Ok, don't want to open age old discussion with Xoria on the defnition of smuggling and unlawful-to-unlawful trading; BUT there is a severe lack of unlawful trade routes, especially since a lot of the unlawful factions had the marvellous idea of barring all independent pirates instead of learning PVP.
Even from Junker bases, most trading goes to blasted Gallia... I wish to play as an independent pirate trader ("pirate" because there is no criminal ID), and my aim is to be hunted by the law while delivering supplies to junkers and pirate factions; but that isn't really feasible because the most lucrative unlawful-to-unlawful trade routes are between factions where at least one of them has no docking for indie pirates (not counting the classics - cardamine trade and artifact smuggling - here). Why?
It severely limits the variety of roleplay, and with the excessive amount of lawful profitable trade routes from almost any station in any system, I really don't get this.
PS.: Before someone says "but pirates aren't meant to trade", I want to point out that neither are navies. And private shipping corporations shouldn't be out there bounty hunting and killing badguys to a greater extent than Bounty Hunters etc. etc. etc. EDIT: What I mean is that as per their ID, shippers can hunt criminals where the BHG ID can't without signing up on dead board first. There are a lot of things that makes little sense in this mod, let's fix some of them?
I think I made a thread concerning this some time back. So yeah either bring back the smuggler ID or fix the pirate one.
(07-28-2014, 03:56 PM)Mímir Wrote: PS.: Before someone says "but pirates aren't meant to trade", I want to point out that neither are navies. And private shipping corporations shouldn't be out there bounty hunting and killing badguys to a greater extent than Bounty Hunters etc. etc. etc.
Last I checked corporations cant hunt for money *cough* DSE *cough* .... or something has changed?
They can fly PTrains and have (mostly) open rep, so what's wrong with using the Freelancer ID, a bit of imagination, and maybe a few rephacks so you can fly according to your RP? If you do not have plans to pirate others, it seems like a better fit. Just take some Junker bribes/missions and the repsheet should match your RP - if not, the open rep of the Freelancer ID allows for almost any combination with careful planning. Consider keeping some contraband in your cargo hold at all times to reinforce being a smuggler - both cargo and IDs are scanned at the same time, but only cargo shows up on TLGASNET.
Since several of the generic IDs (smuggler, mercenary, civilian, researcher, etc.) were subsumed into the Freelancer ID (they were already mostly identical), one of the biggest self-imposed mental barriers people have to overcome is realizing the ID can fit several roles - what matters is how they RP it to distinguish themselves, rather than relying on the name of the ID to dictate how they act or are perceived, or let the preset rep of other IDs bind them. The biggest exceptions I can think of are the unique human cargo and engagement rules for the Slaver ID, which was closer to the current generic Pirate.
(07-28-2014, 04:06 PM)Vredes Wrote: Last I checked corporations cant hunt for money *cough* DSE *cough* .... or something has changed?
Quote:2. All faction IDs are allowed to claim bounties within their zone of influence. Generic IDs are only allowed to claim bounties if clearly specified in the ID description.
This has been the case for a while. Faction ships falling within the server bounty guidelines (red to targets, neutral/green to employers, proper ZOI) have been able to hunt for money as long as they're accepted by the faction's board. I think one of the reasons for the ID rules allowing corps to attack ships belonging to hostile houses/organizations within their ZOI was so security/escorts wouldn't have to wait for an enemy to start blasting their convoy before helping. Probably reduced a lot of sanction reports and complaint threads.
(07-28-2014, 04:06 PM)Vredes Wrote: Last I checked corporations cant hunt for money *cough* DSE *cough* .... or something has changed?
Quote:2. All faction IDs are allowed to claim bounties within their zone of influence. Generic IDs are only allowed to claim bounties if clearly specified in the ID description.
This has been the case for a while. Anyone falling within the server bounty guidelines (red to targets, neutral/green to employers) has been able to hunt for money as long as they're accepted by the faction's board. I think one of the reasons for the ID rules allowing corps to attack ships belonging to hostile houses/organizations within their ZOI was so security/escorts wouldn't have to wait for an enemy to start blasting their convoy before helping. Probably reduced a lot of sanction reports.
I am not against corporations being able to attack hostiles. Not everywhere of course. But I am against corporation employees to be able to claim bounties. That's the Bounty Hunters' and the Mercenaries' job...
If a company wants extra security they should hire a private military force, like every other company does in RL.
Would be nice, but quite frankly I enjoy the idea that we don't have too many unlawful ways to earn money. It only means I still actually have traders on the lanes to pirate.
--------------
PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
----------
But that just means that people will grind on their IC ships to buy their Corsair Legates. Also I really don't care for traders anymore, there's no fun left in them it's pure grind these days, and I think the old idea of traders being the lifeblood of Disco is wrong, because people in transports are a lot less inclined to roleplay than people in other classes of ships, as their main concern is profit. If everyone was flying around with characters on VHF's, they'd be more inclined to participate in roleplay (as well as PVP) because that is all you can do on those ships, and you can still extort a VHF pilot just fine.
OR adversely, if my proposition was put into play, you'd have the opportunity to make a police character to pirate them. Don't really see much difference there, other than illegal cargo interdiction being a more proper activity.
I am not asking for unlawful-to-unlawful trading to be buffed beyond that of lawful trading, I am just asking for it to make a little sense. Most places I can dock as an unlawful offer profitable routes to lawful bases, and diddly squat to unlawful bases that are dockable for an indie pirate. It seems sloppy, in a way, when so many profitable routes and commodities are piled into each and every lawful station.
Yes, there is that route. And artefacts / black market munitions as I already mentioned. That is not the issue, there are a few very limited routes. My question is not "can we have 1 unlawful trade route?"
Posts: 2,122
Threads: 244
Joined: Oct 2007
Staff roles:
(07-28-2014, 03:56 PM)Mímir Wrote: the most lucrative unlawful-to-unlawful trade routes are between factions where at least one of them has no docking for indie pirates (not counting the classics - cardamine trade and artifact smuggling - here).
I don't really understand what you mean by this. Do you mean the automatic rephacks? Provide a list of unlawful factions that are affected by what you are describing.
Check out my Trade Development Blog
for all the latest news on Nerfs and Final Nails, or to request trade changes.