So I guess for IDs like these we might need to really,really think outside the box.
What if we had special IDs where the ID would be allowed to kill a certain ship everywhere? I dunno, call it the murderous stalker ID which can attack Erik.Nodtviet anywhere or something.
(03-26-2015, 05:31 PM)Garrett Jax Wrote: I don't personally see the use of your Contract Killer ID. The same thing can be accomplished with the current Freelancer ID.
That's exactly my point and the source of my confusion, almost everything is covered by the existing ID's so what exactly is the goal here? Are we looking for secondary ID's so that RP can be compressed to the scan button? If the desired result is to diversify RP then surely we need less generic ID's with greater constrast to force people into finding out what the character is about.
I'm not trying to be a downer on the effort being made which I whole heartly support, it's great that you guys are getting the community involved more. In this particular case I'm finding it hard to see the forest through the trees.
Well, there are other ID's used in the past that currently are not covered by the Freelancer ID. For example, the Vigilante ID would be one. An open use Researcher ID could be another, depending on the ID restrictions. There could be new ones, possibly that haven't been used before as well. Maybe secondary ID's for Official factions, such as Diplomat or Ambassador ID, in which an Official Faction representative could be given limited immunity from a hostile faction in order to engage in talks, or deliver ultimatums. Don't know. Just shooting from the hip here.
It would be nice to entertain new ideas, that the current ID's we have don't fully cover.
I think I see where your coming from, something that is more to do with roles or professions over blanket ID's.
Just to make sure I'm on the same page would something like an Information Broker ID be along the right lines, as in someone who buys and sells information, in a none metagaming way of course.
@Croft best example would be Sins of a Solar Empire, the Pirates there. Aren't they like Contract killers? Yet living in the same Base and cooperating together? They do hunt for money but are more friendly towards Unlawfuls (in the game, Truce amongst Rogues, which can be done with TEC Rebels).
Garret Jax Wrote:Diplomat or Ambassador ID, in which an Official Faction representative could be given limited immunity from a hostile faction in order to engage in talks, or deliver ultimatums. Don't know. Just shooting from the hip here.
I really like this idea, where you aren't rephacked to anyone (maybe save for factions like Outcasts, Gauls and Corsairs for obvious reasons) and you could fly technically anywhere. The catch would be you could fly the specific vessels (Grizzly, Pelican, Luxury Liner, Pilgrim Liner, Bison and Bretonian Liner) and trading would be strictly limited, except for some items in RP (let's say, up to 100-200 units of one type of cargo).
I don't know if the Sins Pirates would fall under the header for contract killers, granted their entire purpose in that game is to harass the hell out of you but I reckon they'd be more like mercenaries since they don't attack or fight among themselves.
The best reason I could give for the separation is to reinforce the dog eat dog mentality of paid assassins, rather than a group of like-minded people working towards a common goal I wanted to create an interesting choice for those using the ID, do you go for the target and hope to get the final shot and risk getting targeted or do you kill the competition and secure the bounty yourself?
I thought the tension would make it quite fun.
I suggest changing Contract Killers to Hired Assassins, since they are after single/group targets for termination on demand of an unlawful organization.
The name certainly does need changing, however my experiences with the smuggler ID of old has taught me that a degree of subtlety is required in the naming of covert RP roles less the "Your a smuggler, your ID says so" comes back to bite us. I'll add the suggestion to the list and let the powers-that-be decide.
(03-26-2015, 07:17 AM)Zayne Carrick Wrote: I'd like to see more Privateer IDs, but since they hardly qualify as RP IDs... Guess that's wrong topic.
@IDs_back_to_OORP
Pointless, unless you'll make them really invisible. Otherwise people would always metagame their way out.
Aye, I remember back when ID's were oorp my biggest problem was, after I realized myself that they were oorp and players should be treated according to their IFF, many indie players were half and half on their acknowledgment of ID's. Any IFF/ID mismatch usually resulted in oorp grief and a need to explain the difference as you'd go. In the end I liked ID's being oorp better but did support a more practical approach, that being ID's becoming inrp to make it easier and more straight forward to understand for new players. I always wondered why there wasn't more emphasis in game on clarifying the role of ID's at the time, since it could only be found on the forums. On a side note, I see Sirius Business News about Apfelstrudel twice every few minutes... something similar about ID's might have helped clear things up.
I have suggested a Privateer ID in trying to keep it as generic as possible. I admit it is not really a secondary ID to be used as an RP faction ID, but if the same template as the Pirate ID is used, it's purpose would be entirely for separate RP. Personally I think the main independent generic unlawful should be an ID'd 'Privateer' instead of 'Pirate' since inrp it would seem to make more sense for people like that to claim that status over an overt pirate. This was one of the well mentioned drawbacks to generics like pirates when ID's came back into roleplay. Until then pirates didn't need to be treated as pirates until they committed an act of piracy, witnessed by someone (even if just the victim). Perhaps if follows that ID'd Privateers may also not need to be considered pirates, yet still potentially dangerous, until they take some sort of action.
I wouldn't want to get rid of the Pirate ID though, and think it would then become a more specific roleplay of being a totally unaffiliated pirate or similar pirate faction. Privateers offer a more inrp explanation of the presence of roaming generic unlawfuls that aren't advertising themselves as only pirates. As to the rep I'd be happy if it was the exact same as a Pirate ID so as not to rock any boats or stray far from the confines the Pirate ID has for many reasons. In that case it would be a change in name only yet still provide a more neutral stand point for a generic unlawful to RP from. I know I have a few chars that would benefit from being considered 'privateers' rather than just pirates. I did suggest easing up on the rep with trans-sirius entities though, not to make it easy to abuse but in a way give those groups the ability to also use privateers to their advantage. In that situation, their rep would be no more extreme than the current Junkers ID allows.