Ok, as I see it then, Angus Dei is the only faction using the Military ID, and it's been approved and under
observation as of now.
But apart from that Military ID doesn't seem to have an specific RP. Should players still be able to get
this ID ? If so, what should they be doing, since there is no NPC faction which they can assist of get RP from...
<span style="font-family:Century Gothic">Spec - Independent Trader</span> Small Transport - Hauling without earning
Current Status: Inactive - Too Much Work and Travel
It's more or less a silly ID that'd probably be deleted in the next version were it not for Agnus Dei. It doesn't have any possible roleplay in it unless you plan to start a DIC-ish army.
' Wrote:The Military ID, along with several other Generic ids are often... Disliked. The RP behind them can be shaky, as they (generally) give more freedom to the owner. For example, pirate ID technically allows you to use a corsair ship with outcast weapons. Silly? Yes. Suitable for pvpers? Yes. However, a proper RPed independent pirate could use a Raven's Talon or similar "neutral" ship, then use neutral-ish weapons.
For the Military ID... Well, the most suitable roleplay for it would be a private military. So the ID owner could be a member of a meglomaniac's private army, to take over certain areas of indepedent space.
Or it could represent a lawful force-for-hire in the Houses, like a mercenary force.
I believe there is a faction, the Agneus Dei (sp?). I can't really explain their RP, so look at their faction status.
(Damn you Sovereign!)
Um ... ok ... lets just say that the generic ID's are for those of us that want to be INDEPENDENT. In other words, we don't want to be part of a specific faction.
For example ... the Pirate ID means that I'm a pirate. What's confusing about that? I fall into that unlawful element. What this means is I have not chosen sides between Outcast or Corsair. Now I don't have any of either's equipment.
Since we are on this subject. How about that generic Trader ID? Why not get rid of that and make traders pick a trading faction? Make them have DSE ID's, or maybe Republic Shipping ID. Same argument ... how can someone with a Trader ID (a lawful ID mind you) dock on BOTH Malta and Crete? Shouldn't they have a Smuggler ID?
Now the Military ID should belong to someone who is part of a military faction. Reason is, its "military." And military implies some government behind it. A character with a Military ID that is not part of some government is really a Mercenary.
' Wrote:I've said it before but the generic Military ID should be removed from the game, your either house military or not. There is no Sirus wide military. In fact I would like to see the generic Pirate ID removed as well, becasues its just a license to fly a OORP ship all through Sirus.
Pirate ID means I'm a pirate. Pirates have a specific purpose of attacking traders for gold, treasure, etc. Pirates don't generally attack anyone other than traders (except in self defense). Other unlawful IDs, such as Red Hessian ID have other baggage. A Red Hessian is not really a pirate. The ID gives him the right to pirate, but Red Hessians are actually at war with Corsairs for legitimate ownership of the Omegas. Molly's are fighting against the Bretonian government. Blood Dragons are fighting for the rightful heir to the throne. See a pattern here? See a difference?
' Wrote:I agree. That, and it is NOT okay to use Corsair ships and Outcast guns... rules specifically mention that, actually...
Oh ... here's another one. Traders with Corsair weapons (or any other unlawful weapon). Why would a Container Trainsport with a Trader ID be using Tizonas?
Lets dump the Trader ID ... its too generic and very few that have the Trader ID role play anyway.
Truth be told, I would like to see Trader and Military ID limited or eliminated. Perhaps just make said IDs valid up to a certain level or point, or limit their ships required excepting special circumstances. There is really no way that you'd see a guy flying some high-ranking military vehicle, and still be safe enough to be fairly wealthy. It just doesn't work. Same with every Joe-Schmo flying a ship worth over a million credits. I really would suggest limiting them somewhat, or just outright deletion.
Pirates are limited to gunboats and smaller. Since the rules specify that a pirate cannot pirate in anything larger ... its implied that pirates are limited to gunboats or less.
' Wrote:Lets dump the Trader ID ... its too generic and very few that have the Trader ID role play anyway.
I'd have to disagree with the Trader ID being dumped. Having not many people with RP on an ID
doesn't/shouldn't make it a target for elimination.
Why can't there be independent traders - smaller traders, do more day to day business at cheaper rates
than larger corporations, there is a very good reason for them to stay...
Eliminating independent traders is like saying that only WalMart, Tesco and BigW can operate, not others ...
There is no faction/regulated owners behind trading, anyone should be able to setup shop for trading.
Military is a whole different issue, you dont have private individuals behaving as military. Military is always
backed by a government (legal or otherwise) - I agree with that...
<span style="font-family:Century Gothic">Spec - Independent Trader</span> Small Transport - Hauling without earning
Current Status: Inactive - Too Much Work and Travel
the military ID has its use. - there are militaries out there that cannot be described as either house militaries or mercs anymore. - for example... - i think that a unit that grows too powerful ( asgard warriors, mandalorians etc. ) that are not doing the "classic" bounty hunt anymore, but take up defensive duties on a long term contract are not "bounty hunters" anymore - and well, the term "mercenary" describes their origin, but the term "military" describes what they do, - well, these units should be militaries.
they are structured like a military, but not affiliated to a "goverment" - but instead run by itself.
what a military is not ( these days ) anymore ... is a substitute for a house military. - in earlier threads, i said that a military ID may aswell be a special house unit. - someone that must RP ingame to become a part of a house military ( like an ID to actually RP to get closer to a house ID ) - which will, - in the end - be switched to a house ID. ( so ... some sort of an intermediate ID )
nowadays its not really possible anymore. - the house militaries have mostly "closed their doors" for those generic IDs, - mostly as a consequence that those generic IDs haven t been RPed like that - or cause the people possessing them haven t really used them to their full extend.
all in all, generic IDs are still important. - if you get rid of the generic trader ID.... those traders could aswell purchase freelancer IDs ( same limited - can use transports, too ) - if you get rid of the freelancer ID or limit it, they become <insert cooperation> traders ( but i highly doubt they ll become better people and / or switch their ships - or they all become republican to fly the train ) - well, or they become zoners.
there are many ways to do what the generic trader does without having the generic trader ID. too many IDs would have to be changed. - if you cut the zoner ID to only use freighters for example ( like the NPCs do ) ... you sort of ruin a whole faction ( - as far as i know, many TAZ fly transports ) ... but what can you do to make people not simply buy a zoner ID? - tell them that they can only fly a transport when they have a matching tag? ( double standards much? )
like all generic IDs - the ID is what you make of it. a specific ID leaves less freedom, but provides the player with a base RP. some players need/want that.... others don t. some exploit it, others don t. its the players, not the ID that needs fixing in some ways. - but just cause you cannot fix the players, doesn t mean you should fix the ID. unless you are 100% sure that it ll turn things to the better....