Take into account that real life doesn't have IDs either. IDs are fully for roleplay purposes to identify exactly to which faction or group a given person belongs. Refer yourself to my previous posts for a detailed explanation.
' Wrote:Speaking as a real life ex-smuggler, the smugler ID is absolutely retarded as far as emulating real life is concerned.
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Well, a Smuggler ID is as conspicuous as the act of being stopped by the authorities while smuggling in an universe where scanners can identify exactly what your cargo is. Makes you think, doesn't it?
In regard to the original thought, I think there should be a lot of independent types flying around. But it also seems that most independent traders would be small time operations, who wouldn't be able to afford as much long distance shipping. But then the way the system is set up, if you fly for yourself or for a faction, you're still the one making the money. And it goes for everything that there really is no difference.
I would like to see more factionalized traders. It could add a lot of fun, at least for groups that have substantial enemies. Like Synth Foods with the LWB and Farmers' Alliance, Planetform and the Gaians, or the Xenos and, uh, well, lots of people.
I think Baconsoda has the right idea about why things are the way they are though.
Both possibilities make sense, which is why I have an independently operating trader and one working with Samura.
' Wrote:I understand the whole indie phenomenon can get out of control, but I really wonder about getting rid of generic trader/smuggler IDs. Why in the world (or in Sirius) would there not be many traders and smugglers working for themselves alone, possibly allied with a faction (hence the tag/IFF), but not employed (ID'd) with them? I have a hard time understanding how general independent/self-employed traders or smugglers would not exist in significant numbers in a Sirius-like setting.
' Wrote:I dont see a problem with indie traders, I think the main problem is powertrading or something, though I think from reading a ID changes proposal thread (I think this is going in next version?), Trader ID'd ships will only be able to use a max of 3600 cargo spaced ships (firefly).
which I think is quite justified, advanced train and such looks more of a high cost ship from faction traders funded by the company, instead of a cheap ship an indie trader would buy. (regardless of if its easy to buy an adv train with a day of power trading).
I agree that Indies with just a Trader ID should be limited to maybe the 3600cargo space. I am going to throw out an idea or two.
Trader ID- Independant or Faction up to 3600 cargo units and below. 60,000 credits.
Corporate Trader ID (Indie)- Independant self made rich person that wants to stay independant and fly ships 3601 and higher cargo units. 50,000,000 credits. Must have Neutral tag.
Corporate Trader ID (Faction)- Join Trader Faction and if assigned an ship over 3601 cargo units. 5,000,000 credits. Faction tag.
Now if a Trader or Corporate Trader ID'ed ship is found by the Lawful authorities to have been caught (SS-cargo and ID) with contraband or other unlawful materials. This evidence should be placed on the Forum simulating a trial and other than a fine be required to mount the Smuggler ID until fine is paid or probation period is complete. If no other infractions have been incured then the trader may remove the Smuggler ID for a legal one. Or a trader could RP on the forum and say for 50,000,000 credits paid to the Junkers at a Junker base, he could switch them. But if a Trader did this He or she would have to stay away from the jurisdection that he was caught in earlier. If a Trader fails to change the ID after a trial with evidence then there is the option of sanction due to said person would now be oorp.
Smuggler ID - 60,000 credits. A person with a Smuggler ID has been cought before in an unlawful act. A person with a smuggler ID if a scan indicates to the presense of an Unlawful cargo, said smuggler may be fired on and or destroyed with no warning by any Lawful ID.
It is my belief that a real smuggler would do just about anything not to come to the attention or the Law and maybe this would nudge a little more RP that would help us all.
the idea is to give players more incentive to join factions, not to remove indy traders/smugglers/civilians/freelancers/etc. entirely.
We need more faction tagged/id'd traders. Factions like ALG, Kruger, BMM, Samura, etc. are all pretty much non existent right now. Why restrict yourself to a specific area when you can be 'generic' and go anywhere or do anything?
It is a problem IMO.
Personally, i think RP rules should be put in to make it so certain trade factions can only trade certain goods. Synth would be the only faction capable of transporting food rations, Ageira/Kishiro would be the only factions capable of transporting optical chips and gate/lane parts.
Civilian (i.e. "generic") traders would be relegated to low-profit items, and not be able to trade the company-specific products that make big bucks.
' Wrote:We need more faction tagged/id'd traders. Factions like ALG, Kruger, BMM, Samura, etc. are all pretty much non existent right now. Why restrict yourself to a specific area when you can be 'generic' and go anywhere or do anything?
To put is simply, there aren't any perks to joining a fractionized trading group. There is no difference in trade routes (exception being, is that yo are restricted to that of your faction), you still receive protection from house officials, and you still get stopped by the same pirates. Create an insurance pollicy on on the goods your transport. Start a secure, stable payment plan to start a stable income. Do something
' Wrote:Personally, i think RP rules should be put in to make it so certain trade factions can only trade certain goods. Synth would be the only faction capable of transporting food rations, Ageira/Kishiro would be the only factions capable of transporting optical chips and gate/lane parts.
Civilian (i.e. "generic") traders would be relegated to low-profit items, and not be able to trade the company-specific products that make big bucks.
That'd solve the problem fairly well I think.
I say don't limit the indi traders to mediocre goods. For one, it would be almost impossible to enforce and regulation, requiring constant surveillance of bases and routes.
If anything create a consumer good that is unique to your faction, make it buyable on the designated bases at low cost to those on very friendly terms with the base, and be able to sell it at higher prices than the current goods.
-or-
Design new ships, with larger cargo holds and stronger hulls (no more guns than 10 cause thats getting into overkill) and lable them under the class of "Super-Transports". Make it so that only Faction aligned traders with proper ID will be able to fly them (much like LN ID, LSF ID, etc... are allowed to pilot Battleships, where as indi-military are only allowed upto gunboats)
Example of new ID:
Synth Foods, Inc. ID
Pilot carrying this ID is employed by Synth Foods, Inc. <insert Trade ID shpel>
Allowed Sips: Fighters, Freighters, Transports, Super-Transports
well thats my bit, to sum it all up, Make joining a Faction Trade group worth while.
I'm kinda tossing between the ideas of limiting what ships indie traders can pilot. On one hand, I think its a great idea for more shipping companies to be involved. Maybe different trade routes could be 'owned' by different trading companies, could produce some interesting RP when their competition starts hauling their goods.
On the other hand... the Firefly is my favourite trader ship, and I like flying one when everyone else around me has Whales and Adv. Trains etc. I'd hate to see so many flying around, but thats just my biased, selfish opinion so ignore it.
As for smuggler IDs, maybe we need less generic Ids, like Outcast Smuggler ID, who specializes in Cardamine, and a Corsair Smuggler ID, who does Artifacts, Nomad smugglers, Hacker smugglers for counterfeit software.
Lawfuls shouldn't be bothering someone with a smuggler ID if they're not carrying contraband, and don't have an outstanding fine to pay. I've had to stare down a LNS cruiser in my poor little Firefly smuggler, and tell them I wasn't gonna leave Liberty, just cause I have a smuggler ID, and not doing anything illegal. Doesn't bother me too much, cause I can out-RP those trigger happy LNS cruisers, who're just bored and looking for something to shoot at.
So it shouldn't matter than your ID declares you a smuggler. Either you're not smuggling when they scan you, so they shouldn't bother you, and treat you like just another trader, or you're carrying Contraband and they know your a smuggler anyway.
Perhaps the trader ID should be freelance trader, and allow smuggling as well as trade, and then there are faction trading and smuggling IDs.