' Wrote:I wrote in my text, flying Salvager with Junker ID is okay of course. I never said this would be anyhow against the rules. Still i think for flying the Junkers "Flagship" it is a sign of good rpg to get not only the normal Junker, but the Guard ID.
Also the description of the Salvager says, it is never seen outside of the hand of junkers. Maybe this is not a clear and binding rule, but still i see this as a clear sign that they want you to be a Junker if you want to fly that ship and don't want to totally spoil rpg...Still i see some Salvagers with Freelancer ID around using it just as a powertrading vessel. (And it looks like they are the "winners" in that Situation and me, who worked hard for it's Guard ID is now the one with a problem. I cannot believe that this is the way it was wanted...)
Also i don't see a reason why Gallic junkers need an own ID and even if they do, i neither see a reason why the Guard ID has to be it now.
That's your opinion. I'm honestly against the entire concept of 'Guard' factions. No Junker is more or less of a Junker than any other Junker. Just like no Navy is more Navy than other Navy. If you're a Junker, you're a Junker. If you're in the Navy, you're in the Navy. The whole idea of Guard IDs was to restrict Cruisers and Battleships to players who had earned the reputation and hopefully learned the RP in the extra time it took to earn that rep. It has failed at this, unfortunately. And to top it off, the Junkers don't even have cruisers or battleships. So there really was no point to the Junker Guard ID in terms of the game mechanics, aside from the players who wanted that extra bit of effort to show.
I'm sorry it worked out that way for you, if you think the time was wasted.
There's been talk for a long time regarding making a Gallic Junker ID. I was the one that proposed the Guard ID to save the devs some time creating a new ID to just get that off the plate; this was mostly to give them time to work on important things like mining fields that don't trigger the cheat detection, blowing up your ship with your unmounted battle razors on it as a result.
And just maybe so that they could go outside and not feel a bit guilty over not working on a game that nobody here pays a cent for if they don't want to.
As for Freelancers in Salvage Frigates, they run a very high risk of being shot down by Junkers who see them. That's very different from standard Junker ID'd players using them.