Yeah. A clan (which passes as a faction now too ... apparently?) with members sporting varying ID types classifies as 'illegal'. Name this operation "Operation Sanction". When the hammer crashes down on everyone's heads, call it in, mission accomplished.
What will really make this interesting though is the fact that you don't want to use a tag.
Since I know the multiple IDs idea is inevitably going to be shot down, just use the Freelancer or Mercenary ID as primary instead; for when in doubt, DIGRESS!
what do you mean which passes for a faction now? Don't want to be a faction, aint asking to be a faction, aint asking for any faction priviliges.
what you're saying is its illegal for a merc named joe merc with a merc ID to escort both his friend joe smuggler with a smuggler ID and joe trader with a trader ID? If he escorts someone he must be alligned with their faction? A merc cant interact with pirates now? I thought thats why there was a ban on mercs in NY, because they took too many pirate bounties.
Im not asking to have any weapons, items, ships, alliances, armor, or ordinances that wouldnt be naturally available to the characters in question. im simply asking that several players with a common goal play together with characters with a common goal.
Quote:what do you mean which passes for a faction now?
I was questioning everyone else's claim that clans and factions are equivalent entities, because they ain't. By 'illegal' I was referring to the rule that a faction can only have one ID. As said, this wouldn't BE a faction so I was questioning/pointing out criticism. I understand what you mean by this whole thing, everyone else is having trouble grasping the concept though.
Quote:what you're saying is its illegal for a merc named joe merc with a merc ID to escort both his friend joe smuggler with a smuggler ID and joe trader with a trader ID?
Nope.
Quote:If he escorts someone he must be alligned with their faction?
Nope.
Quote:A merc cant interact with pirates now?
A mercenary can do whatever the hell he wants. I interact with traders, smugglers, zoners, pirates, lawfuls, etc. They don't pick a fight with a mercenary because he's merely a hiresword (or in Freelancer's case, a hireship).
' Wrote:Freelancer ID allows everything from fighters, to GBs, to transports.
That's your best bet.
Yes, choose the freelancer ID, and you will be free (to do what you wanna do). And they has own IFF, and not need to use multiple ID (what is problem to others). Of course you cant taxing others, but trading, smugling, accepting jobs like mercs, fighting and so on open to you and you can pick up the most ship and weapon until gunboat. This is your best selection I guess.
I wasnt aware freelancers could smuggle. as a matter of fact im pretty sure they cant smuggle or escort smugglers...
Quote:Freelancer ID
Pilot carrying this ID is a lawful Freelancer who works for him/herself, unwilling to join any of the Sirius factions. Freelancer ID grants its owner right to participate in lawful missions and military operations, fulfil lawful and unlawful bounty contracts, escort traders, hunt pirates and terrorists. Freelancer ID owner is not allowed to pirate and openly join unlawful forces.
' Wrote:Clan/Faction is the same thing- Like stating the differences between battlecruisers and cruisers, in the admins eyes, both things are the same.
also, it affects unofficial ones as well, I don;t seem to recall the 522nd being official.
Pardon me? Are you saying that an unofficial group of people who wish to work together on a regular basis must have the same ID? That sounds completely absurd...