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Difference between revisions of "IDs"
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Revision as of 01:16, 24 July 2012
This article has not been verified to be up to date for the latest version of the Discovery mod. The last edit was made on 24.07.2012 (DD/MM/YYYY). You may help by updating it, often by using the code generator.
Faction IDs are used to identify pilot's faction association for out-of-RP purposes. On the Discovery RP servers every ship is required to mount and carry one ID at all times.
All players start with a generic Freelancer ID, which is a basic ID. Faction IDs are sold in some or at least one of the bases belonging to the faction it represents. Generic IDs are sold throughout all of Sirius, mostly on civilian hubs as well as Zoner bases. A Faction ID is Discovery's primary means determining to which faction a player belongs. A Generic ID represents a character not aligning himself to a specific NPC Factions. Terrorist and other restricted IDs can only be given to you by admins.
It is important that your reputation sheet (and your IFF, should you opt to display one) matches your ID. Many ID's will automatically adjust your reputation to prevent exploits.
ID also serves as a tractor beam, so without it player cannot tractor in loot. Special care needs to be taken that you don't lose your ID while acquiring a new ship. ID's are not automatically transferred to the new ship upon purchase. IDs are closely related to many of the server rules, so a good understanding of their concept is crucial.
Rules and details on IDs may not be accurate on Single Player mode, or consistent between servers. Ensure you read the rules and restrictions on your ID while online on the server you wish to use the ID on.
Generic IDs
These IDs have no restrictions on Zone of Interest, however has others restrictions, such as smaller cargo space, prohibition to freely engage targes to balance this freedom. As a side note, these IDs are not bound to "1 official faction per 1 ID" rule, and so there can be multiple official factions using the same Generic ID.
ID Name | Lawfulness | Notes |
---|---|---|
Freelancer ID | N/A | The Freelancer ID's lawfulness is defined by specific user RP |
Miner ID | Usually Lawful | |
Pirate ID | Unlawful | |
Recruit ID | N/A | Used to earn an affiliation. Can only fight in self defense. |
Corporate IDs
For Corporations, Primary Territory is their House of origin. Players using Corporate IDs are not restricted to this territory, but any restrictions to where they may travel are defined by Roleplay laws and the presence of bases outside of their Primary Territory.
Military, Police, and Special Forces IDs
ID Name | Primary Territory | Notes |
---|---|---|
Bretonia Armed Forces ID | Bretonia | |
Bretonia Police Authority ID | Bretonia | Should stay in Bretonia. |
Bretonian Intelligence Service ID | Bretonia | |
Gallic Royal Navy ID | Gallia | |
Gallic Royal Police ID | Gallia | Should stay in Gallia. |
Kempeitai ID | Kusari | |
Kusari Naval Forces ID | Kusari | |
Kusari State Police ID | Kusari | Should stay in Kusari. |
Liberty Navy ID | Liberty | |
Liberty Police, Inc. ID | Liberty | Should stay in Liberty. |
Liberty Security Force ID | Liberty | |
Marinenachrichtendienst ID | Rheinland | |
Rheinland Military ID | Rheinland | |
Rheinland Federal Police ID | Rheinland | Should stay in Rheinland. |
Guild and Autonomous Organization IDs
ID Name | Primary Territory | Notes |
---|---|---|
Artificial Intelligence ID | Sirius | |
Bounty Hunters Guild ID | Sirius | Not welcome in Kusari. |
Bounty Hunters Guild Core ID | Border Worlds, Edge Worlds | Not welcome in Kusari. |
Colonial Republic ID | Border Worlds | |
The Council ID | Gallia | |
Gallic Junkers ID | Gallia | May engage of piracy outside of Gallic house space |
Gas Miners Guild ID | Kusari, Border Worlds | |
Hogosha ID | Kusari | May not demand cargo or credits within Kusari house space |
Independent Miners Guild ID | Bretonia, Border Worlds, Edge Worlds | |
Junkers ID | Liberty, Bretonia, Rheinland, Border Worlds | May only engage in piracy outside of house space except for Kusari and Gallic house space |
Kusari Exiles ID | Bretonia | |
Nomad Trial ID | Border Worlds, Edge Worlds | Restricted to the Morph and may only attack in self-defense or when assisting Nomads or Wild in combat. |
The Order ID | Edge Worlds | |
Zoner ID | Border Worlds, Edge Worlds |
Pirate and Terrorist IDs
Player Faction IDs
These IDs can only be used by players that are members of the associated player faction.
ID Name | Faction | Proviso |
---|---|---|
Coalition ID | Sirius Coalition Revolutionary Army | Can attack any non-civilian target at will, restricted by specific RP. |
Hellfire Legion ID | Hellfire Legion | |
Omicron Supply Industries ID | Omicron Supply Industries | |
Independent Neuralnet Division ID | Independent Neuralnet Division | |
K'Hara ID | The Keepers | Can attack any ship or station at will, restricted by specific RP. |
Phantom ID | The Phantoms | Can attack any ship or station at will, restricted by specific RP. |
Reapers of Sirius ID | Reapers of Sirius | |
The Wild ID | Aoi Iseijin and Das Wilde | Can attack any ship or station at will, restricted by specific RP. |
Restricted IDs
These ID's can only be granted via special permission by the admins.
ID Name | Proviso |
---|---|
Administrator ID | For server administrators only. Please follow all directions given by someone with this ID. |
Criminal ID | May not be removed without permission. May not participate in military or unlawful actions. Tractor disabled. |
Neutral ID | Can only attack in self defense, can only be attacked in guard systems. |
Nomad ID | Can attack any ship or station at will, restricted by specific RP. |
Special Operative ID | Must obey the RP restrictions of their tag, but may use unconventional weapons/equipment/ships. |
Terrorist ID | Can attack any ship or station at will, restricted by individual RP. |
Weaponry: | Light Fighter Guns, Heavy Fighter Guns, Elite Fighter Guns, Light Turrets, Bomber Guns, CODENAMES, Missiles & Torpedoes |
Weaponry: | Transport Turrets, Gunboat Turrets, Cruiser Turrets, Battlecruiser Turrets, Battleship Turrets |
Class: | Guns ~ Class 1, Class 2, Class 3, Class 4, Class 6, Class 8, Class 9
Turrets ~ Class 1, Class 2, Class 3, Class 4, Class 5, Class 6, Class 7, Class 8, Class 9, Class 10 |
Equipment: | Armor, Cargo Pods, Cloaking Devices, Countermeasures, Cruise Disruptors, Engines, IDs, Mines, Scanners, Shields, Thrusters |