I Disagree strongly. This is obviously nothing more than an oversight; as long as the Cardamine prices on Manhattan stay high (/snort[Hey! Joke within a joke!]), that's where we Maltans haul the happy stuff. I think it's just an unspoken rule that if nobody catches you it's fair game. Would an administrator like to (A) Tell me I'm right, or (B) Give me fifty lashes for being stupid, whichever they find right and true.
Quote:Quick comment - we thought that Panzer was the Leader, Swift. -Agmen
I agree, I just think that ignoring written rules that don't make sense, without Admin pre-approval, is a very slippery slope. Where does it end? Eventually all those people who think that pirates should be able to pirate in a battleship will start doing so, because limiting them to fighters and gunboats "doesn't make sense".
I've seen a lot of non-admin people spouting various 'rules' that don't exist in written form anywhere, and saying certain other rules aren't meant to be the way they're written. I've come to the decision that unless an Admin or the official rules say something, then it isn't a rule. And if the official rules DO say something, and an Admin hasn't officially veto'd that rule, then it IS a rule. That's as far as I'm concerned, at least.
So what your interpreting the rules to say is that a Trader cannot carry contraband. I dont know, that might be taking that rule a little too far. So basically if a trader is caught "trading" contraband, your saying they should be faced with admin sanctions?
<span style="color:#FF0000"><strike>RETIRED</strike></span>
ON MY WAY OUT OF RETIREMENT
' Wrote:So what your interpreting the rules to say is that a Trader cannot carry contraband. I dont know, that might be taking that rule a little too far. So basically if a trader is caught "trading" contraband, your saying they should be faced with admin sanctions?
It says they can't participate in unlawful actions. Period. The only unlawful actions I know of are missions for unlawful factions, pirating, and smuggling. We need an Admin to officially says Yay or Nay to Trader smuggling. Until they do, it's technically breaking the rules and sanctionable.
' Wrote:It says they can't participate in unlawful actions. Period. The only unlawful actions I know of are missions for unlawful factions, pirating, and smuggling. We need an Admin to officially says Yay or Nay to Trader smuggling. Until they do, it's technically breaking the rules and sanctionable.
We're also a slightly off topic now...
-Drake
Frankly that doesn't make sense to me. So basically its against server rules for a person who trades leaglly 90% of the time to break the law...
Why would it be against RP rules to break the law? Think about it. You have a certain class of people who are concerned 100% with accruing wealth. Therefore they haul cargo, often at great risk through certain unguarded areas. So maybe they need cash... well how can I make 25 mil real quick? I know! Maybe I can run artifacts a few times. Well I know its against the law...
Thats RP. Assuming the role of a character faced with moral decisions. Saying that its against server rules to act in an individualist way that is gonna get you punished by other RP factions just seems like the heart and soul of Roleplaying being over regulated.
Now certainly it makes sense to force certain behavioral expectations on people, but there has to be room for the character to surprise you. I don't really see the fun in palying a role that never changes. As a trader what I'm faced with then is... buy this... mark waypoint... fly to other place... sell cargo... head back... OH NO! PIRATE! pay him... do it all again.
The difference between a lawful man and a criminal is all in his choices. RP is basically a game of choice. Its what Dungeons and Dragons is. The Dungeon Master says "this is what the room looks like and this is whats in it" then he says "what do you do?". Its all supposed to be very organic. I think that the whole point of factions is that you self impose these kinds of in game restrictions.
Now certainly I'd say that some PvP requirements are necessary. But for lawful and unlawful behavior I don't see why it should be a server based rule. I say that the rule ought to be flexible like "make every reasonable attempt to roleplay your character identity." Its like I have the D&D manual. It says that you need to pick an alignment. But I never read a rule that said once you picked Lawful good you couldn't do something evil occasionally.
Thats just my perspective. I'm new to Disco but I'm old on RPGs.
I absolutely, completely agree with you, Funk. I was roleplaying loooong before I discovered Discovery, and I know all the different moral gray areas a character can face.
That said, Disco is very strict with some of it's RP, as far as I've seen. Some people (many? most?) see one way a particular faction is supposed to be played, and that's it. And since it's pretty much impossible to not get faction-tagged, this can get rather annoying when you have a particular way you want to play, but people tell you that your tag prevents it (and getting a different tag sometimes just won't help). Say you want a completely neutral mercenary, he'll work for anyone who pays him. Mercenary ID is easy... But what tag? BHG? No, they're hostile to most unlawful factions (not to mention the Order). Zoners? Nope, they don't fight except to protect themselves. You end up having to settle for an imperfect faction tag, and then everyone stereotypes you based on that tag (and also expects you to play to that stereotype).
Speaking of such faction tag RP, how many people smuggling cardamine or artifacts are actually tagged with a faction that isn't an enemy of the Outcasts or Corsairs (yes, you can get artifacts from non-Corsair bases, but the cheapest are from the Corsairs)?
I very, very much wish there was a way to actually get and keep a 'Freelancer' tag, like the Freelancer NPCs. Then the generic Neutral/Mercenary/Trader/Pirate IDs would make more sense, and give more freedom in RP.
Back on the topic of Trader ID'd people smuggling, I'm just reading the rules as written. I don't agree with such a stupid rule as to prevent traders from smuggling if they choose, but that's what it says.
Yeah, you need to be able to break the law in an RP sense otherwise things get stale very quickly. Anyone should be able to smuggle goods, but the rewards need to be higher to give people a reason to do so. And the penalties need to increase in line with that.
I feel like I'm banging on about the reward/penalty thing so I'm going to shut up now. :yahoo: