Cargo limits for Independent ID's, Currently there isn't much variety, 3600-3800 is the norm.(and no ship with 3800 holds) I.E. the biggest Transport for most of them is the 3600 hold BWT, with the option of the 3500 hold firefly.
ID: Limit, Biggest ship
Freelancer: 3600, BWT
Ind. Trader: 3800, BWT
Merc.: 3600, BWT
Miner: 3800, BWT
Pirate: 3600, BWT (4300, Pirate train)
Smuggler: 3600, BWT (4300, Pirate train)
Slaver: no limit, any 5k ship
Zoner: 3800 BWT
Zoner Guard: 5k, Zoner whale
There should be more variety for more Pro/Con's to ID choices,
Freelancer: 3600: BWT
No change here
<strike>Ind. Trader: 4200: Container Transport
Make those pirates work for it!</strike>
Ind. Trader: 4000, more than a freelancer, but still less than corp ID's
To that end, Nerf the Large train to 4000 holds (and proportionate price reduction). Most ID's that can use the 4.5K Lg-train can also use the 5K Adv-train, and given the choice what would you drive? so why not give it to the Ind. Trader?
Merc.: No transports! Mercenaries should be hired guns, not hired transports.
Why do Mercenaries even need transports? They can't ask for Contraband, They can't Pirate, and why try and collect bounties in a transport?
if you want to trade, get a freelancer, Trader ID. . .and I don't know, trade perhaps. You want to be unlawful about it: Pirate, Smuggler, or Slaver ID.
Miner: 2800: Mining ship
Eh, do Indie miners need to drive anything bigger than a mining ship?
Pirate: 3400: Pirate transport + Pirate train
Small nerf, but still able to drive Pirate transport.
Smuggler: 3600: BWT
Take away the Pirate train, Smugglers should try and blend in, not stand out.
Slaver: 3900: Slave Liner
no Zoner whales for you!
Zoner: 3600: BWT
Different only in number since there is no 3800 hold ship.
Zoner Guard: 4500 (and Nerf the Zoner whale to the same)
there are far to many LoLWut Zoner Whales out there, and they need to be nerfed.
' Wrote:Mining ID thing was a typo, the mining and indie trader ID now allows access to snubships. Civilian fighters and the like for escort duty.
Woo!
Quote:Merc.: No transports! Mercenaries should be hired guns, not hired transports.
Why do Mercenaries even need transports? They can't ask for Contraband, They can't Pirate, and why try and collect bounties in a transport?
Functionally? Storage ships.
In-RP? Plenty of uses, the most obvious being supply ships. I can safely say that if I was running a mercenary group, I'd want to be able to provide my own supplies, rather than needing to have other people deliver them on extended missions.
That, and an armored transport actually isn't all that bad in a fight....
Hogosha Guard ID Wrote:Pilot carrying this ID is a Hogosha Guard, who:
* Can demand credits or cargo from non-Samura traders and unallied smugglers or factions
* Can only escort Hogosha artifact smugglers
* Can engage pirates, terrorists and lawfuls within their Zone of Influence
* Cannot ally with any lawfuls except with KNF, KSP and Samura * Cannot fulfill bounty contracts
* Cannot attack Samura, KNF or KSP ship
Allowed ships: Fighters, Bombers, Gunboats
I was under the impression the the guard id's were restricted from taking bounties because of cap access. However the Hogosha Guard cannot fly anything bigger than a Gunboat, so why can't they collect bounties? A Merc ID allows access to the same ship types and allow the collection of bounties. I would like to see that line changed to something like this.
Quote:* Cannot fulfill bounty contracts, except those on the enemies of the Hogosha, KNF/KSP, and Samura.
' Wrote:Zoner Guard: 4500 (and Nerf the Zoner whale to the same)
there are far to many LoLWut Zoner Whales out there, and they need to be nerfed.
Look, some of us zoner guard whales actually roleplay. It's not fair to take the cargo away from everyone just because a few misbehave. I'd say, if you must put some restriction, use one that actually helps roleplay... Like making zoner guard IDs special roleplay.
Liberty security force guard ID
from:
"Can only demand allied pilots or nomad remains, and destroy ships if they refuse to hand them over"
to:
"Can only demand allied pilots or nomad(ic)(?) materials, and destroy ships if they refuse to hand them over"
Only a subtle difference, but it would let us confiscate things like Power cells, Weapons (RP purpose only, they wouldn't be mounted on ships unless the said ship has a special RP for it), etc while keeping the ability to ask for brains. If you have a better synonym for what I mean, use it.
-
in LSF "normal" ID:
"Cannot use any transports with more than 1,000 cargo
Allowed ships: [...], <strike>the Armored Transport, Grizzly</strike>, [...]"
kinda redundant so why not removing them from the small list since they are included in the "cannot blablabla"?
I'd like the AI ID to become public, not Admin given only.
I've met quite a few characters online that play as AI, and do so quite well. They have done without using the AI ID.
You'll get lolwots of course, but I think having the AI ID as admin given only is too restrictive.
You can't really abuse the AI ID.
It'll get pretty obvious, quite quickly who can RP an AI and who can't.
You need to allow for "Harvesters" and other types of AI.
That Rogue AI statement also annoyed me a little. While I do see why it was put in, it causes problems with those neutral/happyclappy AI's (like mine and Fletchers - Sentinal)
Sovereign Wrote:Seek fun and you shall find it. Seek stuff to Q_Q about and you'll find that, too. I choose to have fun.
1) Make the Police ID have at least some ability that the military ID's do not have. As the rules stand now, the Police ID's are essentially useless. People say that the military ID's have absorbed all the abilities of Police ID's because there are more military characters.
Hogwash. Making the Police ID relatively less attractive will only serve to reduce the number of Police characters. If you won't make the Police ID have at least some tiny privilege not afforded to the military, just get rid of it.
' Wrote:Smuggler: 3600: BWT
Take away the Pirate train, Smugglers should try and blend in, not stand out.
Slaver: 3900: Slave Liner
no Zoner whales for you!
Remember, the P-Train provision in the Smuggler ID allows the ship to be stopped from landing at any lawful base, even if not carrying contraband. That's a reasonable solution and the ID should stay as is.
As for the Slaver ID, there's no practical reason to limit cargo size there, considering that the ID prevents landing at most bases already, restricting Slavers largely to routes that make sense for a Slaver.
Calls to nerf the Slaver ID have kind of become my new pet peeve. Not all 5k slavers are lolwutters, you know.