I agree with ParanoidAndroid. I think the id descriptions speak for themselves. Traders trade legitimate goods only. Smugglers can trade legitimately or can also carry contraband, but at their own risk.
The smuggler ID itself isn't really a give away - if your cargo is scanned then it's probably the 5000 units of cardamine that will grab the attention of the law rather than the id. If your hold is empty and the law scan you and see smuggler ID then it should simply be taken that the ship has been suspected of involvement in illegal smuggling in the past. However without direct evidence the law can't act. They might tail the smuggler, or watch out for him in future.
Personally I would assume that a smuggler was operating from a pirate base so I wouldn't tax him if I was a pirate. I'd assume he was on my side, unless he was operating from a different faction. e.g. smuggling artifacts from Crete would make you fair game for any red hessian...
I don't see a problem with the ID. It's not like you get shot at for wearing the smuggler ID, they might look at it in suspicion but they can't do anything to you, can they? And when you get caught having that 5000 cargo of Cardi, your trader ID not only will not save you, it will make matters worse.
Let me present my view on the matter: the generic trader ID should be eliminated instead. There is no such thing as a generic trader in the world of Freelancer. There are only corporations and companies and a independent trader wouldn't really get far without corporate sponsorship, unless he is a smuggler. There are plenty of companies that are pretty much slated for inter-sirius trade, and it would only work even more to enforce to RP rule of traders NOT venturing out of the house territories, because they shouldn't. It would also give the police forces something to protect if it would get more risky to trade across jump holes for a normal trader. What do you guys think?
Makes sense.. I know first hand the problems associated with generic i.d.'s. Ive spent a lot of time arguing with traders who regard the transport of cardamine as perfectly legal! What's the equivalent for us - heroin?
Even the independent traders faction which is more a loose association of traders who run their own routes retains the interspace commerce id for the purposes of roleplay, which makes a lot of sense.
Most generic i.d.'s are open to abuse, but I think the smuggler one works well.
Would you include the freelancer id as a generic one? Should that be gotten rid of too?
I know the Crossifre mod marks all black market items with an icon indicating their status as such, but I prefer the notion that factions, rather than the framework of the game itself, get to regulate the trade. That's the real human value of RP.
The recent licensing of weapons sales in manhattan is a good example. Sure it was annoying for some people, but I think the RP improved. And i enjoyed the protests.
A freelancer ID is different IMO. There is no problem for just anyone to buy a ship and do freelance work, because equipping a fighter doesn't cost nearly as much as buying a large freighter plus the associated cargo. Before anyone says that one million is nothing, one must realise that only traders shift around the cash in Freelancer and for someone who does only missions (by himself I'd like to add) getting one million is a pretty big goal. The freelancer ID should only really see some revision to include that trading should be limited or not allowed on that ID altogether.
The same thing applies to the mercenary ID which is basically a copy of the freelancer one, except allowing unlawful contracts.
The reason why generic pirate IDs and trader IDs should go is that they have far more aggressive and organised competition than mercenaries and freelancers will ever get, even when you take the BHG into account. In a world as centralised and privatised as the world of Freelancer is there is little opportunity for independence, and people should acknowledge that.
' Wrote:if trader ID can smuggle, why do we have a smuggler ID? comon...
Best point yet.
I think the intent was for 'trader docking at lawful-quasilawful bases' vs 'trader docking at unlawful-quasilawful bases'. If it wasn't considered OORP for smuggler to take things to reasonable smuggling destinations, like, say, MANHATTAN (only place to sell artifacts...), it would be perfect for me. 'Tis a shame.
' Wrote:...the generic trader ID should be eliminated instead...
Nah, just remove transports from ships allowed. That means it's just freighters for the little independents, and you can only get into a transport if you join a company.
I think that's a good suggestion - reduce the type of ships available to ALL generic i.d.'s - no gunboats or transports at least until you join a distinct faction. In the SP original of Freelancer, you couldn't get anything bigger than a VHF. I think it would encourage better RP. How many truly independent businesspeople own their own ships? I personally find Mercs in gunboats to be stretching the imagination a little too far. It's all the perks of of a faction with no disadvantages - i.e. unbalanced. They claim to be unemployed when the situation suits them.
If people find this too restrictive, remember you can always make other characters, and change factions. However I think you get to know the "flavour" of the game and the personality of other players if you base yourself in one particular spot.
How about removing any transports from smugglars id's as well....
Infact make any transport KOS if there is any illegal goods on it.
Now seriously,
you solve this by incresing risk.
Generally smugglar operations are small time.
Change the cardi pick up price to 18000 and 20800 / unit for a drop (2800/unit profit). You see some one hauling smuggling goods, blow their arse off and they will lose their day's work.
A blown adv. transport means losing 80 mil in cargo. Lets see if they trade that commodity then in a big ship.
The return is still good but transports will think twice about running this commodity.
You want to be a smugglar? stick to 600 or lower cargo space.
Do this to all the illegal things, artifacts/Synth Marijuana (increase risk 10 fold).
Casue if having a transport on a trader id is bad, so is it on a smugglar.
I have found the cat and mouse game with liberty police to be a lot of fun. Like in real life, if the police catch me doing something wrong i get busted, lose money, and pay a big fine. In the future those same cops look out for me and i am forced to do legal trade until the heat blows over. While doing legal trade i have to figure out how to avoid the pirates or expect to pay them off and hit in my profits. A smuggler id would be a great punishment for getting caught smuggling. For a period of time that is. I know it would be hard to enforce or make happen, but... what smuggler in their right mind would fly around with a smuggler sign tattooed on their ship. Trade in this game is of 2 kinds. If you trade legal items, you have to fend off the pirates. If you do illegal trade you have to fend off the cops. As it should be. A policeman driving down the road would have to search the car and find contraband before knowing whether or not he is a criminal. Not because he has a sign on the back of his car that says,"I carry illegal goods." An organization supported by drug dealers would not kill or steal from the transportaion of their goods that is their bread and butter.
One of the most fun parts of this game for me is flying through manhatten with a cargo full of smuggled goods all nervous about getting caught trying to think of ways to outsmart the police. I think the police have fun chasing down traders and checking to see if they are smugglers.
When i carry legal goods i experience the exact same thing with the pirates, trying to avoid or outsmart them. When they catch me and i have no other choice i do what i have to.
I think the fun of this server is the roleplay. Igiss and the rest of the developers have done an amazing job creating a world where you can be a smuggler and run from the cops, or you can be a regular trader and run from the pirates. You can be a pirate scourge of the tradelanes, or a policemen or bounty hunter trying to enforce order. One thing........ the players have to agree to this roleplay to keep the fun alive. I would not have fun running from the cops in new york if the cops did not play their role as well. Legal trade would be incredibly boring if there weren't pirates covering the most lucritive routes. In my opinion, trying to find reasons to kill people through rules interpretations detract from what makes this game soo much fun, plus i hope the developers do not take it personally when conflict over game mechanics arise.
To show your appreciation for the developers, roleplay, have fun. Play your part in this world, as the outcast supporting drugs or the lsf fighting the drug trade. The more you play your part in this world and the less you try to manipulate the rules, the more fun I have at least.