The only limitation was that they couldn't attack transports. Yet now that every ID in the game essentially has that limitation through the addition of the no-shoot transports rule, the Coalition ID is arguably now ridiculously overpowered in comparison to other IDs (especially terrorist IDs) with no limitations whatsoever. The usual meme is "it's easier to count the things Coalition can't shoot than the things they can shoot".
My personal experience is it's very immersion breaking to have your roleplay encounter in Liberty or whatever broken by a bunch of LARPing sci-fi USSR-sympathisers rocking up reciting one-liners from the Communist Manifesto and screaming "GOMMUNISM DD" before blasting your ass with 8 cruisers, but that's my two cents. I think in terms of lore and roleplay, it doesn't make sense that Coalition has such unrestricted movement across the game in capital ships especially in places where they have no bases.
Intelligence IDs don't even have this kind of freedom. In fact, for example, when the SIS ID for a brief moment was able to bring caps to Delta to assist allies outside of their zoi, people complained and the SIS ID was nerfed so that they wouldn't be able to do this anymore.
Sirius-wide IDs should not be superior to native regional IDs in terms of gameplay. This is the exact thing that led to HF eroding Xenos out of the game - the HF ID gradually going from on par with the Xeno ID, to getting more and more additions with no restraint whatsoever.
Another consequence of this is the ID has free reign to pretty much attack any POB with a Battleship Sirius wide.
I would suggest Coalition to have an ID like this that makes sense in terms of their story progression and roleplay. Ideally, it just needs a ZoI plus some additions like the Carrier for indies:
Quote:Coalition
The Coalition consists of descendants of the Coalition forces that stowed away on the Hispania and sabotaged the ship before it arrived in the Sirius sector, and people who sympathise with their cause and have joined them. They are considered enemies by all five house, but cooperate with the Mollys and Red Hessians.
Pilot carrying this unlawful ID is a member of the Coalition, who:
- Can attack any ship in self-defense or to protect an allied ship.
- Can attack ships which belong to a house or organization considered hostile by the Coalition within their Zone of Influence.
- Can attack Wild, Nomad, Outcasts, Corsair, BHG, Core, House Lawful ships, and ships equipped with Nomad equipment anywhere.
- Can demand Slaves, Cardamine, Liquid Cardamine, Artifacts, Nox, Hypnotainment Bands, Nomad equipment, and Nomad remains within their Zone of Influence, and attack if ships refuse to comply.
- Cannot use any transports with more than 4,300 cargo.
- Cannot bring Cruisers or Battleships outside of their Zone of Influence.
- Cannot participate in unlawful actions except as described above.
Zone of Influence: Omegas, Rheinland, Systems Bordering the Omegas and Rheinland.