(03-31-2016, 01:14 PM)Toris Wrote: Smuggler ID is a very bad idea. As Snak3 said, since ID are visible inRP the players bearing that ID will be persecuted on sight.
That's why I said there is no need to make an Independent Trader and Smuggler ID separate, make the trader ID quasi-lawful and go from there.
I personally think the FL ID is completely fine when used by a single individual, but becomes extremely too good when it's used by a faction.
If the faction in question is official (or if sponsored) they can even set up their own bounty board to bounty people they dislike sirius-wide for a rediculously low sum of credits, such as one million. Then they are allowed to not only engage that group sirius-wide but can even treat those ships as combat targets.
On top of this, as can be seen http://lh.discoverygc.com/software/index# here, if you look under the transponder spoofer and look at the Freelancer ID in the left box, you can see that the only rephacks they have are to nomads and wild. Freelancers literally have a total of 4 rephacks. They can dock and fly through literally anywhere else which means that the ID is very good for casual trading, and literally unbeatable when it comes to any kind of roleplay delivery. Why wouldn't you simply turn to a Freelancer group, when they can dock anywhere and get literally anything?
(03-31-2016, 01:24 PM)Impyness Wrote: I personally think the FL ID is completely fine when used by a single individual, but becomes extremely too good when it's used by a faction.
A very good point considering that the very idea of a faction, mean they can not be Freelancers. They are now unified.
i think FL ID should be kept as it is,however i would like to see a smuggler id(without the bounty hunting/escorting part) a researcher id(without bounty hunting and with new features introduced by 2017's summer )and an explore id that doesn't need fuel for JD2 and JD3 but will need for JD4 (or equipment won't occupy space)
People want to believe that God has a plan for them.
They don't wanna believe that anyone else does..
Being honest, I see no problem with a generic Freelancer ID, They can do pretty much everything they want, within the limits/rules
EG: Cant use transports with more than 3600 cargo, Thats is a downside if you want to be a trader, There are also limitations to the ships you can use, like you cant use certain tech/ships, and you cant use any cruisers/battleships at all!
I honestly think its fine for now, these rules have just got to be enforced a bit more strictly, to prevent issues!
(03-31-2016, 12:43 PM)Foxglove Wrote: Shouldn't the Smuggler ID have a line "Can transport contraband", because the "Cannot participate in unlawful actions except as described above" would prohibit actually smuggling unless it is explicitly mentioned in the ID that this exception is permissible?
(03-31-2016, 12:18 PM)Oldum Wrote: This brings the question if why all the above mentioned IDs were removed in the first place...
Also, I'm not sure if independent trader/smuggler should be separate, just make the independent trader quasi-lawful and there you go. With adding the exception of the Pirate Train to the flyable ships maybe, cause it's a KoS for most lawful factions anyways. The fact of being a smuggler or a lawful trader could be a subject of change this way.
The thing is: the smuggler ID, with its extended 4300 cargo rule, allows the slaver RP with the Pilgrim liner again, which, in my opinion, would be a reason to separate these two ideas.
smuggling is not considered unlawful activity in terms of rules.
Weird, I know, but that's what it is.
(03-31-2016, 12:43 PM)Foxglove Wrote: Shouldn't the Smuggler ID have a line "Can transport contraband", because the "Cannot participate in unlawful actions except as described above" would prohibit actually smuggling unless it is explicitly mentioned in the ID that this exception is permissible?
(03-31-2016, 12:18 PM)Oldum Wrote: This brings the question if why all the above mentioned IDs were removed in the first place...
Also, I'm not sure if independent trader/smuggler should be separate, just make the independent trader quasi-lawful and there you go. With adding the exception of the Pirate Train to the flyable ships maybe, cause it's a KoS for most lawful factions anyways. The fact of being a smuggler or a lawful trader could be a subject of change this way.
The thing is: the smuggler ID, with its extended 4300 cargo rule, allows the slaver RP with the Pilgrim liner again, which, in my opinion, would be a reason to separate these two ideas.
smuggling is not considered unlawful activity in terms of rules.
Weird, I know, but that's what it is.
Smuggling is just type of trading. It is logical that it is not considered as unlawful by server rules, because unlike for example piracy, legality of your cargo depends on area where you are. In some house your cargo is illegal, then you move to next one and it becomes perfectly legal. Thus if smuggling would be considered unlawful action, then for example flying illegal ship would have to be too as it is similar situation.