What I was told why this has yet to exist is to prevent pirates from roaming where ever they want and killing whom ever they please. This is understandable, however, people like the Children of Conviction (my faction) have problems being able to RP how their faction document says they do, being pirate merc's and all. It's difficult not being able to pirate people or attack transports when we're restricted by our ID as Merc's. If we use the Pirate ID, we can't do bounties, so we're restricted by that (afaik).
What I suggest is a middle ground. An Unlawful Mercenary ID. I'm not sure how you would regulate it's usage. I would say to restrict it by telling them they can only attack transports and what not when under a contract, but then that kind of emininates the point of being "Pirate Merc's". But if you open it up and let them pop transports like regular pirates do, then you have an issue with it being abused and roaming Sirius killing who ever they want. If you restrict it by tag, they will just get a Freelancer tag (as the CoC use) and will STILL roam Sirius.
Not sure how to restrict it, but it could open potential doors for many characters and RP. Would add a twist, if you will, to the regular RP that occurs with merc's, that's for certain.
Quote:Price: 80000 - Mercenary ID
Pilot carrying this ID is a Mercenary, who :
Can trade and escort traders
Can fulfill lawful and unlawful bounty contracts
Cannot pirate, but can provide security services for pirates who are pirating if paid to do so. Mercenaries can only fire on traders or smugglers in self-defense or if the trader or smuggler fires on or is bountied by the mercenary's employer.
Cannot demand contraband unless specified in employer's bounty
Cannot use any transports with more than 3,800 cargo
Allowed ships: Fighters, Freighters, Transports, Gunboats
Carrying unmounted IDs in your ship, as well as not equipping an ID, is a serious crime.
It's already possible to do everything you just said you wanted to do.
As far as I was made aware, the ID was changed that mercenaries cannot pirate under any circumstance. I haven't checked myself, but I'm at work at the moment and am unable to.
The small merc group I have now is under contract with GMG which allows us to be lawful and unlawful...it's tricks like these most people don't notice... perfectly within regulations ofc ofc...
Also keep in mind that the ID belongs to the ship, not the character. In my knowledge is perfectly fine to have different ships for different reasons. One to linger around and a bit of occasional extortion, and one for the contracts. Or more.
' Wrote:SRP request it? (Bump this thread in two months if unsuccessful.)
I may, but being the the entire CoC functions the same way, that would be a lot of SRP's for the admins to go through.
' Wrote:Also keep in mind that the ID belongs to the ship, not the character. In my knowledge is perfectly fine to have different ships for different reasons. One to linger around and a bit of occasional extortion, and one for the contracts. Or more.
I'm not sure if you understand the suggestion. What I mean is being able to use the Merc ID to pirate/be unlawful in nature.
Simple answer is yes you can pirate as a Mercenary, however you must gain contracts to do this.
The ID just dissallows you to pirate freely.
Same as if you was in the employ of one of the House Military or Police forces, which if they employ you to set up a check point then you may demand the contraband any vessel is carring.
Thats why all Mercs are Semi-Lawfull, you always want at least on of the Houses as a friend, which allows you to operate with more ease, and allows you to pick up contracts with traders if your Unlawful contracts run out for a while, and then allows if a pirate that you have done a few contracts may allow any traders you escort free passage, as long as your the escort.
Try balancing it otherwise you'll end up being hunted by pirates, Houses, Bounty Hunters, Free Lancers and other mercs is my best tip.
Also if you come up across a fight and you feel you can be of use and both sides are matched then open a local transmission and see who pays the highest bid, just remember stay a far distance or you may end up in the fight with no contract trying to defend yourself from possible both sides.