' Wrote:ID Tag Rules
When a faction is created, the leader must select a primary ID that identifies the faction's primary role and identity. The Guard ID associated with the primary ID choice is assumed to be included as part of the primary ID choice.
Specialized IDs may be permitted for specific purposes that are subsets of the faction's role. For example, an Outcast faction should choose the Outcast ID as its primary ID, but might also allow the Slaver ID for some of its members' ships that engage in the slave trade. Likewise, a corporation might use the Researcher ID in addition to the normal corporation ID associated with the faction. Faction proposals and official faction posts must state the primary ID and specialized ID's used by the faction.
If their is no overlap between the primary ID's permitted ship choices and the specialized ID's permitted ship choices, then the specialized ID cannot be used by that faction.
Vessels with the specialized ID must behave according to that ID's permissions and restrictions, even if the permissions of the faction's primary ID are different. For example, a Slaver ID'd Outcast faction character can only pirate according to Slaver ID restrictions.
All ship and weapon choices are subject to the restrictions belonging to the faction's primary ID, NOT the specialized IDs. The specialized ID does NOT provide access to ships or weapons that are forbidden to the primary ID.
Vessels with the specialized ID must have the same IFF/Tag as they would have using the faction's primary ID. Factions should not choose another faction ID as a secondary ID, for example an Outcast faction should not choose the Lane Hacker ID as a secondary ID.
All relevant information should be contained in the faction creation proposal and any changes to existing faction operations should be submitted to the Administration for review prior to implementation. There is no definite limit on the number of specialized IDs that a faction may use, but all are subject to Administrative approval.
Having the primary faction ID or specialized ID is essential for all characters of the faction who reached level 40.
It is possible for any faction or any group to choose any ID that they like. Including even IDs that were already taken by system-owning factions, Mercenary ID and Freelancer ID. The latter two IDs are quite easy to get, so if the group does not want to be NPC-aligned, they are the proper choice.
When a faction is created, the leader must select a primary ID that identifies the faction's primary role and identity. The Guard ID associated with the primary ID choice is assumed to be included as part of the primary ID choice.
Specialized IDs may be permitted for specific purposes that are subsets of the faction's role. For example, an Outcast faction should choose the Outcast ID as its primary ID, but might also allow the Slaver ID for some of its members' ships that engage in the slave trade. Likewise, a corporation might use the Researcher ID in addition to the normal corporation ID associated with the faction. Faction proposals and official faction posts must state the primary ID and specialized ID's used by the faction.
If their is no overlap between the primary ID's permitted ship choices and the specialized ID's permitted ship choices, then the specialized ID cannot be used by that faction.
Vessels with the specialized ID must behave according to that ID's permissions and restrictions, even if the permissions of the faction's primary ID are different. For example, a Slaver ID'd Outcast faction character can only pirate according to Slaver ID restrictions.
All ship and weapon choices are subject to the restrictions belonging to the faction's primary ID, NOT the specialized IDs. The specialized ID does NOT provide access to ships or weapons that are forbidden to the primary ID.
This is a snippet from the Faction Create Rules.
What Zelot has said is supported by what I have quoted.
If the Pirate ID is the Renegades primary ID, they cannot fulfill bounty contracts at all. That is, if they were official or wanted to become official. So, what the RR are doing that official factions cannot is using specialized IDs to get around their primary IDs restrictions. This is frowned upon.
As the Council's request was made specifically citing the Renegades as the justification for the change, I fail to see how these facts aren't relevant. Nor do I see how Zelot is not treating people equally or mixing server RP with server administration.
' Wrote:I want to note that snak3 does not represent the RR nor is he a member of RR.
What he said. I just like to piont out how wrong admin is regarding the rules, which I specifically read lots of times as they are relevant for my own interests regarding IC.
Quote:All ship and weapon choices are subject to the restrictions belonging to the faction's primary ID, NOT the specialized IDs. The specialized ID does NOT provide access to ships or weapons that are forbidden to the primary ID.
I think this is the part that is most relevant. It would seem the rules only say that specialized IDs do not provide access to ships or weapons forbidden to the primary ID. I don't see anywhere, where it says that ships using the specialized ID are bound to the restrictions noted on the primary ID.
Very interesting.
Oh....this is quite of topic. As such I feel I must give some feedback since I am here.