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Roleplay
Role Playing in Freelancer Discovery
As a new player, maybe even as an experienced player, you may have realized that you lack the knowledge of how exactly it is that one roleplays correctly. When I was just starting out, lots of people were making lots of demands on me, and it never seemed like what I was doing was enough. For this reason, I'm putting together a comprehensive guide to staying in character and good roleplaying.
Choosing Your Role
In discovery, your role is determined by your reputations and your ID. The ID is a little item equipped in your Internal Equipment section of your inventory. You have to have one equipped at all times. In addition, after level 40, you must choose a new ID since your civilian ID expires. There are a few basic IDs you can get and there are more that you can find if you look harder. Common IDs: Military ID
A military ID is usually used by poliece or military officers. There is often a player faction associated with the military in the area, so be ready to join up with them since some factions require it to carry the ID in the system. Playing a military role involves a lot of commitment to high quality RPing.
Trader ID
A trader ID is for people who want to run cargo routes with large transport ships. Traders are easy to roleplay, as one usually only ever has to deal with pirates and law enforcement. Most people tend to have one trader character because trading is the easiest way to make money.
Pirate ID
Pirates and Lane Hackers spend their time waiting outside of trade lanes to catch unsuspecting Traders and force them to pay a toll. Pirate Role Players usually have some swanky accent or shout AVAST at ships which enter their cunning traps.
Freelancer ID
Freelancer and Mercenary IDS are for pilots who hire themselves out to traders for protection across inter-system space. Generally, the poliece take care of pirates in the deeper reaches of the home systems, but out on the edges or the boarders or on secret routes between, Freelancers are the only thing that stand between the Traders and the Pirates. Freelancers are allowed to fly transports, fighters and gunboats (Although Liberty naval forces do not like non military players to fly liberty gunboats). Freelancers and Mercenaries tend to be a little overprotective, but generally ought to abide by the laws, or try to appear to at least. They'll try to get away with what they can, but will often back down when confronted by the law.
There are more IDs that exist in the game, many are variations on those I've listed above. Find one which best suits the character you have in mind before you reach level 40 and maybe even buy it early so that you won't be in trouble later.
Alignment
Doing missions for bases of different alignments will make you friendlier with the people at that base. Unfortunately, it has the side effect of making the people you're fighting like you less. Be sure to think about what kind of player you want to be so that in the future you can be properly aligned and buy the right IDs. This is especially important to consider if you plan on being unlawful because many unlawful IDs are hard to come by once you're a friend of the police.
Your Ship
Your ship is as important as your ID. The first thing to do is to make sure that whatever you're flying is allowed by your ID card. The second thing to do before purchasing is to think about whether or not your character would concievably be flying that ship. It wouldn't make sense for a Naval officer of Liberty to fly a Brettonian gunboat or any vessel of an unlawful faction, or a trader to fly a Pirate craft. Freelancers have a bit more freedom, but still ought to think about what is reasonable for them to have.
Remember that some factions have rules governing which ships players ought not to have for their RP. If you buy a ship from a planet, be prepared to be treated as if you came from that planet by such factions (Usually these are military factions, which means battleships).
Your Weapons
Your weapons can get you in a lot of trouble. By and large, people don't care what you equip, until you start equipping powerful weapons. Nomad weapons especially will get you in trouble if you fly around without a license. Military officers in Brettonia and Liberty have well protected policies against these weapons and a license will cost you several million credits to carry them. Carry these weapons without a license at your own risk. If you buy weapons from a player dealer or from a planet where an enemy of the government is in control, chances are you're doing something illegal and will eventually have a run in with the police. This is OK, so long as you consciously make the choice In Character.
In Character Decisions
Before every purchase, before every action, always think "What Would My Character Do?" and you shouldn't go wrong. When you buy a weapon or a ship, think of all possible in game consequences before proceeding. Buying an illegal weapon basically makes you into a smuggler. Buying a ship made by enemies makes you into a traitor. Buying a ship not listed as allowable on your ID card makes you a rule breaker and can get you into serious trouble with the admin. Be careful with what you do in game as it will effect what others think of you and how they act towards you.
Conversation and Chat
A commonly overlooked aspect of roleplaying is staying in character during chat. I like to put on accents when I roleplay (Which is hard to type) and change my attitude. Most importantly, remember to hide your true feelings of anger and frustration when you play. Screaming about rules at a pirate or a naval officer won't do you any good, however staying in character and talking smooth can often earn you respect.
Have your story ready! When police stop you to ask why you're flying an Order ship or why you're trying to sneak into Alaska, have a story ready. If you can't think of a convincing reason to go there, the police won't be able to buy what you tell them and they will probably assume you're evil and kill you. If you get caught by pirates and are begging for your life, it helps to have some consistent RP reason to live. Often, good role playing will get you out of trouble and as I said before, good role players respect good role players, not rules mongers who scream that they're going to report everyone to the Admins. That spoils the game for everyone, whereas role playing betters the environment and is good for everyone.