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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Old ID's...

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Old ID's...
Offline The.Outlaw.Star
10-17-2014, 05:58 AM,
#1
Member
Posts: 651
Threads: 80
Joined: Jul 2009

So why did we remove all the a great ID's we once had?

Researcher ID (my favorite)
Vigilante ID

ect.

i would name more but its late and my brain isnt working.

[Image: tumblr_lyor3jybjk1qfwzeuo1_r1_500.gif]
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Offline Eonaros
10-17-2014, 09:59 AM, (This post was last modified: 10-17-2014, 10:58 AM by Eonaros.)
#2
Member
Posts: 317
Threads: 47
Joined: Oct 2012

Most of these ID's are incorporated in the Freelancer ID.
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Offline Omicron
10-17-2014, 10:23 AM,
#3
The Order
Posts: 4,745
Threads: 386
Joined: Nov 2009

Mercenary and trader ID were redundant, I believe smuggler one was merged with pirate and vigilante/researcher were removed. Kinda sad.

[Image: E9d8RnV.jpg?1]
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Offline Connor
10-17-2014, 10:27 AM,
#4
Nomadmin
Posts: 3,606
Threads: 327
Joined: Aug 2012

Was never around with these IDs (Or if I was, I never used them or knew about them) but they all seemed fun.

[Image: Snoopyman.gif]
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Offline Vredes
10-17-2014, 12:54 PM, (This post was last modified: 10-17-2014, 12:55 PM by Vredes.)
#5
Member
Posts: 938
Threads: 71
Joined: Mar 2012

Is there any chance that we get the Mercenary, Researcher, Slaver, Smuggler etc.
I think they gave a big RP opportunity and the current Freelancer ID is too generic.

Edit: I personally stopped playing my Scientist/Researcher and Slaver chars just because it doesnt feel the same with the Freelancer ID.
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Offline Fluffyball
10-17-2014, 01:46 PM,
#6
Banned
Posts: 2,426
Threads: 222
Joined: Jul 2013

Smuggler, Slaver and Merc ID were incorporated into Freelancer ID. However, smuggler seems to be more into Freelancer than Pirate ID (because with the latter you can't land on every base).

Trader ID would be needed, allowing to fly bigger than 3600 units, but would nerf trains, big transports, etc with 90% or 75% nerf.

User was banned for: http://discoverygc.com/forums/showthread.php?tid=138636
Time left: (Permanent)
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Offline Echo 7-7
10-17-2014, 02:01 PM,
#7
Masterful Modder
Posts: 4,077
Threads: 99
Joined: Sep 2006

Two threads on the same topic merged.

There was a sig here, once.
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Offline Vredes
10-17-2014, 02:10 PM,
#8
Member
Posts: 938
Threads: 71
Joined: Mar 2012

Slaver, Mercenary and Researcher IDs are mostly needed I think with some unique tech tables.
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Offline Gypsie Skripto
10-17-2014, 02:18 PM,
#9
Fnord
Posts: 1,046
Threads: 132
Joined: Sep 2010

Trader ID man Big Grin Oh the good ole days.

[Image: T6UyGk3.png]
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Offline Mímir
10-17-2014, 02:24 PM, (This post was last modified: 10-17-2014, 02:31 PM by Mímir.)
#10
Member
Posts: 2,823
Threads: 182
Joined: Dec 2010

None of them are needed. You can do most of the same things on a FL ID. While they did provide some flair, they were pretty much pointless clutter.

Roleplay isn't defined by your guns, the color of your engines or the text on an ID (mostly).

[Image: 120px-BhgLogo.png][Image: 120px-LH_Logo.png]
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