(11-02-2012, 01:55 PM)redfire912 Wrote: Well, here I go again....
Although the OORP reason for the nerf is to keep pirates/freelancers on a leash, the inRP reason would be that for example Liberty gunboat turrets weren't meant to fit on a Rogue gunboat, the tech is too different, won't mix, causing a huge nerf, thus I do not see why Pirates should get this nerf at some factions while the Freelancers don't, I like the pirate ID the way it is, no need to buff it any further, but do remove the green cells from the Freelancer ID, some claim the Pirate ID isn't fair although I always fail to see how that comes, but when a 60~something% pirate has to fight a 90~something% Freelancer, is it fair ? I personally don't think so.
I think you've at least got to it, but the inRP reasoning doesn't really work when you consider the exact same setup, yet one pilot wearing his pirate badge sucks up a chunk of power regeneration.
I'm going by the same arguments as AD and Gentlefood here, just clarifying that some of the technerfs can't always be inRP.
As for the different non-canon factions, it depends on how easy your lore is to believe, rather than "we stole all this stuff because Pirate ID", or "We managed to keep the lineage pure over 800 years with only a handful of (possible) initial people".