This thread is strictly for community input on possible ID write-ups. Use the discussion thread for discussing proposed write-ups.
Nevertheless, feel free to post alternative write-ups in this thread for IDs that may already have a write-up posted for them by another member.
After various suggestions by the community, as well as discussions within the admin team, the team has decided to revisit the subject of roleplay IDs.
Roleplay IDs are defined as IDs which may offer no additional gameplay allowances, but are specialized for players intending to focus on specific lines of roleplay. There were various such IDs in the mod back in 4.85 (Researcher, Vigilante, Mercenary, Trader, Smuggler, Slaver, etc) but were considered redundant due to most of them being copies of Freelancer ID, and have since been discontinued. That is why input from veteran players who've been around since 4.85 and have actually seen those IDs in use (and so know the pros and cons of each) would be most welcome, but newer players are also welcome to contribute to the subject with any concept they may have for such IDs.
With this plan to reimplement roleplay IDs into the mod, we're intending to identify different lines of roleplay popular among the community and by incorporating minor perks in each ID, provide a better ground for more freedom in roleplay. Please note that these IDs do not essentially need to be generic IDs, and your suggestions can include IDs intended for use as a secondary ID by factions (e.g. Diplomat ID), but it's preffered if the suggestions are kept as generic as possible, as these IDs will be made open-use if implemented.
Submissions must include:
Explanation on purpose of the proposed ID, and the roleplay opportunities it can provide
Explanation on why the proposed ID is necessary, and why none of the existing IDs would be suitable for it
Explanation on what perks the ID can receive and what drawbacks can be applied to it to balance out those perks
Any additional explanation on the concept, or examples of existing chars which would benefit from the proposed ID
A proposed wrieup for the ID, following the same format as the existing IDs
General outline of possible rephacks/techcells on the ID
Note: Admin team may edit your post to add comments or pose questions regarding your proposed ID. In such case, a [spoiler] tag will be added to the bottom of your post. So check this thread regularly and feel free to re-edit your post to answer those questions.
Independent traders who have no affiliation to a particular house or corporation, they have dedicated their carrier to deliver goods as a peaceful contractor. They are obligated to respect Import/Export laws pertaining to their delivery route and cargo. They are there to anyone that need goods transported, and often seen with hired freelancer for escort.
Allies: House Corporations, House Police, Independent Lawful Organizations
Enemies: Criminals
Pilot carrying this lawful ID is a self employed trader, who:
Can attack any ship in self-defense, to protect an allied lawful ship.
Cannot transport illegal goods.
Cannot ally with any unlawfuls.
Cannot participate in unlawful actions. Cannot use any transport with more than 4,300 cargo. (adjusted submission tobalance and to respect the major transport corporations)
Zone of Influence: Sirius, Gallia
Allowed ships: Freighters, Transports
1. Explanation on purpose of the proposed ID, and the role play opportunities it can provide - The purpose of this ID is to facilitate the specific role for those players who enjoy trading and hauling goods across Sirius, the role play opportunities that it would provide is from my prospective are the following: Would need to hire freelancers for escort preferably, negotiate with miners if he choose to deliver ore. It would have to undergo regular inspection by house police and military pertaining to the legitimacy of the good being transported, and last but not least negotiate with pirates for their life.
2.Explanation on why the proposed ID is necessary, and why none of the existing IDs would be suitable for it - At this point only big corporations can transport larger sum of cargo, and have specific roles as to what they should transport RP wise, however the amount of goods that exists in the environment is a whole lot more diverse, stations need oxygen supplies, politicians and celebrities need luxury food, good wine and cigars, Java Station needing Sunbuck Cofee just to portrait the diversity of needs that the citizens, corporations, and organizations of Sirius need, but not specialized in transporting them.
3. Explanation on what perks the ID can receive and what drawbacks can be applied to it to balance out those perks -Perks: Diverse trade opportunities, a lot of fidelity to explore Sirius by fulfilling deliveries to the remote parts of the universe.
-Drawbacks: Cannot attack vessels, or be the aggressor in engagement only in self defense or to protect a fellow Independent Trader or its escort, restricted to Freighters and Transports, cannot transport illegal goods, must obey the Import/Export laws respective to their cargo transported at the time. Highly recommended to hire escort, since they are ought to be a target for piracy.
4. Any additional explanation on the concept, or examples of existing chars which would benefit from the proposed ID
-There are other companies that do transporting however on the contrast, there are individuals, just like the Freelancers who do escorts, and bounties, who are not particularly interested to work for a specific organization or be overly restricted on where they can transport. And decided to fill the need for who ever hires them to transport what they cannot, or don't desire to do so. They can be a target of an organization if for example they are doing a delivery for they competition and they can prove it. But the main concept is just like a Freelancer who wages war for who ever hires them, Independent Traders deliver what ever they are contracted for.
5. A proposed writeup for the ID, following the same format as the existing IDs
General outline of possible rephacks/techcells on the ID - see above the write up
- rephacks: Neutral to house police an military, Friendly with manufactures who don't transport their goods, friendly with mining organizations.
Enemies to pirates, terrorists, and criminals
- tech hacks should be only Lawful House or Civilian Freighter/Transport vessels, and their respective weaponry and equipment. but restricted from combat vessels and they respective equipment.
03-25-2015, 06:21 PM, (This post was last modified: 03-27-2015, 01:02 PM by Croft.
Edit Reason: Added "Posted Unlawful Bounties" seeing as how I forgot.
)
Contract Killer ID Contract Killers are merciless professionals hired by pirate and terrorist groups to execute targets for substancial amounts of money.
Pilot carrying this unlawful ID is a Contract Killer who:
Cannot ally with anyone.
Can attack ships in self defense or in contest of a bounty.
Can only fulfill posted unlawful bounties.
Cannot treat transports as combat targets.
Cannot participate in any unlawful actions except as described above.
ZoI: Sirius and Gallia.
Allowed ships: Fighters, Bombers.
Writeup Blood for money.
The Contract Killer is the latest refinement of a profession spawned by Mankind upon deeming itself civilised. It is a profession that has been fed and nutured over millenia by the greed of tyrants, warlords and all those who seek dominion over others. From the ancient hashashin to the modern hitman, contract killers have evolved in the shadows of mighty empires dealing death swiftly and silenty in exchange for great wealth. In the darkest depths of the Sirian underworld, the profession thrives.
Contract killers may come from all walks of life, from fallen Bounty Hunters who seek only profit, to cold calculated killers who extinquish life as if it was no more than flipping of a switch. Regardless of their past, those who take up the mantle face a life steeped in the blood of others with no respite from the persistant threat that they find themselves as the next target for one of their deadly colleagues.
Reputation: Neutral: Freelancers, Junkers and Zoners.
Hostile Neutral (No dock): Everyone else.
Hostile: Wild, Nomads and Intelligence Factions.
Allowed Tech: Civilian and open use guns and ships
90% BHG guns and ships.
Purpose and RP Possibilities Simply put this ID is the dark reflection of the Bounty Hunter with the notable exception that contract killers only work alone and frequently fight against each other in pursuit of their quarries. It offers an interesting array of RP possibilities from Bounty Hunters who longer see the distinction in killing for money, to the ex navy who can no longer reintegrate into society, lost to their own bloodstained past. They could be homicidal maniacs or wayward souls trapped into the only life they know, the possibilities are there.
Reason for Existence No other ID could perform the same function either due to ZoI, Faction RP, Faction Diplomacy or making any other ID incredibly overpowered. It is a highly specialized ID that allows for only one role yet highly varied RP and characters.
Advantages/Disadvantages To offset the potential for abuse it would be limited to only civilian, open use and bounty hunter cells, unable to engage transports to avoid overstepping the Pirate ID and be unable to dock anywhere but Junker, Zoner and Freelancer bases yet still travel as civilians through House space. It would be limited to only unlawfully placed bounties to reinforce the difference between it and the BHG ID.
Being unable to ally with anyone also means the ability to fight amongst themselves in an almost Highlander-esque style but only in contest of a bounty.
Notes: Other possible names: Hired Gun, Hitman, Liquidator, Hired Assassin.
Explanation on purpose of the proposed ID, and the roleplay opportunities it can provide
The purpose of the ID is to provide an additional role to the current Pirate ID. It will add another field of unlawful generic to roleplay with, and will be more dependent on diplomacy and interaction as opposed to the regular Pirate ID's 'lone wolf' stance.
Explanation on why the proposed ID is necessary, and why none of the existing IDs would be suitable for it
Technically the current Pirate ID tends to push the roleplay in the direction of being totally non-allied to anyone in any official capacity. Yet, pirates are able to defend ships of the same 'affiliation', and are able to change IFF's to reflect affiliation to many quasi and unlawful factions. This allows for faction affiliated pirates. However, a Privateer could RP around being purposely affiliated pirate 'for hire'. Regardless of IFF though, they could still act as independent pirates, or take on privateering contracts based on the same parameters of the current Pirate ID. In theory, those choosing to remain solely independent pirates can still use the Pirate ID for that, maintaining a Freelancer IFF (or none), while if choosing to affiliate themselves with any particular faction, might choose to use a Privateer ID instead, centering their roleplay around working with a faction, but not likely within that faction's ZOI.
Such an ID might even provide a better choice inrp for the generic unlawful, due to the slight oorp nature of sporting a 'Pirate ID', as most pirates might then actually find themselves as independent privateers, and the Pirate ID might only be used for totally independent pirates, or pirate groups that have little or no allies.
Explanation on what perks the ID can receive and what drawbacks can be applied to it to balance out those perks
The obvious rephack of the Pirate ID would certainly be a strong balancing factor, but as perks there might be some exceptions made reptutation wise to allow for quasi-lawful privateers that could be affiliated to some trans-sirius groups like IMG, GMG or maybe Gallic corps. As it stands though, any group (like intelligence factions) that can ally with unlawfuls could then hire their own privateers, and be able to treat a Privateer ID'd character in a different manner than they might a regular Pirate ID'd ship. They would still not be able to claim bounties, and if hired it would be to pirate, and should certainly be restricted from pirating someone of the same affiliation (with exception for maybe FL IFF).
Any additional explanation on the concept, or examples of existing chars which would benefit from the proposed ID
Well factions that are limited to their ZOI's could hire privateers to affiliate themselves to them and contract them to patrol areas outside those ZOI's. As example, if a group like the Rogues have a problem with someone who mostly reside outside their ZOI, they can find freelance privateers to change their affiliation to Rogues, and send them out to pirate that group. I feel this ID may also come in handy for people seeking to put more pressure on Gallia, as privateers could be hired by other groups or even houses (by intel factions 'secretly' sanctioned, at least nothing that would ever be admitted to by such a government).
The main point will be that privateers can be openly or secretly hired for blanket piracy. Whereas not every group or individual can make blanket bounties, and can't always put individual bounties on a target, they at least have the option of soliciting economic warfare upon their enemies in a potentially untraceable way. That would be up to whether the hiring group/individual wants it to be known they have hired privateers (for intimidation) or wants the reason for such piracy to elude the victim for some time.
A proposed writeup for the ID, following the same format as the existing IDs
Quote:A Privateer is an independent pirate for hire. They can work on their own, but typically seek contract from another body to extort trade ships and economic targets. They are usually affiliated according to their employers, if they have them. An unemployed Privateer can be more dangerous to encounter than one earning by contract, as an idle privateer may attack the nearest available ship.
- Can defend itself and ships of the same affiliation
- Can demand cargo and credits from Freighters, Transports and Liners in House space and attack them if they do not comply
- Can pirate any ships outside house space (bold and italic) and attack them if they do not comply
- Cannot use any transports with more than 3,600 cargo, except for the Pirate Train.
General outline of possible rephacks/techcells on the ID
Mostly the same as the current Pirate ID with exceptions for IMG, GMG, and Bretonia Privateers, so that even quasi groups could also hire/ally with independent privateers, as who works for who then becomes dependent on the individual's repuation. It would be nice if there was a change in tech/ship compat upon choosing affiliation. An example being a Pirate ID'd ship currently gets 75% on Corsairs ships. Upon changing to a Corsairs IFF, with Privateer ID it might go up to 90%.
Vigilante ID
Vigilante are concerned citizens that decided to take the law into their own hands. They are regarded as criminals by the law enforcement and as homicidal maniacs by the criminal syndicates who must be stopped. The Bounty Hunters Guild views them as thieves of income, and thus often enough shoot at the vigilantes when none looks.
Pilot carrying this unlawful ID is a Vigilante who:
Can ally only with other vigilantes.
Cannot attack lawful and Semi-lawful ID'ed ships except in self defense or in defense of a fellow vigilante.
Cannot attack other vigilantes.
Can attack any unlawful ID'ed ship and treat unlawful ID'ed transports as combat targets.
Can demand to drop, and if not complied with destroy transports carrying: NOX, Slaves, Cardamine, Artifacts, Sorted Artifacts, Synthetic Marijuana.
Cannot participate in any unlawful actions.
ZoI: Everywhere except the Omicron systems.
Allowed ships: Fighters, Bombers, Freighters(?).
Write-up
The Vigilante is an individual who lost his place among civilized society for his decision to circumvent the law and take manner into his own hands. They view the legal process of prosecuting criminals, many of which manage to escape through technicalities in the court of law, as a setback to a crime-free society.
Because of their decision to step out of the civilian life and go against criminals wherever those may be, they are widely hunted by both the lawfuls whom are painted in a bad picture because of the vigilantes, the bounty hunters who suffer a loss of income, and the unlawfuls who just want to get rid of murderous people who cannot be swayed otherwise. While certain civilians might be sympathetic of the vigilante cause, no one of them would risk harboring these individuals in fear of persecution of the law against them.
Rephacks
All unlawful factions - hostile
Police, Bounty Hunters and Navy factions - hostile
Civilian Stations (corporate) - 0.55 undockable
Zoners/Freelancers - no rephack.
Tech-chart
Sirius-wide civilian (ships and weapons) - 100%
House Civilian weapons - 90%
The rest are red cell - 10%
Explanation
The Vigilante was an old ID that was actually rarely used since it was such a hard one to us at it. However, it was often abused by different people since the rules regarding lawful status were vague, since nowadays each ID is listed as either Lawful/Semi-Lawful/Unlawful such an exploit couldn't be made. I do believe there is room for bringing this ID back, with an update to the Bounty Hunter ID that allows any Bounty Hunter ID'ed ship to attack Vigilantes on whim.
Vigilantes offered a unique aspect of the game and allowed people to play a slightly different and far harder to play as character. In the past the Vigilante ID even had more freedom, though I do not think that was appropriate.
None of the current IDs would be suitable for this roleplay nitch, since there is no ID that lets you act like that without actually being lawful or a bounty hunting character (lawful, in respect of the local government) thus you can't be a true vigilante.
The main perk this ID wields is the fact it can engage unlawfuls everywhere, however the big drawback to it would be its ability to only land on a VERY handful of stations around Sirius and the fact that it will be shot at by lawfuls as well as unlawfuls, with the former being able to detain the vigilante without him being able (or willing, he's not a cop murderer after all) to act against it.
Anther sheer disadvantage would be the fact that this ID would only allow to fly with civilian technology, and nothing more.
My biggest example for vigilantes done right is the Lost Star vigilantes, whom everyone that has been around from 4.85 would remember in a found manner. The removal of the ID killed the faction, since they were no longer able to roleplay as they had in the past. They tried to switch to freelancer ID and hunt for bounties but it just wasn't the same game aspect anymore, and they died out.
Sirius Slaver ID
Sirius Slaver NPC Faction
fc_s_grp
A proposed writeup for the ID, following the same format as the existing IDs
Regarded as the scum of Sirius, the Slavers are a loosely affiliated group of individuals involved in human trafficking, kidnapping and hostage-holding, regardless of the target's affiliation. Despised even by the criminal organizations already present in the Sirius sector, the Slavers are a completely new level of evil, bringing out the most despicable in the human heart.
A pilot of this ID is a Slaver who:
Can engage any and all ships carrying human cargo (Organs, Slaves, Vacationers, Passengers, Pilots) and treat them as combat targets.
Cannot demand credits.
Cannot hire freelancers.
Cannot ally with anyone outside their ID.
Cannot fulfill bounty contracts.
General outline of possible rephacks/techcells on the ID
Allowed ships: The Pilgrim Liner
Allowed tech: Civ Tech
Hostile to all factions apart from their own.
Explanation on purpose of the proposed ID, and the roleplay opportunities it can provide
Pretty much as it sounds. A slaver faction, whose bases are thrown around Sirius and offer huge prices for human related commodities.
Explanation on why the proposed ID is necessary, and why none of the existing IDs would be suitable for it
Current economy does not offer good enough prices on existing bases/by existing factions.
Explanation on what perks the ID can receive and what drawbacks can be applied to it to balance out those perks
Sirius-wide ZOI is a perk.
Docking on a few specific bases and being able to fly only one ship balances the lack of engagement restrictions.
Any additional explanation on the concept, or examples of existing chars which would benefit from the proposed ID
I think this is something the old Slavers Union had going on, before they died off.
Bases should be no more than three and located on opposite ends of Sirius.
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The Mercenaries of Rheinland are a sidearm of the Rheinland military, who are acting for payment inside and outside Rheinland space. They support the troops with cargo or fight on their side. They do things which normal soldiers never allowed to do.
Pilot carrying this quasi-lawful ID is a member of the Mercenaries of Rheinland (MOR), the Rheinland Mercenary corporation, who:
- Can demand contraband and levy fines in and outside their Zone of Influence, and attack if ships refuse to comply.
- Can attack ships which are in violation of Rheinland laws or belong to a house or organisation considered hostile by Rheinland within their Zone of Influence.
- Can defend allied or neutral lawful ships and bases in and outside their Zone of Influence.
- Can ally with unlawful factions, except Red Hessians, Bundschu, Landwirtrechtbewegung, Unioners, Nomands, The Wild.
- Can be hired by Rheinland, Kusari, Bretonia, Galia, The Order, to fight in there territory.
Zone of Influence: Rheinland, systems directly bordering Rheinland.
Allowed ships: Banshee, Phantom, Valkyre, Wraith, Mjolnir, Bergelmir, Fafnir, Oder, Donau, Bismarck, Elbe, Humpback, Ragnar, Behemoth, Uruz, Colossus.
1 Explanation on purpose of the proposed ID, and the roleplay opportunities it can provide
The first important thing is to protect DHC, KM, RS, and if necessary to support RM, MND or RFP in battle. The second is to be a bit more chaotic, like to raid liberty, pirate an IMG, or flying to other sectors like the Kusari, Bretonia or even in the territory of the Order to support the naval forces or the lawful trader and miners.
2 Explanation on why the proposed ID is necessary, and why none of the existing IDs would be suitable for it
The ID should interest more people to play for Rheinland, and not only as Hessians. Because it allows you to do more stuff than RM, and is not so elite like the MND ID.
3 Explanation on what perks the ID can receive and what drawbacks can be applied to it to balance out those perks
It should be very strict in termes which ship you allowed to use and how is a ally, neutral, or hostile. (I have a complete list)
4 Any additional explanation on the concept, or examples of existing chars which would benefit from the proposed ID
Trades who can be escorted to nearly every place. Rheinland pilots who are not allowed to follow a enemy in the next system. Every friend of Rheinland wo wants to fly from time to time in every edge of Sirius.
5 A proposed wrieup for the ID, following the same format as the existing IDs
6 General outline of possible rephacks/techcells on the ID[/list]
The Friend & Foe list is very important for this ID and for me, even the rephacks.
-Factions from the Discovery Wiki side- //docking should be possible on any allied and neutral base!//
-------------------- -------------------- -------------------- -------------------- -------------------- -------------------- -------------------- -------------------- -------------------- -------------------- --------------------
Allies (special, forever green) --------------------
Rheinland Federal Police
Rheinland Military
Büro der Marine Intelligenz
ALG Waste Disposal
Republican Shipping
Daumann Heavy Construction
Kruger Minerals
Gallic Royal Navy
Bretonia Armed Forces
Bounty Hunters Guild
The Order
Neutral (can never be under white) --------------------
Zoners
Freelancer
Bretonia Police Authority
Kusari Exiles Exiled
Bretonia Mining and Manufacturing
Border World Exports
Gateway Shipping
Planetform, Inc.
Gallic Royal Police
Gallic Metal Service
EFL Oil & Machinery
Ile-de-France Shipping
Solar Engineering
Enemies (forever red) --------------------
Red Hessians
Bundschuh
Landwirtrechtbewegung
Unioners Rheinland
Nomads
The Wild
The Council
The Maquis
Unione Corse
Gallic Brigands
Outcasts
Corsairs
Liberty Police Incorporated
Liberty Navy
Liberty Security Force
Ageira Technologies
Interspace Commerce
Universal Shipping
Deep Space Engineering
Synth Foods, Inc.
Cryer Pharmaceuticals
Orbital Spa & Cruise
Liberty Rogues
Lane Hackers
Xenos
Mollys
Gaians
Blood Dragons
Farmers Alliance
Golden Chrysanthemums
-------------------- -------------------- -------------------- -------------------- -------------------- -------------------- -------------------- -------------------- --------------------
Techcells
Rheinland ships & weapons - 100%
Civilian weapons - 100%
Other weapons - 100%
Other ships (forbidden) - 10%
-------------------- -------------------- -------------------- -------------------- -------------------- -------------------- -------------------- -------------------- --------------------
Other description for the ID / group / etc.:
The Mercenaries of Rheinland is a quasi legal militant group of people who work and fight for Rheinland. The most people are born in Rheinland but a lot are allies who want to take a active support role for the heal of the Reich. Every one of them hates terrorists and aliens. Because of that they're one of the less factions who don't see The Order as criminals, more as a defence force against the Nomad tread.
The protect all Rheinland corporations and support the police or the military if asked, of cause for a little cash. At the mean time they fulfil strikes at liberty corporations, liberty military forces and of cause on terrorists and friends of terrorists.
They have a secret base in the north sector of the Reich. It's told that they pay good praises for ore and all kinds of fire arms. (+H-fuel / mox / I'm not sure yet)
There are no real leaders in this mercenary corporation, only the Triumvirat (The Three, the three oldest or most powerful). Three people who keep the horde in lane.