I disagree, a smuggler id'd ship is not a known criminal until he has been caught. Thats what the forums are for. Check the criminal databases if you want to rp police.
Smugglers smuggle for lawfull factions too:)
' Wrote:I disagree, a smuggler id'd ship is not a known criminal until he has been caught. Thats what the forums are for. Check the criminal databases if you want to rp police.
Smugglers smuggle for lawfull factions too:)
Sorry, but the admins disagree with you, and I think I'll believe them before you.
If you want to be a smuggler and not have anyone know it until you're caught, use the freelancer ID.
Smuggling without being caught it one of the objectives dont you think?
To do so succesfully implies that you are good at your job, until you get caught:)
To have every tom dick and harry scream " SMUGGLER, KEEEEEL HIM" over system chat is down right rude:)
Catch us first, stick us on a criminal database, then scream all you want too. Not before please:)
If I find someone with a smuggler ID, I will treat him as someone who has been known to smuggle in the past, but has been let off/paid his fine/done his time ect. So if I was lawful, Id be like;
"Im watching you sonny"
However several times I have been a pirate and met smugglers who go;
"Cant you see my ID? I smuggle stuff to unlawful bases, you should tax me less"
So smugglers want it both ways.
User was banned for: Griefing others
Time left: (Permanent)
I proposed this idea awhile back when this discussion came up:
Melding the Freelancer/Merc/Smuggler/Trader IDs really isn't a bad idea. Melding the Pirate ID into those IDs is a bad idea. For the reason Cannon pointed out.
Though I think the point of having them is so that it makes it clear exactly what you are. If I have a Merc ID, I'm a mercenary. A indy trader, I'm a trader. As for the smuggler, I'd say toss it. Pretty stupid to run around broadcasting that you break the law.
My suggestion is as follows:
Quote:Mercenary ID
Pilot carrying this ID is a Mercenary, who :
Can escort traders
Can fulfill lawful and unlawful bounty contracts
Cannot pirate, but can provide security services for pirates who are pirating if paid to do so. Mercenaries can only fire on traders or smugglers in self-defense or if the trader or smuggler fires on or is bountied by the mercenary's employer.
Cannot demand contraband unless specified in employer's bounty
Allowed ships: Fighters, Gunboats
Quote:Independent Trader ID
Pilot carrying this ID is an independent trader, who :
Can trade and escort traders
Cannot attack anyone except in self defense or to defend the vessel they are escorting,
Cannot fulfill bounty contracts
Cannot pirate
Cannot use any ship with more than 3,800 cargo space, except for the Pirate Train
Cannot land on any lawful bases when using the Pirate Train
Allowed ships: Freighters, Transports
Quote:Freelancer ID
Pilot carrying this ID is a Freelancer, who :
Can trade and escort traders
Can fulfill lawful and unlawful bounty contracts
Cannot pirate, but can provide security services for pirates who are pirating if paid to do so. Freelancers can only fire on traders or smugglers in self-defense or if the trader or smuggler fires on or is bountied by the Freelancers's employer.
Cannot demand contraband unless specified in employer's bounty
Cannot use any transports with more than 3,800 cargo
Allowed ships: Fighters, Freighters, Transports
These changes reflect the role I believe the IDs are to fill. A mercenary is a combat oriented character, thus he has no use for a trade ship. The trader ID is merely a fusion of the current smuggler and indy trader ID. The Freelancer ID is exactly the same but they can't use gunboats. Reasoning on that is, a gunboat is a pure combat machine. I think it more logical that a Merc would be found flying that over a Freelancer. It all depends on what you feel the role of a Freelancer is, I myself am unsure of that.