The pilot carrying this lawful ID is a member of the Independent Miners Guild (IMG)
The Independent miners Guild is a mining corporation that is not affiliated with any house. It focuses on mining and shipbuilding outside of House systems, and will sometimes trade with unlawful factions as the Mollys and Hessians. The IMG is allied with the Colonial Republic and partnered with ALG and Gateway. Its enemies include the Outcasts and Corsairs.
Is allowed to do the following anywhere:
-Can trade
-Can defend itself, ships and bases of the same affiliation, and allied ships
-Can escort ships of the same affiliation and allied ships
-Can attack Outcasts at will
Is allowed to do the following within their Zone of Influence :
-Can attack ships belonging to houses or organisations considered hostile by the IMG
-Can demand Slaves and Cardamine from any ship, then attack ships if they refuse to comply
-Can engage in piracy against Kruger, Daumann, GMS, and BMM within the Taus and Omegas only
Is not allowed to do the following:
-Cannot dock Cruisers on any base within any House, except on IMG bases
-Cannot use any transport with more than 4,300 cargo
-Cannot ally with unlawfuls except with Red Hessians and Mollys against unlawfuls only
-Cannot participate in unlawful actions except as described above
Zone of Influence: Taus, Omega-3, Omega-7, Omega-9, Dublin, Cambridge, Newcastle, Magellan, Coronado
Allowed ships: Fighters, Freighters, Transports, Gunboats, Cruisers
The pilot carrying this lawful ID is a member of the Independent Miners Guild (IMG)
The Independent miners Guild is a mining corporation that is not affiliated with any house. It focuses on mining and shipbuilding outside of House systems, and will sometimes trade with unlawful factions as the Mollys and Hessians. The IMG is allied with the Colonial Republic and partnered with ALG and Gateway. Its enemies include the Outcasts and Corsairs.
Is allowed to do the following anywhere:
-Can trade
-Can defend itself and allied ships and bases of the same affiliation, and allied ships
-Can escort ships of the same affiliation and allied ships -Can attack Outcasts at will
Is allowed to do the following within their Zone of Influence :
-Can attack ships belonging to houses or organisations considered hostile by the IMG
-Can demand Slaves and Cardamine from any ship, then attack ships if they refuse to comply
-Can engage in piracy against Kruger, Daumann, GMS, and BMM within the Taus and Omegas only
Is not allowed to do the following:
-Cannot dock Cruisers on any base within any House, except on IMG bases
-Cannot use any transport with more than 4,300 cargo
-Cannot ally with unlawfuls except with Red Hessians and Mollys against unlawfuls only
-Cannot participate in unlawful actions except as described above
Zone of Influence: Taus, Omega-3, Omega-7, Omega-9, Dublin, Cambridge, Newcastle, Magellan, Coronado
Allowed ships: Fighters, Freighters, Transports, Gunboats, Cruisers
IMG has quite a large indie player base and I fear the amount of trouble that such a line can cause. It would create situations in which IMG IDed groups could hunt OC in NY, and other nonsensical things that cause unnecessary problems for everybody involved.
If these lines stay in the IDs (I saw them on quite a few IDs, sometimes multiple factions as targets), I suggest keeping them only for the official faction IDs (where faction leaders have much tighter control on player behaviour). In the hand of uncontrollable indies, such "can kill all X everywhere" lines seem potentially harmful in my personal opinion.
2. -Can defend itself and allied ships and bases of the same affiliation, and allied ships
We would like to be able to e.g. defend the ALG base in NL that we helped to build. Restricting help to only allied ships (and excluding bases) seems a little strange. Also I think that it would not create any harm, plus make the ID easier to understand, which is quite a thing for factions that newbies go to often.
No offense but what was written for the Core ID is a bit poor. It seems to be very poorly researched and done with little consultation. If this is what was written a year ago, then it looks like we've dodged a bullet by not pushing out these IDs.
Self-proclaimed the 'Protectors of Humanity', The Core is a paramilitary organization operating primarily within the Edge Worlds. They are relentless in their exploration of uncharted space in search of alien artifacts and technology. The Core initiated a bloody war with The Order, Hessians, Corsairs and many other rogue elements in the Edge Worlds to gain passage to remote Nomad systems, becoming a dominant force in the Omicron and Omega sectors.
The pilot carrying this lawful ID is a member of The Core who:
- Can attack lawfuls, unlawfuls and quasi-lawfuls in self-defence, to protect an allied or neutral ship, or in defence of allied or neutral bases.
- Can attack lawfuls, unlawfuls, quasi-lawfuls and ships which belong to a house or organisation considered hostile by the the Core within their zone of influence.
- Can enforce the 'Laws of The Core' within systems containing a Core base.
- Can attack Wild, Nomad, Order ships and any ships equipped with Nomad equipment or carrying Nomad remains anywhere.
- Can demand Alien Artifacts, Nomad equipment, Nomad remains, Cardamine, Liquid Cardamine and Slaves within their Zone of Influence, and attack ships if they refuse to comply.
- Cannot bring Capital Ships outside of their Zone of Influence.
- Cannot use transports with more than 4,300 cargo.
Zone of Influence: Omegas, Omicrons, Sigma-17, Sigma-19
Allowed ships: Fighters, Bombers, Freighters, Transports, Gunboats, Cruisers, Battleships
The Core is a Private Military Company operating within Edgeworlds and some Borderworlds. They're relentless and willing to do whatever it takes in order to crush their enemies and obtain alien technology within the Edgeworlds and Borderworlds. Any who oppose the Core, namely factions such as the Order and the Corsairs, are attacked without mercy. The Core is maintained by AP Manufacturing, and has strong relations with Rheinland.
The pilot carrying this lawful ID is a member of the the Core, who:
Is allowed to do the following anywhere:
-Can trade
-Can defend itself, ships and bases of the same affiliation
-Can attack Wild, Nomad, Order ships, and any ships equipped with Nomad or Order equipment
-Can fulfil lawful bounty and escorts contracts and treat transports as combat targets when executing a bounty or escort contract against them
Is allowed to do the following within their Zone of Influence:
-Can attack lawfuls, unlawfuls, quasi-lawfuls, and ships which belong to a house or organisation considered hostile by the the Core
-Can demand Alien Artifacts, Nomad equipment, Nomad remains, and Order equipment, then attack ships if they refuse to comply
-Can enforce the laws of the Core within systems containing a Core base. Can thus demand contraband and levy fines against ships in violation of the laws of the Core, then attack ships if they refuse to comply
Is not allowed to do the following:
-Cannot bring Cruisers or Battleships into any system containing a Jump Gate, with the exception of Sigma-19, Sigma-17 and the Omicrons.
-Cannot use transports with more than 4,300 cargo
-Cannot participate in unlawful actions except as described above
Zone of Influence: Omicrons, systems directly bordering the Omicrons
Allowed ships: Fighters, Freighters, Transports, Gunboats, Cruisers, Battleships"
Self-proclaimed the 'Protectors of Humanity', The Core is a paramilitary organization operating primarily within the Edge Worlds. They are relentless and ruthless in their exploration of uncharted space in search of alien artifacts and technology. The Core initiated a bloody war with The Order, Hessians, Corsairs and many other rogue elements in the Edge Worlds to gain passage to remote Nomad systems, becoming a dominant force in the Omicron and Omega sectors. Notably, The Core is also very ruthless and cruel in the undertaking of their conquest. If a problem gets in their way, they deal with it through brute force.
The pilot carrying this lawful ID is a member of the The Core, who:
Is allowed to do the following anywhere:
- Can trade.
- Can defend itself, ships and bases of the same affiliation.
- Can attack Wild, Nomad, Order, Gammu AI ships, and any ships carrying Nomad remains, Kemwer Munitions or equipped with Nomad or Order equipment.
Is allowed to do the following within their Zone of Influence:
- Can attack lawfuls, unlawfuls, quasi-lawfuls and ships which belong to a house or organisation considered hostile by the The Core within their zone of influence.
- Can demand Alien Artifacts, Nomad equipment, Nomad remains, Cardamine, Liquid Cardamine and Slaves within their Zone of Influence, and attack ships if they refuse to comply.
- Can enforce the Laws of The Core (AKA Charter of Omicronia) within systems containing a Core base. Can thus demand contraband and levy fines against ships in violation of the Laws of The Core and attack ships if they refuse to comply.
Is not allowed to do the following:
- Cannot bring Capital Ships outside of their Zone of Influence.
- Cannot use transports with more than 4,300 cargo.
Zone of Influence: Omegas, Omicrons, Sigma-15 (Luneburg), Sigma-17, Sigma-19 (OR, just put all Sigmas as I think in future devs want to expand our ZoI to more Sigmas. I'd rather keep with the three systems listed though, as I don't want it to get too large yet).
Allowed ships: Fighters, Bombers, Freighters, Transports, Gunboats, Cruisers, Battleships
I know the changes are from a year ago but I feel I really need to stress this. This doc just tells me that the admins really don't care about what I've told them in regards to our Omega situation. Denying our restart didn't make sense, but I guess that was to be expected. Seriously, it's NOT our fault that we don't have good access to the Omegas right now. There is NO roleplay or developments done according to that. There is NOTHING to support us inRP not having good access to the Omegas from our bases as it currently stands. It's just been a huge inconsistency that I have been trying to get fixed for over a year. Our base in the Omegas used to be Rostock Depot, but that was changed and placed into Saar/Koeln when Omega-15 was deleted and Omega-56 was reworked. For gods sake, there's even the greek letter for Omega in the old BHG Core logo. The only reason why we don't have a base in the Omegas right now is because BHG| fell of the face of the earth. No one was around to discuss any changes regarding their bases. So no one could vouch for the Core. If the faction had active reps at the time I guarantee I wouldn't be talking about our plight in the Omegas.
I have already been in discussions with the devs to get us a base in the Omegas in future updates. This IS happening. So taking Omegas from our ZoI is completely illogical, and shame on the staff for not consulting me on even the thought of doing such or clearly not even bothering to do their research into our factions lore and the situation explained in the above paragraph. Yes, I'm a bit bitter and mad because I hate the feeling of being continually ignored. Heck I might just end up gettig ignored again. And lol, meanwhile the original Order ID planned rework gets off with zero changes.
Anyway, lets break these down. There's not many fortunately, provided we stick to the current ID.
Notably, The Core is also very ruthless and cruel in the undertaking of their conquest. If a problem gets in their way, they deal with it through brute force.
I felt I should try and squeeze more about The Core's roleplay into the ID description, so newbies and older players alike have a better idea on how to use the ID.
- Can attack Wild, Nomad, Order, Gammu AI ships, and any ships carrying Nomad remains and Kemwer Munitions or equipped with Nomad or Order equipment.
The Core are hostile to AI and we're after the Toasters wonderful tech. I think it's pretty logical for The Core to shoot ships seen suporting The Order that are ferrying an Order export, especially when it's also alien tech. Although, uh I'm not going to get into detail about how Order exporting alien stuff doesn't really make a lot of sense...
- Can enforce the Laws of The Core (AKA Charter of Omicronia) within systems containing a Core base. Can thus demand contraband and levy fines against ships in violation of the Laws of The Core and attack ships if they refuse to comply.
Pretty much the same line as before. Fused it with the law line in the doc as well as expanded what The Core Laws are enforced for.
Zone of Influence: Omegas, Omicrons, Sigma-15 (Luneburg), Sigma-17, Sigma-19 (OR, just put all Sigmas as I think in future devs want to expand our ZoI to more Sigmas. I'd rather keep with the three systems listed though, as I don't want it to get too large yet).
Luneburg/Sigma-15 borders Omicron Rho. And as said above I explained that you could put all the Sigmas instead for simplicity, but I'd prefer keeping it to three systems.
The Gas Miners Guild are a large corporation of Kusari origin in the Sigma systems which focus on H-Fuel production. They are considered the sovereign owners of the Sigmas and Okinawa. The Gas Miners Guild uses mainly small ships for combat. They are partnered with Kishiro and secretly support the Blood Dragons and Golden Chrysanthemums.
Pilot carrying this lawful ID is an employee of the Gas Miners Guild, who:
Can demand contraband and levy fines within their Zone of Influence, and attack if ships refuse to comply.
Can attack any ship in self-defense, to protect an allied or neutral lawful ship, or in defense of a base of the same affiliation, both within and outside of their Zone of Influence.
Can attack ships belonging to houses or organisations considered hostile by the GMG within their Zone of Influence.
Can engage in piracy against Samura and Kruger in the Sigmas only.
Cannot ally with any unlawfuls except for Golden Chrysanthemums and Blood Dragons.
Cannot participate in unlawful actions except as described above.
Zone of Influence: Sigmas, systems directly bordering the Sigmas
The Gas Miners Guild are a large corporation of Kusari origin in the Sigma systems which focus on H-Fuel production. They are considered the sovereign owners of the Sigmas and Okinawa. The Gas Miners Guild uses mainly small ships for combat. They are partnered with Kishiro, while secretly supporting the Blood Dragons, Order, Bundschuh, and Golden Chrysanthemums.
The pilot carrying this lawful ID is a member of the Gas Miners Guild, who:
Is allowed to do the following anywhere:
-Can trade
-Can defend itself, ships and bases of the same affiliation
Is allowed to do the following in their Zone of Influence:
-Can demand contraband and levy fines and attack if ships refuse to comply.
-Can attack ships belonging to houses or organisations considered hostile by the GMG
-Can engage in piracy against Samura and Kruger in the Sigmas only
Is not allowed to do the following:
-Cannot ally with any unlawfuls except for the Blood Dragons, Order, Bundschuh, and Golden Chrysanthemums
-Cannot participate in unlawful actions except as described above
Zone of Influence: Sigmas, systems directly bordering the Sigmas
Allowed ships: Fighters, Freighters, Transports, Gunboats
The Gas Miners Guild is a large corporation of Kusari origin in the Sigma systems which focus on H-Fuel production. They are considered the sovereign owners of the Sigmas and Okinawa. The Gas Miners Guild uses mainly small ships for combat. They are partnered with Kishiro, while secretly supporting the Blood Dragons, Bundschuh, Golden Chrysanthemums and Order.
The pilot carrying this lawful ID is a member of the Gas Miners Guild, who:
Is allowed to do the following anywhere:
-Can trade.
-Can attack any ship in self-defense, to protect an allied or neutral lawful ship, or in defense of a base of the same affiliation.
Is allowed to do the following in their Zone of Influence:
-Can demand contraband and levy fines and attack if ships refuse to comply.
-Can attack ships belonging to houses or organisations considered hostile by the GMG.
-Can engage in piracy against Samura and Kruger in the Sigmas only.
Is not allowed to do the following:
-Cannot ally with any unlawfuls except for Blood Dragons, Bundschuh, Golden Chrysanthemums and Order.
-Cannot participate in unlawful actions except as described above.
Zone of Influence: Sigmas, systems directly bordering the Sigmas
The GMG ID is good as it is, and outside of the updated format, requires few mechanical changes. The current (ingame) line about attacking in self defence/defence of others should be left untouched, as its proposed replacement (doc) is a massive and unnecessary neutering. I initially considered removing the mentions of Bundschuh and Order until there was sufficient RP to reflect such a partnership, but it's a lot of messing around for the future and saves time and effort being left alone, albeit with the factions placed in alphabetical order.
- Can attack any ship in self-defense or to protect an friendly or allied ship.
-Can fulfill any bounty and escort contracts, and may treat transports as combat targets when executing a bounty or escort contract against them.
- Cannot use any transports with more than 3,600 cargo, except for the Pirate Train.
- Cannot participate in unlawful actions except as described above.
- Can attack any ship in self-defense or to protect vessel employing for bounty [this includes hiring on spot] or escort contract.
-Can fulfill any bounty and escort contracts, and may treat transports as combat targets when executing a bounty or escort contract against them.
- Cannot use any transports with more than 3,600 cargo, except for the Pirate Train.
- Cannot participate in unlawful actions except as described above.
The line is too ambigious about what is 'allied and friendly ships', since Jansen clearly stated that you can protect vessel which hired you on spot or for escort duties only - the personal roleplay allies are not counted inside that rule as well, according to the very same statement. Note this change is also to put emphasis on a diference between 'escorting any trading vessel' and 'being hired on spot by non-generic ID [in order to attack other players]'.
The Coalition consists of descendants of the Coalition forces that stowed away on the Hispania and sabotaged the ship before it arrived in the Sirius sector, and people who sympathize with their cause and have joined them. They are considered enemies by all five house, but cooperate with the Mollys and Red Hessians.
Pilot carrying this unlawful ID is a member of the Coalition, who:
Can attack any ship in self-defense or to protect an allied ship.
Can attack any ship belonging to any house military or police.
Can demand Slaves, Cardamine, Liquid Cardamine, Artifacts, Nox, Hypnotainment Bands, Nomad equipment, Nomad remains, and attack if ships refuse to comply.
Cannot use any transports with more than 4,300 cargo.
Cannot participate in unlawful actions except as described above.
Allowed ships: Fighters, Freighters, Transports, Gunboats
The Coalition consists of descendants of the Coalition forces that stowed away on the Hispania and sabotaged the ship before it arrived in the Sirius sector, and people who sympathize with their cause and have defected to them. They are considered enemies by all five house, but cooperate with the Mollys and Red Hessians.
Pilot carrying this unlawful ID is a member of the Coalition, who:
Can attack any ship in self-defense or to protect an allied ship.
Can attack any ship belonging to any house military or police Can attack any ship belonging to the Corsairs
Can demand Slaves, Cardamine, Liquid Cardamine, Artifacts, Nox, Hypnotainment Bands, Nomad equipment, Nomad remains, and attack if ships refuse to comply. May defend Civilian Ships from Piracy
Cannot use any transports with more than 4,300 cargo.
Cannot participate in unlawful actions except as described above.
Allowed ships: Fighters, Freighters, Transports, Gunboats, Cruisers (May only defend itself outside of the Omega region)
A large portion of the Coalition's roleplay is the ever-continuing struggle against the Corsair Empire which encroaches upon it's borders in both Omega-49 where much of the heavier fighting is currently and Omega-5, the Coalition seeks to either destroy the Corsairs entirely or absorb it into a 'New Coalition', not having Corsairs as a target severely limits the role-play/pvp capacity of those seeking to play an independent Coalitioner in the Omegas and beyond. Adding the Corsairs will also allow independents to join in events without breaking ID rules that would otherwise prohibit them from joining the fun.
As for Cruisers, most indy id's allow Cruisers now, it's time the Coalition ID was updated to keep with the times and allow them a chance to prove responsible with heavier equipment. So far I've seen several independents who have role-played well enough that the SCRA HC and myself feel safer knowing they won't be abused to heck and back again. Just limit their use to the Omegas for now as a test-run and we will be able to see if it holds up and go from there.
Edit: Also added the May Defend Civilian ships from Piracy line due to our lore being 'defenders' of the 'little guy'. It is a strong part of our history and lore despite being more radicalized as of late.
The Outcasts are a large criminal faction founded from the descendents of the Hispania. They focus on piracy and Cardamine smuggling. They are allied with the Golden Chrysanthemums, Lane Hackers and Liberty Rogues. Their enemies include the IMG, Order and Corsairs. The Outcasts generally do not attack Nomads. Some Outcasts are known to revere the Nomads.
The pilot carrying this unlawful ID is a member of the Outcasts who:
Is allowed to do the following anywhere:
-Can trade
-Can defend itself and ships with the same affiliation
Is allowed to do the following within their Zone of Influence:
-Can attack any ships except transports and allies.
-Can demand cargo and credits from any ship, then attack them if they refuse to comply
-Can collect unlawful bounties
-Can treat ships carrying Artifacts or Stabiline as combat targets
Is not allowed to do the following:
-Cannot ally with any lawfuls except with Bretonian lawfuls against other unlawfuls or Gallic Royal Navy only
1- Description: The Outcasts, also referred to as the Nation of Malta (Nazione Maltese), are an unlawful organization operating from the remote edge worlds of Sirius. Having expanded from their origins in the crippled sleeper ship Hispania to controlling large shipyards and a massive drug operation that has since spread their piracy, drug empire and influence all over Sirius. Most Outcasts do not attack Nomads, and some are known to revere the Nomads.
2- Can treat ships carrying Artifacts, Synthetic Marijuana, or Stabiline as combat targets
- Can attack any ship in self-defense, to protect an allied or neutral lawful ship, or in defense of a base of the same affiliation, both within and outside their Zone of Influence.
- Can attack ships belonging to houses or organizations considered hostile by Rheinland within their Zone of Influence, with the exception of Liberty lawfuls.
- Cannot ally with any unlawfuls.
- Cannot participate in unlawful actions except as described above.
Zone of Influence: Rheinland
Allowed Ships: Fighters, Freighters, Transports, Gunboats
Is allowed to do the following anywhere:
-Can trade
-Can defend itself, ships and bases of the same affiliation, and allied ships
-Can escort ships of the same affiliation and allied ships -Can engage in piracy against DSE, outside of Rheinland sovereign house space only
Is allowed to do the following within their Zone of Influence:
-Can attack ships belonging to houses or organizations considered hostile by Rheinland
-Can defend allied or neutral ships
Is not allowed to do the following:
-Cannot ally with unlawfuls except Bundschuh against unlawfuls and quasi-lawfuls only; cannot participate in unlawful actions.
Allowing piracy against DSE mirrors similar corporate "rival" piracy clauses, ALG's rivalry with DSE, primarily over scrap collecting in Texas, is well-established.
A minor addition would be the ability to ally with Bundschuh to reflect our neutral-friendly stance, limited to acting against unlawful or quasi-lawfuls for obvious reasons.
I'm not going to copy their entire IDs but of course this would mean adding -Can engage in piracy against ALG, outside of Liberty sovereign house space only
to the DSE ID and
-Cannot ally with lawfuls, except ALG
to the Bundschuh ID
The Corsairs are one of two criminal factions founded from the descendents of the Hispania. Their economy is based on piracy and Alien Artifacts trade. They are allied with the Hogosha and Farmers Alliance, and cooperate with the Gaians, Samura and the Unioners. Their enemies are the Red Hessians and Outcasts.
The pilot carrying this ID is a member of the Corsairs who:
Is allowed to do the following anywhere:
-Can trade
-Can defend itself
Is allowed to do the following within their Zone of Influence:
-Can attack any ships except transports and allies.
-Can demand cargo and credits from any ship, then attack them if they refuse to comply
-Can collect unlawful bounties
-Can treat ships carrying Blood Diamonds and Cardamine as combat targets.
Is not allowed to do the following:
-Cannot ally with any lawfuls, except with Kusari lawfuls against other against other unlawfuls only.
-Cannot ally with any lawfuls, except with Gallic lawfuls against Bretonian lawfuls only.
The Corsairs are one of two criminal factions founded from the descendents of the Hispania. Their economy is based on piracy and Alien Artifacts trade. They are allied with the Hogosha and Farmers Alliance, and cooperate with the Gaians, Samura and the Unioners. Their enemies are the Red Hessians and Outcasts.
The pilot carrying this ID is a member of the Corsairs who:
Is allowed to do the following anywhere:
-Can trade
-Can defend itself and allied ships and bases
Is allowed to do the following within their Zone of Influence:
-Can attack any ships except transports and allies.
-Can demand cargo and credits from any ship, then attack them if they refuse to comply
-Can collect unlawful bounties
-Can treat ships carrying Blood Diamonds and Cardamine as combat targets.
Is not allowed to do the following:
-Cannot ally with any lawfuls, except with Kusari lawfuls against other against other unlawfuls only.
-Cannot ally with any lawfuls, except with Gallic lawfuls against Bretonian lawfuls, Coalition and Outcasts only
I don't know why we lost Rheinland ZOI in the first place, we had it before but it was somehow removed. (Outcasts have Liberty ZOI, so I don't see a reason why we wouldn't have Rheinland ZOI)
Regarding Kusari ZOI, well, we have many allies there (Hogosha, Farmers Alliance, Samura) and we share a common enemy.
Also, we help out Samura by pirating Kishiro, weakening their power in the process.
-Cannot ally with any lawfuls, except with Gallic lawfuls against Bretonian lawfuls, Coalition and Outcasts only
For Coalition, it should be added if GRN get's ZOI in Dublin.
We dislike Coalition.
They dislike Coalition.
We terminate Coalition together.
The Liberty Navy is the largest arm of the Libertonian Armed Forces and is primarily responsible for system defense and, in times of war, military action against those who dare to threaten Libertonian freedom.
The pilot carrying this lawful ID is a member of the Liberty Navy who:
Is allowed to do the following anywhere:
-Can trade
-Can defend itself and ships of the same affiliation
Is allowed to do the following within their Zone of Influence:
-Can engage and destroy any ships within Alaska, Virginia, the Zone-42 Minefield, and the Zone-21 Minefield that do not belong to either the LSF or the Liberty Navy
-Can demand contraband and levy fines from any ship, then attack them if they refuse to comply
-Can attack ships which violate Liberty laws or belong to a house or organisation considered hostile by the Republic of Liberty
-Can defend allied or neutral ships and bases against anyone
-Can escort traders
Is not allowed to do the following:
-Cannot ally with unlawfuls or participate in unlawful actions
-Cannot use transports with more than 4,300 cargo
ZOI: Liberty, systems directly bordering Liberty, Leeds, Newcastle, Manchester, New London, Dundee
Allowed ships: Fighters, Freighters, Transports, Gunboats, Cruisers, Battleships."
We'd like a line on this, similar to the Bretonian Armed Forces ID, that specifically states they can't enforce laws/fines etc within Bretonia, whilst still allowing them to actively assist us.
To summarise from above, this is to reflect the Bretonian Armed Forces ID. Many Indies have come to Bretonia saying they can enforce Liberty law because Bretonia is in their ZOI. It'd be nice for this to stop by having it clearly marked in their ID's.