said group to bypass the limitations of the npc id, and leave the people interacting with said faction in trouble on how to react and define their relations with said group.
In our forums mining guide however, we can find this (non binding, non green) description of the generic Miner ID.
(07-29-2015, 11:43 AM)The Angels Wrote: Miner ID: The Miner ID is used for miners who wish to affiliate themselves to any faction. The Miner ID allows mining of any commodity type, at a slower rate, with any affiliation. Note that the use of a Miner ID sets you unfriendly or hostile to most mining corporations, which will make you unable to dock at their bases.
While there is no precedent, nor any ruling about this combination, can the Miner ID be exceptionally used by player factions in conjunction with other ids to represent sporadic, half baked or temporary efforts by said factions to operate extraction and collection of mineral and other exotic goods in space, with considerable inefficiency compared to specialist efforts of corporations and other entities?
Possible Examples:
- Intelligence factions employ a hired Hegemon to salvage important parts from military wreckage (premium scrap), or to covertly extract azurite from nomad space.
- Criminal factions, those that do not have their mining bonuses already, to plunder the mineral riches of their targets, should there be no miners or merchants wandering said extraction sites.
- having farmers and environmentalists mine for food (or something, give them something to toil for and use those tractors).
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The floor is open for opinions, alternatives, complaints, statements in green, and other pertinent sentences.
You can't use 2 ID's on the same faction (same Tag).
The faction i'm in: [FL-ER] is a freelancer faction and we innitially wanted to be freelancing traders, fighter AND miners . Admins told us that if we wanted to be Miners aswell and use Miner ID, we would have to create a sub-tag (sub-faction)
and at that time we created [FL-ER] with freelancer ID and M|[FL-ER] with miner ID
Conclusion: As far as rules go, you CANNOT have 2 different ID's on the same TAG (this rule applies to miner ID aswell)