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Difference between revisions of "IDs"
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| Everywhere | | Everywhere | ||
| Usually Lawful | | Usually Lawful | ||
− | | The Mercenary ID and Freelancer ID's lawfulness is defined by specific user RP | + | | The [[Mercenary ID]] and [[Freelancer ID]]'s lawfulness is defined by specific user RP |
|- | |- | ||
| [[Gaian Terrorist ID]] | | [[Gaian Terrorist ID]] | ||
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| Everywhere | | Everywhere | ||
| Usually Semi-Lawful | | Usually Semi-Lawful | ||
− | | The Mercenary ID and Freelancer ID's lawfulness is defined by specific user RP | + | | The [[Mercenary ID]] and [[Freelancer ID]]'s lawfulness is defined by specific user RP |
|- | |- | ||
| [[Miner ID]] | | [[Miner ID]] |
Revision as of 05:05, 31 May 2011
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. It is also important to note that being associated with a certain faction and using their ID only allows the usage of certain ships and equipment, for specifics see The Tech Chart.
All players start with a generic Civilian ID, which is a basic ID sold on every station, planet and base. 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 faction. 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.
Note as well that, due to some servers using FLHook, the server admins are able to change and modify the ID from what shows up when you play SP. Check your ID in game to see what is current for you, as the ID restrictions are rules you must follow.
Basic IDs
Note: In the case of corporations, primary territory refers more to the territory in which most of the infrastructure is than anything else. Players using corporate ID's are in no way restricted to this territory, restrictions to where they go is based off of RP and ID rules.
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. |
NovaPG ID | Nova Power Generation | |
Interspace Neuralnet Division ID | Interspace Neuralnet Division | |
Colonial Remnant ID | Colonial Remnant | |
Hellfire Legion ID | Hellfire Legion | |
The Wild ID | Aoi Iseijin and Das Wilde | Can attack any ship or station at will, restricted by specific RP. |
Keeper 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. |
Guard IDs
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. |
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. |
Terrorist ID | Can attack any ship or station at will, restricted by individual RP. |
Special Operative ID | Must obey the RP restrictions of their tag, but may use unconventional weapons/equipment/ships. |
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 |