First I want to say:
I hate it to see people that using Malteian Warships for piracy in Liberty. That is not even allowed by Maltesian law, but it happens. Besides, it is likely that Corsairs and Maltesians will get Battlecruisers and/or Ligth Carriers in the next year. Yes, both would deserve it - they are strong and big enougth. But I than we will see the first BC in piracy and I do not want that. This are warships and you do not use warships for that. Se here is my idea - you split the IDs of Corsairs and Outcast into a civilian/pirate/smuggler and a navy/naval forces ID. I think this would also increase the game and role play of these two nations.
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.
Pilot carrying this unlawful ID is a member of the Outcasts, who:
- Can attack any ships within their Zone of Influence.
- Can demand cargo and credits from any hostile ship within their Zone of Influence, and attack them if they do not comply, except for cardamine or slave smugglers.
- Cannot demand cargo and credits from any neutral or allied ship in Maltesian Omicrons or Bretonia.
- Cannot ally with any lawfuls except when allying with Bretonia or Rheinland lawfuls (note sure here)
Zone of Influence: Bretonia, Liberty, Kusari, Taus, Sigmas, Omicrons, Omegas, Rheinland, Gallic Borderworlds, Magellan, Cortez, Coronado, Galileo, Kepler, Inverness
The Maltesian Navy is the national forces and law enforcements of the Nazione Maltese. [...]
Pilot carrying this quasi-unlawful ID is a member of the Outcasts, who:
- Can demand contraband and levy fines within their Zone of Influence, and attack if ships refuse to comply.
- Can attack ships which are in violation of Maltesian laws or belong to a house or organisation considered hostile by Malta within their Zone of Influence.
- Can defend allied or neutral ships and bases within their Zone of Influence.
- Can escort traders within their Zone of Influence.
-Cannot participate in unlawful actions except as described above.
- Cannot use any transports with more than 3,600 cargo, except the Aspis Battle Transporter.
- Can ally with anyone against a united enemy (this would allow Maltesian, Bretonian, Liberty, Council and Crayterian Ships to cooperate against Gallia for example!)
Zone of Influence: Bretonia, Liberty, Kusari, Taus, Sigmas, Omicrons, Gallic Borderworlds, Magellan, Cortez, Coronado, Galileo, Kepler, Inverness
The Imperial Corsair Naval Forces (or however the corsairs would call there military) are the national forces and law enforcements of the Imperio del Corsario. [...]
Pilot carrying this quasi-unlawful ID is a member of the Outcasts, who:
- Can demand contraband and levy fines within their Zone of Influence, and attack if ships refuse to comply.
- Can attack ships which are in violation of Corsiar laws or belong to a house or organisation considered hostile by Crete within their Zone of Influence.
- Can defend allied or neutral ships and bases within their Zone of Influence.
- Can escort traders within their Zone of Influence.
-Cannot participate in unlawful actions except as described above.
- Cannot use any transports with more than 3,600 cargo, except the Essedarius Corsair Train.
- Can ally with anyone against a united enemy (this would allow GMG, Kusari and Corsair Ships to cooperate against Rheinland for example!)
Zone of Influence: Bretonia, Liberty, Kusari, Taus, Sigmas, Omicrons, Gallic Borderworlds, Magellan, Cortez, Coronado, Galileo, Kepler, Inverness
The absolute last thing this mod needs right is more NPC factions/IDs (I have to critise why a Separatist indie ID was added when Liberty already has so many factions it's struggling to sustain). We just don't have the player base.
The one concession could be giving multiple IFFs to those NPC factions. However it's a bit pointless because the Admins won't let official factions use different combinations of ID/IFF.
I'm kind of on the opposite end of the argument to the OP. I think more freedom should be allowed to IDs and players should resolve issues that arise from that themselves.
I do not really want a new ncp faction. Just change the Guard IDs of Corsairs and Outcast to a military one. I just want to stop the missusing of warships for none war activity. Gallic Royal Players are not allowed to pirate Bretonian Law aswell.
(12-12-2018, 01:21 PM)misterich Wrote: I do not really want a new ncp faction. Just change the Guard IDs of Corsairs and Outcast to a military one. I just want to stop the missusing of warships for none war activity. Gallic Royal Players are not allowed to pirate Bretonian Law aswell.
Guard IDs? They haven't been a thing for years.
THE SYNDIC LEAGUES
(A co-operative of Rheinland's Shipping Unions, retired from a life of piracy.)