Hello.
Following a lengthy discussion in the general Discord surrounding lawfuls and IWs, especially the total inability for lawfuls to shoot down neutral ID'd smugglers in an IW (read: Corpos/FLs), a random thought crossed my mind.
What if we gave Intel IDs the means to hunt down (read: demand cargo of) smugglers of these contraband items which are considered a crucial issue for their respective house? It is not exactly a huge incentive but better than nothing, right?
Gallia: Nox, Cardamine
Kusari: Black Market Augments, Cardamine
Liberty: Artifacts, Cardamine, Black Market Pharmas, Counterfeit Software
Rheinland: Hessian Tears, Black Market Munitions
Bretonia: Artifacts + The to be added Bretonian Contraband
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Given that the intels already have unlimited ZOI and can hunt their enemies across Sirius in gunboats and below, I don't think they need any further buff.
If Earhart materials will be considered as alien materials by the rules, you will already be quite strong ID to begin with. Just give neutral smugglers some slack.
Given that the intels already have unlimited ZOI and can hunt their enemies across Sirius in gunboats and below, I don't think they need any further buff.
If Earhart materials will be considered as alien materials by the rules, you will already be quite strong ID to begin with. Just give neutral smugglers some slack.
They're demanding Earhart goods anyway, regardless of rules & what their ID interprets.
Funny, the same idea crossed my mind earlier today. But Errem is right, it would be a bit too powerful.
HOWEWER, I believe it would be fine if limited to the Independent Systems bordering <native House>.
The reasoning being, even though there usually are House systems between the contraband sellpoints, there are also often independent systems that can be used as safezones. i.e. Liberty's got Ontario, Rheinland has Dresden, Bretonia has Dublin etc.
I don't think e.g. CIA discretely hunting down a known weapon smuggler in the area that is not under the jurisdiction of another country is too far fetched - though the analogy is a bit flawed when there are very few "lawless zones" existing IRL.
No ?
What's contraband in x system/house can be legal in another, that would imply rp consequences for factions killing people's in someone else's territory , which would result in ..wars?
(11-19-2023, 06:59 PM)Deucalion Wrote: No ?
What's contraband in x system/house can be legal in another, that would imply rp consequences for factions killing people's in someone else's territory , which would result in ..wars?
The Earhart materials change slipped past me. It's actually not yet ingame too because Nomad Materials =/= Alien Materials to me.
This is a nice but powerful buff to Intel IDs already.
The idea to limit it to certain areas is a good one. Sirius wide might be a bit extreme, although RP consequences for it within other houses could apply ofc.
Btw it is cargo demand, not a kill line. Keep that in mind.
Given that the intels already have unlimited ZOI and can hunt their enemies across Sirius in gunboats and below, I don't think they need any further buff.
Yeah this tbh.
Short of the K'Hara ID, House Intel have the most versatile and offensively powerful IDs in the game. They really don't need any help.
The only change I would make, is emphasizing how Intel factions can use battlecruisers since battlecruisers are being put into a category separate from cruisers.
I think battlecruisers are good for intel factions as mobile bases since they can carry docking modules, jump drives, cloaks, and whatnot.
Other than that, I don't see the need to change anything for the indie Intel IDs. (I'm posting since I lead an intel faction and have some insight)