This is an appending thread to the Player Request I submitted yesterday.
*****The story was, I used one of my Wild Pawn ID'd ship and decided that it would be cool to have one in Gallia, because of the obvious infestation in Zurich. I moved to Zurich, and proceeded to buy a Cougar, sold on Lausanne Complex or Battlecruiser Nice. After tweaking the loadout, I find out that I have only 10% compatibility... despite buying it from a Wild base!
Wild Pawns are Kusarian and Rheinlandic civilians and freelancers who have been abducted and infested by Nomads. The Nomads now use these pilots to overtly commit acts of terrorism and sow chaos across eastern Sirius, in pursuance of their inscrutable plans.
This Alien ID is used by Wild Pawns, who:
- Can attack any ship to protect Nomads.
- Cannot use Cruisers or Battleships.
Within Zone of Influence (Omicrons, Omegas, Taus, Sigmas, Coronado, Colorado, Drake, Hamburg, Inverness, Kepler, Thuringia, Tohoku, Zurich):
- Can attack any ship.
- Can demand cargo.
Why?
*****Why not? I don't want the responsibilities of an official faction forcefully bestowed upon my character(s), nor do I want to force myself to interact with them. Bear with me, I do not have any problems with the official factions maintaining these IDs; I, personally, do not wish to force myself to do stuff I know I won't do rigorously, and with regularity.
*****I have read counterarguments saying that "this ID is for Kusarian and Rheinlander civilians" who have been infested. I do not seek to deny this line from the ID; I seek to modify it.
My suggestion
*****Modify the ID to be more inclusive, to have more equipment available, and to allow more roleplay opportunities. The Wild infestation is more and more apparent, and already reached Gallia, with an entire large ex-GRI installation and a whole battlecruiser in their arsenal, in Zurich. The Wild Pawn ID even lists Zurich as one of its systems, wherein you can freely attack anyone.
*****A Freelancer ID with its techcell, but for Wild, allowing a whole new world of opportunity for Wild RP, that doesn't boil down to "I need to write this massive essay/story/biography about how my ship fled/got captured/got salvaged/got stolen for my character that comes from XYZ and that was infested, etc.,etc..
*****As for balancing, I suggest keeping its current Zone of Influence would be a sufficient restraint, but I leave it to the Balance Devs, that I hope, will participate in this.
tl;dr:change the Wild Pawn ID to be more inclusive, in terms of roleplay, equipment, and ships. Modify the ID to be a independent parallel to those of the official factions, with (justified) restraints, such as its current Zone of Influence.
I do agree that the Wild Pawn ID is rather restricting but by idea pawns are what the name says pawns. They are usable people that are otherwise disposed off if not needed anymore.
Quote:A Freelancer ID with its techcell, but for Wild, allowing a whole new world of opportunity for Wild RP, that doesn't boil down to "I need to write this massive essay/story/biography about how my ship fled/got captured/got salvaged/got stolen for my character that comes from XYZ and that was infested, etc.,etc..
I honestly haven't seen any of those massive essays, stories or biographies for a while now. Unless they are for a capital ships but those are more descriptions with one or two posts. What I do see as mandatory for most people is at least an ingame infestation and this usualy takes 1-2h and if that time is too much so one can get almost all techcells and even use bigger ships then no Pawn shouldn't get to become stronger.
(08-23-2021, 08:22 PM)Cortana Clark Wrote: I do agree that the Wild Pawn ID is rather restricting but by idea pawns are what the name says pawns. They are usable people that are otherwise disposed off if not needed anymore.
That is not the core issue I am highlighting here. I don't deny that fact, in reality, I appreciate this fact. This is exactly their role.
(08-23-2021, 08:22 PM)Cortana Clark Wrote: I honestly haven't seen any of those massive essays, stories or biographies for a while now. Unless they are for a capital ships but those are more descriptions with one or two posts. What I do see as mandatory for most people is at least an ingame infestation and this usualy takes 1-2h and if that time is too much so one can get almost all techcells and even use bigger ships then no Pawn shouldn't get to become stronger.
Neither did I. Granted, I never read anything from the Stories and Biographies forum (sorry everyone), this is merely an assumption, made only to corroborate what I said.
My point here, in that, is the techcell of the Wild Pawn ID is ridiculously broken, and in a bad way, and the solution I propose is to make it closer to the Freelancer's.
Giving the Pawn tech chart a variation of what's found in the Freelancer ID would be nice. For good measure you could add in a 100% on some criminal things as well like Blood Dragon, LR-Molly, Corsair, and some legal and paralegal non-House things like IMG, GMG, Crayter and Coalition. Just so you can give people wider opportunities to be.
The shtick of the Wild ID is that you're an infiltrator in some House military, police or intelligence agency, while the Pawn ID's is that you're the lowest of the low just used as a blunt object to kill as many people as you can before you kick the bucket as well in some ill-calculated fight, but it's easy to draw these nobodies from criminal organizations and guilds as well, I mean you aren't exactly dealing with fighters as skilled as personnel on duty.
See where I'm going? Have them complement each other, Wild from the Law and Pawn from nobodies and scum. It's clear that having the Pawn ID as a provisional tool to get a Wild ID didn't work out, so you might as well give it its own independent character.
The new description could read something like
Quote:Wild Pawns are people from a wide variety of civilian, corporate and criminal backgrounds who have been abducted and infested by Nomads. The Nomads now use these pilots to overtly commit acts of terrorism and sow chaos largely outside of the Houses, in pursuance of their inscrutable plans.
And add in the Independent Worlds to its ZoI, they're criminally absent.
Indeed, they're meant to be the lowest of the low, poor souls that have been infested. Hence why its techcell should be closer to the Freelancer, even if it is not fully like it. Adding criminal things and that black market stuff from Rheinland would make a lot of sense too.
I completely agree. This overhaul of the ID's description would fit in like a glove. And the ZoI too, is also a complete mess, I suggest it should also be looked into, perhaps as you put it, add the entirety of the Independent Worlds.
The black market Rheinland stuff is already integrated, so technically the Pawn ID is already halfway there towards access to unlawful ships and equipment.
In my opinion you could just join one of the two wild factions.. You can even choose between Vagrant and K'hara wild now. Its like 1-2h to become a member if even that much.
For me personaly this more sounds like I don't want to play in an OF but I want all the freedom xD for example Void Faes once you joined with ingame infestation (1-2 hours max) you are free to do what ever you want. You are not even required to fly tagged ships if you don't want to. So I see no reason in my opinion to buff a "better slave" ID.
The Wild ID has been Official only before the Pawn was made, and only people who've shown that they are capable of roleplaying and are interested were given a chance to play the faction out as a way to counterbalance their incredible techcell and ZoI.
You've literally had to be invited to join Das Wilde, and Aoi only very very rarely accepted members. These factions were given all the stuff they have (had in the case of Wilde, rip) because they were looked at and QA'd by the Admin teams 24/7.
Giving everyone the ability to play Wild is a good thing, and I am sure it encourages people to make characters and play them, but I don't think we should make an ID that has even the same techcell that the official Wild factions have, regardless of ZoI limitations or not. It's immensely powerful, immensely abuseable, and I can guarantee you people will do very dumb things on it such as mounting all sorts of military equipment from everywhere in Sirius on ships6
(08-24-2021, 01:34 PM)Lucas Wrote: The Wild ID has been Official only before the Pawn was made, and only people who've shown that they are capable of roleplaying and are interested were given a chance to play the faction out as a way to counterbalance their incredible techcell and ZoI.
The coalition and nomad factions used to be the same, and now they have independent IDs with wide ZOIs and cap access, and their "abuse" isn't really an issue at the moment. Not to mention the Pawn ID doesn't have much "abuse" potential because it doesn't get even close to the OF Wild IDs in terms of tech.
What is there to even argue about when literally anyone can go and buy an ishtar whenever they feel like. But apparently this abomination of an id shouldn't even get a slightly better snub cell. And people seriously consider "hehehe just join aoi brah" as an answer.