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IDs
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 10.01.2012 (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. 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.
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 Generic IDs can have multiple official factions using them.
ID Name | Lawfulness | Notes |
---|---|---|
Artificial Intelligence ID | N/A | |
Civilian ID | N/A | |
Freelancer ID | Usually Lawful | The Freelancer Mercenary ID and Freelancer ID's lawfulness is defined by specific user RP |
Freelancer Mercenary ID | Usually Semi-Lawful | The Freelancer Mercenary ID and Freelancer ID's lawfulness is defined by specific user RP |
Freelancer Miner ID | Generally Lawful | |
Freelancer Pirate ID | Unlawful | |
Freelancer Researcher ID | Lawful | |
Freelancer Slaver ID | Unlawful | |
Freelancer Smuggler ID | Semi-Lawful | Only unlawful when committing an unlawful act. |
Freelancer Trader ID | Generally Lawful | |
Recruit ID | N/A | Used to earn an affiliation. Can only attack in self defense. |
Vigilante ID | Semi-Lawful |
Corporate IDs
Primary Territory in reference to corporations is defined as said corporation owning a Supermajority of infrastructure in a system. Players using corporate IDs are in no way restricted to this territory, restrictions to where they go is based off of RP and ID rules.
ID Name | Primary Territory | Notes |
---|---|---|
Ageira Technologies ID | Liberty | Gate/Lane Parts permitted. |
ALG Waste Disposal ID | Rheinland | |
Border World Exports ID | Bretonia | |
Bretonia Mining and Manufacturing ID | Bretonia | |
Cryer Pharmaceuticals ID | Liberty | |
Daumann Heavy Construction ID | Rheinland | |
Deep Space Engineering ID | Liberty | Gate/Lane Parts permitted. |
EFL Oil and Machinery ID | Gallia | Should stay in Gallia |
Gallic Metal Service ID | Gallia | Should stay in Gallia |
Gateway Shipping ID | Bretonia | |
Ile-de-France Shipping ID | Gallia | Should stay in Gallia |
Interspace Commerce ID | Sirius-Wide | |
Kishiro Technologies ID | Kusari | |
Kruger Minerals ID | Rheinland | |
Orbital Spa and Cruise ID | Relevant Space | |
Planetform, Inc. ID | Bretonia | |
Republican Shipping ID | Rheinland | |
Samura Industries ID | Kusari | |
Solar Engineering ID | Gallia | Should stay in Gallia |
Synth Foods, Inc. ID | Liberty | |
Universal Shipping ID | Liberty | Gate/Lane Parts permitted. |
Military, Police, Guild, and Autonomous Organization 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. |
Colonial Republic ID | Colonial Republic | |
Hellfire Legion ID | Hellfire Legion | |
Independent Neuralnet Division ID | Independent Neuralnet Division | |
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. |
Reapers of Sirius ID | None | |
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 |