' Wrote:Well. the update is coming closer - more or less:P- who knows *giggle*
and several times I heared form different peps - some serious one, some not - there will be no cargospace limit in 4.86 anymore.
also the barge is allowed on several ID's with cargospace restriction.
just in case...
if the removal is not just a rumor...
couldn't we do eet nao?
that would be great!
open for discussion, too - of course
why i ask?
"OH LOOK! another powertrader with IC id and Freelancer IFF...."
*facepalm*
and:
i dont see any sense why any special faction should be inRP not able to buy 5k transports when they can have barge for example.
Fair point like I can't see what stops corporations fielding gunboats, cruisers and battleships.
Specially if they build them already.;)
Okay, I definitely see both sides on this one. But here's some further thoughts:
Without cargo restrictions, freelancers would be able to go and land anywhere with any ship. However, is also the most prone to being pirated as no faction identifies them where as Samura won't get hit by Hogosha and so on. Not much of a downside, true.
But in RP, if a independent trader was wealthy enough to commission a 5k transport, why would a shipyard turn them away? And this would not be unseating the corporate crown at all, since as a company they can deploy multiple transports, escort and the like (again in RP).
So, what if there were no cargo restrictions (or only very few, rather than on anyone who isn't a major corporation) but Transports were more controlled by the tech chart, at least at the upper cargo scales?
Perhaps corporate house ids could be given their own tech. So Shire and Shetland become Bretonia Corp tech. This is then only usable with certain ids. There is then still house civilian for say, Clydesdale and Percheron.
I'm drawing a blank for details here, but basically you would channel freelancers and independent traders to the Stork or generic transports. If they wanted something else, they would have to request approval and the be subject to some form of RP restriction.
Downsides: Further complication to the tech-chart. Might also see ID-Ship conflicts cases go way up.
Giving 5ks to Freelancers would be pretty much of a death sentence for the trade factions. As it is, the amount of players actually interested in trader-RP is very low. Most people stumble over the ID choice when they happen to be unable to fly their ship with their current ID. And most of those people then simply fly on until they find the first ID that allows them to fly a bigger ship, usually the ID of a libertonian corp.
Allowing Storks for everyone again would mean everyone ends up flying a Stork with Freeelancer ID, like we had it with the generic Trader/smuggler IDs back in .84.
' Wrote:Go play the game, within the given limitations. That is how role play games are played. Not by trying to work around those limitations or whining about them.