Find it funny that role-play needs to be approved by someone, As if there are multiple ways to define role play. Tell me again why the SRP is so heavy again?
(10-18-2014, 05:36 PM)Zen_Mechanics Wrote: Find it funny that role-play needs to be approved by someone, As if there are multiple ways to define role play. Tell me again why the SRP is so heavy again?
(10-18-2014, 05:19 PM)Lythrilux Wrote: I kind of agree with this. It's actually always been kind of irritating that I can't fly a pirate ID'd ship and choose my allies properly.
Though, I guess SRP exists for this reason...
I agree SRP can fill that gap, but indeed it does have a high cost in both credits and time to demonstrate the freedom won't be abused.
(10-18-2014, 06:26 PM)Snak3 Wrote: It's not the ID that defines your roleplay. You are still free to get known among X faction with your Pirate ID to be held their allies.
Well, good luck in being spammed by gazillion of NPCs with BCs and Gunboats. :| IMHO Pirate ID would make reputation hacked to the level of VERY unfriendly (but not hostile/red) reputation, instead of "shoot on sight" by NPCs.
(10-18-2014, 06:26 PM)Snak3 Wrote: It's not the ID that defines your roleplay. You are still free to get known among X faction with your Pirate ID to be held their allies.
Well, good luck in being spammed by gazillion of NPCs with BCs and Gunboats. :| IMHO Pirate ID would make reputation hacked to the level of VERY unfriendly (but not hostile/red) reputation, instead of "shoot on sight" by NPCs.
Well, that is the case of piracy near a very well guarded lawful spot. It affects all sorts of criminals, not just the Pirate ID.
If you mess with the house navy/police you will arrive at the same situation. Pirate ID will have no protections against that.
(10-18-2014, 06:26 PM)Snak3 Wrote: It's not the ID that defines your roleplay. You are still free to get known among X faction with your Pirate ID to be held their allies.
Well, good luck in being spammed by gazillion of NPCs with BCs and Gunboats. :| IMHO Pirate ID would make reputation hacked to the level of VERY unfriendly (but not hostile/red) reputation, instead of "shoot on sight" by NPCs.
I am playing as LH~ for almost a year. I get shot by LNS- and I manage to survive. If you cannot deal with NPCs, not even neutral reputations will help you survive this dangerous Sirius.
(10-18-2014, 10:28 AM)Toji-Haku Wrote: Pirate ID overrides reputation, no matter how much you'll put, you will be always rephacked back.
This is a balance issue more than an RP issue. The reason why we have a Pirate ID that's separate from the Freelancer ID (because independent pirates ARE freelancers) at all is precisely this - with the freedom to pirate anybody anywhere come terrible rephacks.
Similarly, other generic unlawful IDs would be too good without a ZOI or a limitation of targets without also having terrible rephacks.
It's perfectly possible to RP a rebel or privateer with a generic Pirate ID, or of course a specific unlawful ID that suits your RP.
But generic unlawful IDs without highly restrictive rephacks would be unbalanced.
Yeah, you CAN rp as a pirate to whatever faction you like to try to get friendly based on RP. Try sitting around a Rogues or Hackers base though, especially if you even have 1 unit of contraband (which can also be for RP purposes) and you'll wind up red and shot at in no time. Kinda kills the moment. We don't mean LH against the Navy, we're talking pirate ID's regarding other unlawful factions, and not just in Liberty.
The nodock rephacks the Pirate ID has with many unlawfuls are there because those factions requested it.
Rogues etc. don't want independent pirates doing their business on their turf, which is not unreasonable if you ask me.
Most unlawful factions aren't rephacked on Pirate ID anyway.
If you want to be an independent that's friendly with Rogues/Hackers or whatever, just use freelancer ID. You're free to ally with any unlawfuls, with the lone exception of LWB who are hacked to nodock.
(10-19-2014, 03:42 PM)Karst Wrote: The nodock rephacks the Pirate ID has with many unlawfuls are there because those factions requested it.
Rogues etc. don't want independent pirates doing their business on their turf, which is not unreasonable if you ask me.
Most unlawful factions aren't rephacked on Pirate ID anyway.
If you want to be an independent that's friendly with Rogues/Hackers or whatever, just use freelancer ID. You're free to ally with any unlawfuls, with the lone exception of LWB who are hacked to nodock.
Which in turn bring us to the previous issue, that in so many places, independent pirates are only usable as extra henchmen to established criminal organizations.
Not that it's bad, but if a gang operating Shikoku or Bering wants to make some deals with their criminal neighbours (rogues, LH, Unioners), they can't do that to many of them, because of said rephacks.
Of course Rogues are entitled to kick out competing pirates out of their territory, but a ID rephack from the start also kicks out those that don't work in their territory as well.
The suggestion is to remove the unlawful rephacks that still remain (some of them very old, and the reason for them long forgotten), and let the pirates make their business, and the criminal factions choose who stays and who gets stomped.