' Wrote:The faction creation rules talk about the restrictions of the secondary ID, not the permissions of the secondary ID. I don't think it was ever the intention for factions to be able to bypass the restrictions of the primary ID with a second one.
Well I've sent Cannon a message requesting clarification.
Personally, it seems to me that if the RULES state the Secondary ID cannot use any tech outside of the range of the Primary ID, and now YOU'RE saying the Secondary ID cannot DO anything that the Primary ID doesn't do, then there is no point to the Secondary ID at all.
Personally, it makes much more sense that the Secondary ID cannot use tech outside of what the Primary ID allows (as the rules clearly state), but it CAN do things that the Primary ID does not cover (such as mercing, as the rules pretty much state is to be done).
Again, I've requested clarification on this, though up till this point I thought this was a no brainer.
' Wrote:The faction creation rules talk about the restrictions of the secondary ID, not the permissions of the secondary ID. I don't think it was ever the intention for factions to be able to bypass the restrictions of the primary ID with a second one.
Looks like the Mollys will have to abandon their Wild Geese then
Let me come at this in a different direction then, to see if I can get my question answered, this will be my last attempt, then I will wait for the admin vote before I get into this again. If asked to give up of the IDs, which would it be?
Why would they give one up? It is defined in the rules that they are allowed to have a secondary ID. Are we just going to bend the rules to restrict their play and RP? It seems to me that a secondary ID fulfills their RP background, until they qualify for a ID of their own.
My take on Secondary IDs is they cannot be used to get around something that is not allowed for in the RP of the primary ID. For example Primary ID LPI, secondary ID Pirate. The two are incompatible. Also ship class restrictions would be another one. So going Merc ID primary and Outcast Id secondary. That's also an out. But I see no reason why pirates wouldn't also take advantage of bounties, and to my mind the Merc ID is an okay secondary ID.
Saint Del is considered a holy healer of diseases of children, but also as a protector of cattle.
Well as far as we remember when we made secondary hunting ID for Mollys we asked and it was no problem, so as it could be seen in the request there is sub-faction with secondary ID and it was not a problem then: http://discoverygc.com/forums/index.php?sh...103271&st=0
I cannot see the point of being a problem now.
I does not like the Idea of the faction in General too- but if it was possible for one faction why should not be possible for other?
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)
' Wrote:Well as far as we remember when we made secondary hunting ID for Mollys we asked and it was no problem, so as it could be seen in the request there is sub-faction with secondary ID and it was not a problem then: http://discoverygc.com/forums/index.php?sh...103271&st=0
I cannot see the point of being a problem now.
I does not like the Idea of the faction in General too- but if it was possible for one faction why should not be possible for other?
It's a different case Govedo. Molly ID used to permit Bounty Hunting in 4.85, the WG could simply go and do their mercing out of the normal ZoI of the mollies, which is mostly the purpose of the secondary ID.
@Zelot: If it came to us HAVING to give up an ID, it would of course be the Merc ID. Though to my current understanding this would/should never be an issue. Either way let us all just wait on an official standpoint.