I fly my traders with matching tags and ID's, hardly ever used any generic ID's mostly in the first hour of a character just to set it up.
I think its a good idea to limit the generic ID's a bit more to promote using Faction ID's and tags that match. But it will only result in more violations im afraid. You got those brilliant rocket scientists that say a train or cap is a freighter, cus it has freighter shield-mounts etc etc....
Just explain yourself when people ask you what you are doing on taht location. RP your character, not just get an ID and tag and hold silent the rest of the day....
"War. War never changes. Since the dawn of human kind, when our ancestors first discovered the killing power of rock and bone, blood has been spilled in the name of everything, from God to justice to simple, psychotic rage."
I admit I haven't really thought about the Smuggler ID... it was just some afterthought to write something about it.... it might be ok to leave it to use any transport.
@global... transport is anything with more than 500 cargo.... so Train/Whale and the like are all transports
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EDIT: I have matching ID/Tag on my trader as well, because in real life you don't really see independent supertankers right?
@Mr_3pozz: company ID makes it actually possible to roleplay more for all sides (trader/house military/pirates) because you can always talk about something. When it's just another trader (doing the NT-NB for ex.) you run out of options fast.
Igiss says: Martin, you give them a finger, they bite off your arm.
on my smuggler i have jinker id(first i use corsair id,but then admin told me that junker will be better when i will smuggling between unlawfull and lawfull bases)
Only ID will not work the way as Mjolnir want. They should must have the appropriate tag too.
That way, they have to work for the company.
My suggestion.
All generic ID's limited to fighters and freighters.
Players with Liners, Transports and capships must have the appropriate Tag and ID.
Smugglers would been limited to small freighters, the best ships for smuggling.
Pirate transports can be used between unlawful stations.
Simple example: A Transport like Eppy's cash cow can haul cardamine from Malta to Buffalo. There Smuggler PC's can overtake the cargo to bring it to manhattan. That would be nice RP. If no smuggler is there, dock on Buffalo and sell it. Even this would be more RP, than hauling cardamine directly from Malta to the house planet in a big transport.
And vice versa for slaves and counterfeit sw. The lawful authority players should act accordingly to give them a chance to develop this kind of RP. Instead of PvP between combatant vessels, you would have a "chase the fox". Yeah, for this fun i would build up a smuggler char, to help Eppy.
Another great benefit would be the disapearing of independent and Corporation capship users.
Hope you got the picture
AoM
edit: whoops forgotten the lawful traders. They would have no excuse anymore, why they shouldn't be taxed. Additionally they would have to stay within the major houses and Zoners ZoI.
AoM but when someone smuggle,he smuggle for profit.and taking artifacts from crete to mannhatan/rochester in small freighter with for example 380 cargo is not much profitable.and most of the smugglers smuggle for support unlawfull factions.then who will try to smuggle when his profit will be some 10 000 for 20-30 minutes?then is better pirating because then you have more money from traders.
for that stuff - someone might want to PM igiss about it. cause if it was in the mod creators mind to limit more, he would put it into the IDs. smuggling in freighters works - if the profit for sm uggling was EXTREMELY good, like a 50.000 profit ( like suggested before x.84 ) then, a small hold would make up for the HUGE profit, in contrast to the huge hold and the average profit with legal goods.
global has a point there - who in the world would smuggle if it was limited to freighters. if artifacts were sold for 150 on crete - and bourght for 40.000 on manhatten, it would make sense ( + the dangers would be payed for - like getting shot down ... btw. profit for such a run would be roughly 15mio )
of course, we d have to deal with people taking a 5000 units train to buy artifacts and sell them at manhatten ( even if it was sanctionable ... roughly 200.000.000 profit would drive too many people to try to violate the rules ... and commodities cannot be limited to specific ship classes )
i think that Transport class ships should be limited to cooperations, but the smuggler ID should count as a cooperation ID - and maybe ... the smuggler ID could be like the pirate ID directly linked to the tag. ( i know, by the rules - the tag means nothing ... allthough the players allways seem to think it means anything.... or igiss introduces "corsair-smuggler","outcast-smuggler" IDs )
Please global, don't overact. 10.000 in 20-30 minutes? Witha Starflier yes, but not with Turanic freighter, which is a perfect smuggling vessel. Its Junker, its well equipped and has 400 holdsize. Also the Corsair freighter i have finished with 380 Holdsize. Even with Dromedary and Bactrian you could make a good profit. Ok, i see the problem to get enough fun players together to overtake the whole cargo from a transport. Sure you can take the Pirate Train and haul artifacts directly, but then you should not wonder when been chased down by authorities. In this case it is better to spread the cargo, so if one smuggler is catched, not the whole cargo is lost.
For Corsairs it is easy to fund themself with trading/smuggling. Gold from Hood or Gran Canaria to Tripoli. Its a lot more than 1000 credits profit per unit. You could also take Artifacts from Leon or Cadiz to Trafalgar.
Corsairs don't smuggle Artifacts into Liberty. They bring it to Yanagi and Trafalgar. The rest is the task of Junkers. This way, both will have enough profit. From Yanagi you could return with light arms, engine parts and food and pharmas.
Hell, i will build up another Corsair char as Trader/Smuggler, with Corsair ID to prove me right. For escorts i would share the profit equally, with enough left to fund a faction and myself. And i would bet to have more fun than the pirates camping at NB JH.
Did you actually read what AoM wrote in the first place?
Pirates could fly big transport vessels (aka pirate transport and the like), but land only on unlawful bases. So you could take artifacts with Corsair IDed transport to Rochester. (that's only 200 less in price)
A Smuggler ID (max. freighters) could either smuggle from Crete to Manhattan or from Rochester to Manhattan - if he was waiting for the Pirate there (because you cannot buy artifacts there).
Igiss says: Martin, you give them a finger, they bite off your arm.