Over the next few days/weeks I will be adding/editing the write up to update it for 4.86. However, I am including a list of things that we are likely to do with in 4.86 after we get all our ships repped up again.
Idea's, Ideals and concepts.
Controll of Artifact trade, directly with the Corsairs. (Denial of same trade against Hogosha)
Pirating Sirian Factions, outside of Gallic controlled space, that are considered as interrupting with own operations, as well as enemies. Includes Pirating Enemy Gallic Factions outside of Gallic controlled space.
Contacting Gaian's, Gas Miner's Guild(?), Zoners(?).
Escort regulated Sirian ships in to Gallia
The Gallic Junker ID is as follows;
1. Can attack pirates and terrorists in self-defense, to protect a trader of an allied faction, or in defense of their bases
2. Can trade, smuggle, and escort traders or smugglers.
3. Can actively hunt Hogosha within Gallia, systems contested by the GRN, and the Taus.
4. Cannot demand credits or cargo within Gallia house space.
5. <strike>Cannot use any transport with more than 4,300 cargo.</strike> Cannot use any transport with more than 3,500 cargo except the L'ane and the Vache.
Allowed ships: Fighters, Bombers, Freighters, Transports, Gunboats.
ID Pros:
1. Competition with Hogosha.
2. Massive increase in System access.
ID Cons:
1. Loss of ability to hunt/pirate Gallic Pirate/Terrorist factions.
2. Very little for it to help its relations with Gallic Lawfuls.
3. Unclear on where it can pirate, with no, "Can pirate..." in the ID.
Sorry if I seem like that I am judging it. I am however, merely making notes for my own benefit and the communities. Feedback and especially idea's are welcome. Please bear with me for re-writing the write-up. Thank you all.
(Wrote this a few days ago, had some things that could have been added as Pro's to the Id, but i have forgotten them.)