' Wrote:So a pirat ID owner must stick his ZoI to his IFF?
Precisely. The Pirate ID is intended to enable pirate roleplay without necessarily tying one's character to a certain faction's idealogy or doctrine; however, your equipment and ship must still conform to those of a particular faction or group of factions, and you must base your roleplay off of a specific pirate organization in some way or other.
For example, even as a semi-autonomous pirate, you wouldn't be permitted to employ equipment from both sides of a conflict or from two completely unrelated factions. As a pirate based off the Rogues and flying a Greyhound, you wouldn't be allowed to use, say, Xenos or Golden Chrysanthemum weapons. The ID is not a carte blanche to use all unlawful gear out there.
Back it up with roleplay and you'll be fine with anything. But without effort, just stick to one faction to get your equipment/ship from. I've also heard some say that truly generic pirates should have no tag, fly only civilian ships, use only civilian guns, and land only on Freeports. This is a tad extreme, though.
' Wrote:Back it up with roleplay and you'll be fine with anything. But without effort, just stick to one faction to get your equipment/ship from. I've also heard some say that truly generic pirates should have no tag, fly only civilian ships, use only civilian guns, and land only on Freeports. This is a tad extreme, though.
Exactly. Generally speaking, in order to use any of a faction's amenities, one must be in good standing with that faction and conform to it to at least a superficial degree.
' Wrote:For example, even as a semi-autonomous pirate, you wouldn't be permitted to employ equipment from both sides of a conflict or from two completely unrelated factions. As a pirate based off the Rogues and flying a Greyhound, you wouldn't be allowed to use, say, Xenos or Golden Chrysanthemum weapons. The ID is not a carte blanche to use all unlawful gear out there.
I disagree with this to a certain extent. As a semi-autonomous Pirate that is based off the Rogues, you should be able to grab some Suncannons, since the GC are good friends of Cardimine, just like you, and you have a bit in common to make it within reason to use the GC guns.
However, this means that you can't go and use Hogosha and Farmer's Alliance guns. For everything done in Roleplay, there is a consequence. If you are a semi-autonomous pirate fighting with the Rogues, it is within reason that you might be able to grab some Gaia's Angels, even, as the Gaians don't necessarily hate the Rogues, but then that means that Molly weapons would be out of the question.
It's all about what types of choices you make.
[8:32:45 PM] Dusty Lens: Oh no, let me get that. Hello? Oh it's my grandma. She says to be roleplay.
[12:49:19 AM] Elgatodiablo: You know its nice that you have all that proof and all, Bacon... but I just don't believe you.
I've caught flak for using an RT with a Hacker IFF (pirate ID). My guns are flawless, purchased entirely from Hacker bases aside from generic equipment I had to go elsewhere for.
But the people that take issue with my ship choice are joyless rule-lawyering savants who defeat the purpose of playing a game, so *phbbbbt*.
If it were up to them I'd be in a Sabre and stuck in Magellan.
How much flexibility is permitted through RPing the acquisition of certain things?
I don't mean to hijack the thread but I think this issue of ID versus ships recommended is a pretty tough one to get around.
I personally prefer a more rigid approach to things, but if RP can provide colour and flavour (for want of better terms) to a character then how is it achieved without earning the disrespect of the others who have to play with you?
My single most blunt example is this. I used to fly an eagle. I loved it. Since day one on the server one of my characters flew it as a merc and later, when he was absorbed into a faction and changed ID's to become a BHG, I swapped up ship, because the general impression I received was that the more conservative you were in relation to how you role played the better. And I've taken that conservatism to a particular extreme.
Now it might have taken considerable RP justification to continue piloting the ship as a BHG but the question that comes to me now is , how much RP justiciation is there to not allowing that greater freedom?
Obviously that greater flexibility is open to serious abuse - and we end up with pretty glaring acquisitions to justify super powered load outs. But within reason, and as a person who prefers to allow the story of a character grow organically through in game interaction, how far can RP justification be taken?
Bear in mind that although I am well able to write I dont necessarily want to have to compose long and elaborate stories for every gun I possess. In fact the more imaginative one is, the less convincing in my opinion. The line "I stole it form a top secret facility" is probably less realistic for my way of thinking than a simple "I bought it". The fear that one is going to develop works of fiction to acquire ships that have a PvP edge is a pretty understandable one, but surely it's the pilot that matters?
And another thing, whose flak is worth ignoring and whose is worth listening to? I've seen people get sanctioned for load outs that, once you knew the story, were pretty reasonable. If we could have some pretty concrete examples that were universally (or as close to it as possible) accepted that might help people avoid the rule lawyering outbursts of the terminally pedantic.
//EDIT For the original poster. You guys are a faction right? Might be an idea to get together and decide on this stuff before you go a pirating. When in doubt, I would advise erring on the conservative side. The invasion of New London orbit and shooting up everything (including the ships that are obviously unmanned) by corsair ships is probably a little out of your z.o.i. Corsairs want less BHG invasions of Gamma and I personally want less of this kind of treatment in return. If you guys want a fight you'll get one, just be patient. Cheers.