No its not. I merc on an Outcast ID - I couldn't on a Pirate ID. It's not at all moot if you are after PVP, trust me in this:
Having to conform to piracy demands, giving ample time to reply, only opening fire in self-defense and so on (notwithstanding ridiculous/oorp situations of you having to try to pirate a Navy snub to get to pews on the Pirate ID) while being heavily outnumbered/in hostile territory is a hell of a lot bigger challenge than saying "Mmmm floating money, engagebung!" in a 100% core Rapier, 'nuff said.
tl;dr: It's fair to discuss if we should dump the Pirate ID (I'm inclined to think that we should, along with several other ID's), but the premise that it is the short and fast way to PVP in 4.87 is not correct. It was perhaps true before the ID revision.
When I said the path of least resistance I wasn't talking about the speed of getting into fights but the lack of limitations on the pirate ID, can pirate anyone, land on almost any unlawful and some neutral bases, wide array of tech and ships.
Actually getting into a fight I'll have to take your word on it as I've only ever played one pirate who would ask riddles instead of demands. As you can imagine it was extremely short lived.
(02-05-2014, 05:41 PM)Croft Wrote: When I said the path of least resistance I wasn't talking about the speed of getting into fights but the lack of limitations on the pirate ID, can pirate anyone, land on almost any unlawful and some neutral bases, wide array of tech and ships.
Actually getting into a fight I'll have to take your word on it as I've only ever played one pirate who would ask riddles instead of demands. As you can imagine it was extremely short lived.
actually pirate ID'ed ships can't land on plenty of unlawful bases.
If there are 'generic' Miner and Trader ID's, meaning 'a character with no ties to any local region, faction, or ideals' why can't there be a Pirate ID with the same?
There are 'pirate' factions if someone wants to throw their lot in with a certain locality, but if someone wants to play a 'Ronin' or a renegade wanderer - why not be able to be a good guy OR a bad guy of that particular distinction?
Especially for new players who might not have a grip on what any particular House is 'about'.
Eventually these new players will very likely realize that generic pirates have some crummy equipment and ships, and start looking into more specialized factions for upgraded gear alone.
This is a generalization of course, but then, so is the ID.
Let it ride - who is it really hurting, and why the mad rush to start adding restrictions to the game?
Quote:This player is an Independent Pirate who:
-Can attack any ship in self-defense, or to assist other Pirate ID'd ships.
-Can demand cargo and credits from only transports.
-Cannot demand credits during a fight
-Cannot use any transports with more than 3,600 cargo, except for Pirate Train.
This also limit it so it cannot use Gunboats either.
It fixes the two of the three issues of the ID:
PvP Whoring with it and attacking other Pirates while acting like bounty hunter.
Removing it is stupid while there are simple fixes like this one.
The third Issue is problem of the official factions:
A big important part of this discussion that is yet not discussed is why the unlawful factions does not restrict the Pirate IDs in their ZOI. As long as I am aware only Mollys, LWB, LR, LH had removed their docking rights. It is within the official faction rights to do so.
I introduced zero tolerance policy to Pirate IDs including removal from docking rights since 4.85 in the Molly faction. In-RP the Mollys see Pirate IDed players in their ZoI as enemy and competition.
Why I did it? Simple logic- why the Mollys as dominant unlawful faction in Bretonia would like to share their profits with some unknown individuals? Why they would even allow such competition in their gold fields? This two reasons are more or less for the most of the unlawful factions, it is unlawful faction leaders fault if they does not use the tools that the admins give them.
If most of the unlawful factions do the same the ID wont be so popular- remove their docking rights by the rephacking their ID and shoot them on sight as unlawful- then they tend not to show up in your ZoI much unless they are there to PvPwhore you.
I personally run at least several Indie Pirate IDs. I use them as the name says for pirating. I like the fact that I can be independent and not to care about ZoI or faction specific political views like LR ID not robbing slave smuggler for example because they work together or helping any faction pirate in PvP since I care mostly for my independent arse and my own profits. The proposed changes of the ID wont affect my role play and my use of the characters at all.
If the ID is used properly it has its place in the Mod. If the said fixes are implemented there would be no ability to abuse it and abusers would move on the next abusable thing.
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)
What if Pirate IDed chars be allowed into House space and border systems in between only? That's not much tho.
Pirate ID's ships being allowed into wide variety of tech. Yes. But it's 75% in most cases and 75% nerf is only valid for fighters. Mean with 75% tech pirate can't pirate. So, basically, in this way the only people who benefit from Pirate ID are those who're out to have a quick and easy PVP. Most of unlawful factions are not pirating any more because it's ridiculously broken and are just out to pew some lawfuls so it's just a momentum of time where Pirate ID is actually better because of ability to have a free pews with little RP anywhere while using ships at 75%.
The old technerf system was holding Pirate ID from overuse - basically all official factions had some agreements with other factions to use their tech so new player that was joining a faction could have some better choices from the start w\o putting a lot of effort into working his way up with some faction to get their techs.
Now everyone can take anything and factions actually have a poor choice and also carry on more consequences for taking someone's stuff while Pirate ID\Freelancer ID are escaping any problems with ease while having a best choice.
So reasons are simple. Sirius Wise ZOI plus Best choice of tech plus Relaxed diplomacy and RP plus Little to no consequences for messing up around = better ID to play with. Easy.
(02-03-2014, 08:16 PM)Jack_Henderson Wrote: For the sake of all the nice (hardly played) unlawful IDs, I would say: delete the pirate ID. There are so many colorful pirate factions. Is there really a need for the Pirate ID? I do not think so.
Signed.
Also any self respecting pirate group would pirate/kill independent pirate in their space fairly quickly. If not removed, rep-hack them hostile to everything but junker/zoner/freelancer bases.