Hi, i would like to discuss =CR= ID and how it can be better worded, as well as giving an incentive to official ID over indie one.
Old CR ID Wrote:* This Primary ID is only available for use on ships belonging to =CR= official faction.
The Colonial Republic originated from a deep space mission prior to the Alliance/Coalition war. Forced from the system they were settling, they came to Sirius and found it already settled by humans. They have since tried to establish themselves several times, and are now trying to build up in Coronado. The Colonials are allied with the IMG. They are enemies of Gallia and the Outcasts.
Pilot carrying this lawful ID is member of the Colonial Republic who:
- Can demand contraband and levy fines within their Zone of Influence, and attack if ships refuse to comply. - Can attack unlawfuls and quasi-lawfuls 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 Colonial Republic within their Zone of Influence.
- While flying Gunboats or Below may attack GRN and GRI ships anywhere.
- Cannot use any transport with more than 4,300 cargo.
- Cannot ally with any unlawfuls except for Council and Maquis
- Cannot participate in unlawful actions except as described above.
Zone of Influence: Bretonia, Taus, Drake, Inverness, Coronado, Cortez, Magellan, Omicron Tau, Omicron Alpha
I see some problems in this line highlighted red. While we all know its meant to say, "you can self defence against WHO shot you but you cannot do the rest against lawfuls" a new player can get into the confusion that CR CANNOT defend itself against lawfuls by ID's wording. Thus it makes confusions. It could be divided into 2 lines like:
- Can attack any ship in self-defense.
- Can attack unlawfuls and quasi-lawfuls 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.
While the second part. Giving incentives over indie ID could be made by
- - Can attack unlawfuls and quasi-lawfuls 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.
into
- Can attack any ship to protect an allied ship, or in defense of a base of the same affiliation, both within and outside of their Zone of Influence while not using battleships.
and
Removing "- Cannot ally with any unlawfuls except for Council and Maquis" line
as we are allies to more unlawfuls as of this moment, which would better reflect our RP in our eyes.
you will notice that those lines are more of a sidegrade rather than a straight upgrade. The first line especially trades things a bit.
Based on the scenario in Delta the other day I think it would be a good idea to consider the length at which CR can take Caps outside of its ZoI and assist allies. Situations like a CR cap coming to Omicron Delta to assist Order against Core should never really happen.
I believe that every ID should be able to at the least escort allied and neutral ships outside of it's ZoI. But flying somewhere out of your ZoI to assist someone for a quick pew, especially in a Cap, is really silly.