Military, Police and Intelligence IDs:
Working on these, the template provided by West can with a few minor modifications be used. This is the current working templates:
Military:
1. Can demand contraband, levy fines and destroy ships if they refuse to comply, or are affilated with a house at war with Kusari</TEXT><PARA/><TEXT>
2. Can trade and escort lawful players within their Zone of Influence</TEXT><PARA/><TEXT>
3. Can hunt pirates and terrorists within their Zone of Influence</TEXT><PARA/><TEXT>
4. Cannot ally with any unlawfuls except with the Hogosha, Farmers Alliance and Corsairs against enemies of Kusari</TEXT><PARA/><TEXT>
5. Cannot participate in any unlawful actions except as stated above</TEXT><PARA/><TEXT>
6. Cannot fulfill bounty contracts</TEXT><PARA/><TEXT>
7. Cannot use any transports with more than 3,500 cargo, except the Prison Liner and Akegata Transport</TEXT><PARA/><TEXT>
</TEXT><PARA/><TEXT>
Zone of Influence: New Tokyo, Hokkaido, Rishiri, Kyushu, Honshu, Shikoku, Hiroshima, Fukuoka, Tau-63, Tau-65, Chugoku, Tohoku, Tau-42, Tottori, Nagano, Tau-44, Okinawa, Sigma-19, Tau-23, Tau-29, Kepler, Galileo, Oita, Sigma-13, Sigma 17</TEXT><PARA/><TEXT>
Police:
1. Can demand contraband, levy fines, and destroy ships if they refuse to comply, or are affilated with a house at war with Kusari</TEXT><PARA/><TEXT>
2. Can trade and escort lawful players within their Zone of Influence</TEXT><PARA/><TEXT>
3. Can hunt pirates and terrorists within their Zone of Influence</TEXT><PARA/><TEXT>
4. Cannot ally with any unlawfuls except with the Hogosha, Farmers Alliance and Corsairs against enemies of Kusari</TEXT><PARA/><TEXT>
5. Cannot participate in any unlawful actions except as stated above</TEXT><PARA/><TEXT>
6. Cannot fulfill bounty contracts</TEXT><PARA/><TEXT>
7. Cannot use any transports with more than 3,500 cargo, except the Prison Liner</TEXT><PARA/><TEXT>
</TEXT><PARA/><TEXT>
Zone of Influence: New Tokyo, Hokkaido, Rishiri, Kyushu, Honshu, Shikoku, Hiroshima, Fukuoka</TEXT><PARA/><TEXT>
Intelligence:
1. Can demand traders supplying enemies of Kusari to drop their cargo or be destroyed, both inside and outside of their Zone of Influence. May not demand credits</TEXT><PARA/><TEXT>
2. Cannot trade, but can escort lawful players, both inside and outside their Zone of Influence</TEXT><PARA/><TEXT>
3. Can demand contraband, levy fines and destroy ships if they refuse to comply within their Zone of Influence</TEXT><PARA/><TEXT>
4. Can hunt enemies of Kusari inside and outside their Zone of Influence</TEXT><PARA/><TEXT>
5. Cannot ally with any unlawfuls except Hogosha, Farmers Alliance, Corsairs and Gaians against enemies of Kusari</TEXT><PARA/><TEXT>
6. Cannot fulfill bounty contracts</TEXT><PARA/><TEXT>
7. Cannot use any transports with more than 3,500 cargo</TEXT><PARA/><TEXT>
8. Outside their Zone of Influence, may be engaged by non-Kusari lawful and any unlawful players at will</TEXT><PARA/><TEXT>
</TEXT><PARA/><TEXT>
Zone of Influence: New Tokyo, Hokkaido, Rishiri, Kyushu, Honshu, Shikoku, Hiroshima, Fukuoka, Tau-63, Tau-65, Chugoku, Tohoku, Tau-42, Tottori, Nagano, Tau-44, Okinawa, Sigma-19, Tau-23, Tau-29, Kepler, Galileo, Oita, Sigma-13, Sigma 17</TEXT><PARA/><TEXT>
ZoI will of course be adjusted for each house. Unlawful allying:
Kusari: FA/Hogosha/Corsairs. Bretonia: Mollies/Outcasts. Liberty: Xenos. Rheinland: None. Please give a shout if that needs changing, I'm not entirely up to speed on the particulars of each house. Gallia at present does not have an intelligence ID.
GMG: I'll add Beta, Eta and Theta, Nagano and Honshu to the ZoI there. Basically all systems that are one jump away from systems they have a base in. Carte blanche to hunt pirates anywhere is a bad idea, although being a tad agressive at your borders seems only appropriate...
Zoner Whale: Copy, that infocard needs adjustment.
Surveyor: Copy, small glitch. Nitpicking is allright:)
Vigilante: Is not a pirate ID. It's not meant for thieving. Contraband is too vague since the Vigilante ID is no longer lawful - it can make up what contraband is. If encountering slaves, you can demand the transport to divert to the nearest freeport and release them. If encountering a contraband cargo hauler, you can demand the trader to drop and destroy the cargo - if they don't comply, you can then blow them up yourself. The vigilante should not profit from it's actions - that's the Pirate ID's perogative.
Order ID/Prison Liner: Does the Order really have that many prisoners? Can add it but I don't really see the point.
Junker hunting Hogosha: Makes sense, will change that.
Slaver demanding human cargo: Makes sense, will change that.
Liberty Navy using Prison Liner: Thought it was allowing that already. If the Bison is added to the LN, then for balance reasons/fairness, all house navies should get their battletransports added. Will do that instead. This also fixes the complaint by [Convoy].
Crassus: No, the cargo limitation is on transports only. Thought that was clear enough, but I'll reorganise that sentence to eliminate any doubt. Also adding GMG bases to the list of allowable dropoffs.
Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.
Mostly retired Discovery member. May still visit from time to time.
Also question...If/Where may CR go after enemy merchants/utility ships in cruisers? Or is it the usual no heavier than gunboat to dare touch something with a transport shield?
Posts: 2,122
Threads: 244
Joined: Oct 2007
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' Wrote:CR infocard bugz I could fish out to date:
1st, the NPC faction info (the one in the reputation screen) is outdated. Enemies are Outcasts and Gallia (royal side) Allies are IMG and Council.
Below is the fix for the ID, including changing Colonial Remnant to Colonial Republic in the text body. I can't seem to find an infocard for the reputation screen. If you can hunt that ids number down, Panzer, that would help.
504388
INFOCARD
<?xml version="1.0" encoding="UTF-16"?><RDL><PUSH/><TRA data="1" mask="1" def="-2"/><JUST loc="center"/><TEXT>Colonial Republic</TEXT><PARA/><TEXT> </TEXT><PARA/><TRA data="0" mask="1" def="-1"/><JUST loc="left"/><TEXT>Pilot carrying this ID is enlisted in the Colonial Republic who:</TEXT><PARA/><TEXT> </TEXT><PARA/><TEXT>1. Can demand contraband, levy fines, and destroy ships if they refuse to comply with contraband demands, refuse to cooperate or are affiliated with a house at war with the Colonial Republic and are within the Taus, Omegas, Magellan, Cortez, Coronado, and Baffin.</TEXT><PARA/><TEXT>2. Can escort IMG and allied House traders.</TEXT><PARA/><TEXT>3. Can hunt pirates and terrorists within the Taus, Omegas, Magellan, Cortez, Coronado, and Baffin.</TEXT><PARA/><TEXT>4. Cannot participate in unlawful actions except as described above.</TEXT><PARA/><TEXT>5. Cannot use any transports with more than 3,500 cargo, except the Atlas.</TEXT><PARA/><TEXT>6. This ID may only be used by the official player faction.</TEXT><PARA/><TEXT> </TEXT><PARA/><TEXT>Allowed ships: Fighters, Bombers, Freighters, Transports, Gunboats, Cruisers, Battleships</TEXT><PARA/><TEXT>Carrying unmounted IDs in your ship, as well as not equipping an ID, is against the server rules and can lead to sanctions.</TEXT><PARA/><POP/></RDL>
Aet: I got a ticket for that on the TRAC. These are messed up for a lot of factions, makes more sense to touch all 101 at the same time.
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for all the latest news on Nerfs and Final Nails, or to request trade changes.
' Wrote:Order ID/Prison Liner: Does the Order really have that many prisoners? Can add it but I don't really see the point.
The point is we used them a lot for RP and will go on with it.
examples
Order|SV-Maddox
Refitten Prisonliner, now used as mobile lab, specialy for nomad research and projects together with allies
there is also one prisonliner for prisoners - cant remember the name.
+ another refitted Order| prisonliner which is mainly in use by the OSD - if tena rlly disband em the order will have enough purposes for it.
name was something like Order|RV-Yail.... cant check it - got the ID but it was docked at isis and wasnt moved to omicron mu so far.
' Wrote:Post here with ID issues ranging from grammatical & visible code errors to possible friend/foe issues, but not text critiques.
Here is a grammatical issue present in a number of IDs:
"Freelancer Miner"
"Freelancer Mercenary"
etc.
The titles of these IDs are double-nouns... that's not quite correct. Freelancer is a noun, not an adjective, yet is being used in an adjectival manner.
Therefore, all those IDs should be called:
"Freelance Miner"
"Freelance Mercenary"
... and so on. Freelancer is an adjective describing the nouns Miner and Mercenary.
Edit: The Renzu Liner has the repeated-text & showing-code bug in the ship's infocard.
Because Guard IDs were discontinued are Lane Hackers really no longer able to use the battleship? I sold mine just to be safe but I should've posted here first.
Aet: Lane hackers do not have a battleship. The original Spyglass falls under the Hellfire Legion tech line now. Hackers have mainly borderworld ships and a dedicated gunboat
First I'm going to start with thanking Marburg for creating a thread serving as an index for what we notice wrong in this new release.
I need to post to clarify the GMG. I had missed this thread and was in a another thread discussing this so I'd best hurry up and get on this. We seem to have been clipped by a little more then half. I notice a bit of discussion earlier in this thread on the subject but I'd like to make some corrections and point out what's missing.
Almost got it right considering the ZoI but a bit to far in one of the directions and the implication of all adjacent systems would put us in one system our paramilitary shouldn't patrol (I'm assuming in this regard that the ZoI of traders and explorers are rather more extensive then hunting the enemy). Honshu system we already have a base in and do have active patrol routes involving the Eastern end of the system. Our patrols shouldn't include New Tokyo. Beta system is already known to be filled with our NPCs so there is an easy hands down. Both Eta and 17 don't have GMG bases but are connected to our guard system and GMG has historic lore connected with 17 specifically the exploration of it and the discoverers of Kurile Planet (and subsequently gave to our partners of the time; Samura). Sigma 17 also serves as our beginning part of the Deuterium run which leads to our Zoner neighbours in Theta and moves in the Deep Omegas in a series of caravan stops along Zoner and Hessien bases where Gran Canaria sits at the other end. Now this means Theta isn't an adjacent system but in fact one system over. It's heavily used by our traders, which I assume aren't restricted in ZoI, but I'll note that we have performed activity there based on the purpose of Ayakashi's purpose (including Beta and Eta) and no one can forget the Corsair invasion in which we GMG came to our Zoner neighbours aid. I'll leave Theta up to you but I thought it best be clarified that it isn't adjacent.
Now another very important aspect that seems to have gone missing and should be in there is GMG's ability to be unlawful with Kruger and Samura. This is part of centuries of Freelancer lore requiring quite the large amount of lore needing to be pretended to exist for no reason as well as have some impact to the gaming experience. Kruger is considered banned from Sigmas forever with GMG further having pushed that with nearly two centuries of raiding Mannheim with the aim to ensure their existance in the fuel industry is permanantly over. We played the role with RM in re-opening the borders, which we both submitted to Igiss's thread 1.5 yrs ago, but were still adamant that Kruger was forbidden and it was signed (the other option was what it was, no Rhienland at all but we've opened it all this time). We are also extending as player to player, the devs picked up on this, the joy of the opportunity to "steal" from our miners. If we can't touch Kruger this is all lost. This same invitation is also extended to Samura but there is also another significant detail why we need to continue to able to perform unlawful acts against Samura (I mean, of course the lore shows the enmity between the two but there is a balance part to this) because we are the only risk that stands between a 5k transport artifact smuggling route that uses the Samura ID. We are the only ones standing in the way of that. I'd also like to point out the fun between factions associated with Okinawa and Nagano all hapening far away from court eyes.....
The secret alliance between GMG and BD is public knowledge and is also a Vanilla thing. GMG funds the BD fleet against the Samura family. I see my second has mentioned GC as allied but I'd agree that it's more neutral then even friendly, perhaps on the friendlier side of neutral. The aspect of GC GMG has ties to are those aboard the Matsuda under an agreement of convenience in which we house their battleship and it plays a role in Oki defence, so this doen't necessarily mean friendship, but certainly the better part of neutrality (to those thinking security, it's a BS in a nebula in a location we know). We were quite friendly to the Kiretsu, whose home base was the BS and where the agreements all came from, but they lost their status. Neutrality by game mechanics and server rules is the safest option, but for the BD we are allied and we should be able to keep this intact.
I can be made available for debate that includes evidence and all that pretty stuff if you need me