Quote:* - Can attack any ship in self-defense or to protect a ship of the same affiliation.
I'll talk as a GNG leader now. You might know, we've an agreement with [RHA] and with UN|, depending on our agreement I'm to assist them in need of it. Our relationship is depending on our common enemies and if I can't help them against them, that means there's no point trying to improve the relationship with someone inRP?
What if I'm flying in Rheinland and I see [RHA] calling me for a hand against some RMyes he can't handle with alone?
If the links are obvious, make sense and not invented on the spot then you are probably safe. I will try and get a consensus on what "affiliation" actually means for the purposes of the ID.
(01-11-2015, 12:49 PM)Tunicle Wrote: If the links are obvious, make sense and not invented on the spot then you are probably safe. I will try and get a consensus on what "affiliation" actually means for the purposes of the ID.
I always thought that affiliation = IFF, and I was following that. But of course there were also moments, when I used affiliation = check if lawful, unlawful, quasilawful.
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Quote:* - Can demand cargo and credits from all except House Military/Police/Intelligence, Bounty Hunter, and Order IDs unless the target is flying on a Freighter/Transport/Liner.
Looking at it some more, I feel this isn't actually an improvement. Yes, the previous iteration had some drawbacks (no competition between Pirate IDs, only cooperation and such), but honestly, doesn't it make sense to have drawbacks to a Sirius-wide piracy ID?
This new version creates an odd situation where lawful non-traders are somehow exempt from piracy, while unlawful non-traders are not. I'm not sure that this is an improvement at all.
Why not keep it simple and stick to the Freighter/Transport/Liner stuff? Use the ID of an organized pirate 'gang' if you wish to have more freedom while pirating.
Quote:* - Can demand cargo and credits from all except House Military/Police/Intelligence, Bounty Hunter, and Order IDs unless the target is flying on a Freighter/Transport/Liner.
Looking at it some more, I feel this isn't actually an improvement. Yes, the previous iteration had some drawbacks (no competition between Pirate IDs, only cooperation and such), but honestly, doesn't it make sense to have drawbacks to a Sirius-wide piracy ID?
This new version creates an odd situation where lawful non-traders are somehow exempt from piracy, while unlawful non-traders are not. I'm not sure that this is an improvement at all.
Why not keep it simple and stick to the Freighter/Transport/Liner stuff? Use the ID of an organized pirate 'gang' if you wish to have more freedom while pirating.
You couldn't initiate combat against certain targets, because they rarely fly freighters or transports - that's why ID has been changed once again. With previous line, factions like Hogosha, Unione Corse, Junkers and some others were immune to the Pirate ID, as the latter could not initiate combat against them.
Given that Pirates can barely land anywhere (without being chased away either by lawfuls or unlawfuls), they have a huge nerf on any non-generic stuff, they are rephacked heavily even against many pirate factions - they should be given more freedom because of that. Plus, they don't have access to anything bigger than gunboats (but even those aren't so powerful against military forces).
They are damn bandits. Bandits so low even other unlawfuls may hate them, but some of them would have use of them to make dirty work for them - like Hogosha, GMG or even Kruger or Samura, not wanting much competition. Why should they follow rules after all? Let the big boys from military faction handle them.
Giving more freedom for Pirate ID - in exchange offer a huge tech nerf (all other but generic stuff, except for some pirate weaponry, set on 10%). What do you think about this idea?
(01-11-2015, 03:28 PM)Haste Wrote: They're pirates. Why should they target ships that aren't fat, juicy, milkable transports?
Turf wars. Previous change, as I pointed out, made Pirates unable to target certain factions, because they barely fly transports or freighters, yet those faction have an advantage to shoot first.
We could replace Pirate ID with Unlawful ID, but with serious tech nerfs that would make it unable to use House Pirate vessels.
(01-11-2015, 11:36 AM)Tutashkhia Wrote: I'll ask this question again:
Quote:* - Can attack any ship in self-defense or to protect a ship of the same affiliation.
I'll talk as a GNG leader now. You might know, we've an agreement with [RHA] and with UN|, depending on our agreement I'm to assist them in need of it. Our relationship is depending on our common enemies and if I can't help them against them, that means there's no point trying to improve the relationship with someone inRP?
What if I'm flying in Rheinland and I see [RHA] calling me for a hand against some RMyes he can't handle with alone?
Then this isn't purely pirate group Tuta, and some other ID would suit it better. House unlawful ID, or SRP one, something like that.
(01-11-2015, 03:28 PM)Haste Wrote: They're pirates. Why should they target ships that aren't fat, juicy, milkable transports?