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User:Ipuvaepe/sandbox
ID | |
Liberty Police Incorporated | |
The Order | |
Table of contents | |
Template:Personal Navigator 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.
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 |
---|---|---|
Civilian ID | Always law-abiding | The default ID, it offers special protections under Level 30 |
Researcher ID | Always law-abiding | Basically the Super Civilian ID |
Freelancer ID | Legality by IFF | Freelancers are not specifically loyal to a house or faction, but use them for their own ends. They are the epitome of independent. |
Mercenary ID | Legality by IFF | Mercenaries are professional soldiers who take part in armed conflict in exchange for monetary compensation. |
Independent Trader ID | Legality by IFF | Nearly the same as the Smuggler ID. This ID does not forbid you from smuggling. |
Smuggler ID | Legality by IFF and Cargo | Allows use of the Pirate Train, but you may not dock on lawful bases with it. The ID itself is not strictly unlawful. |
Miner ID | Legality by IFF | Essentially a Trader ID with mining bonuses. May not dock on IMG, BMM, Daumann, Kruger, or GMS bases. |
Pirate ID | Always Unlawful | Used primarily by independent pirates and Player Groups, this is most commonly seen with a Freelancer IFF |
Recruit ID | Legality by IFF | Offers the same protections as a Civilian ID if under level 30 and no IFF is used. Used to obtain affiliation. |
Slaver ID | Always Unlawful | Slavers are smugglers of human cargo and have very few combat restrictions, less so than any other Generic ID |
Vigilante ID | Always Unlawful | Vigilantes unlawfully enforce house laws according to their own doctrine. Do not expect mercy. |
Artificial Intelligence ID | Legality by IFF | Formerly the ID of the Harvesters, this now-public ID is now not specific to any RP, and is used by all AI. |
House IDs
Opposition Force IDs
- These factions oppose the current government of a house. Terrorism is a common policy. They may or may not oppose the current economic system.
House | Fascist | Socialist | Marxist-Leninist | Maoist | Otherwise Populist |
---|---|---|---|---|---|
Liberty | Xenos ID (Guard ID) | ||||
Rheinland | Unioners ID (Guard ID) | Red Hessians ID (Guard ID) | Landwirtrechtbewegung ID (Guard ID) | Bundschuh ID (Guard ID) | |
Bretonia | Mollys ID (Guard ID) | Gaians ID (Guard ID) | |||
Kusari | Golden Chrysanthemums ID (Guard ID) | Farmers Alliance ID (Guard ID) | Blood Dragons ID (Guard ID) |
Corporate IDs
- These factions are incorporated under the sovereignty of a House, and as such they are subject to and protected by it.
House | ID Name | Primary Territory | Notes |
---|---|---|---|
Ageira Technologies ID | Liberty | Gate/Lane Parts | |
ALG Waste Disposal ID | Rheinland | ||
Border World Exports ID | Bretonia | ||
Bretonia Mining and Manufacturing ID | Bretonia | ||
Cryer Pharmaceutical ID | Liberty | ||
Daumann Heavy Construction ID | Rheinland | ||
Deep Space Engineering ID | Liberty | ||
Gallic Metal Service ID | Gallia | Should stay in Gallia | |
Gateway Shipping ID | Bretonia | ||
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 | ||
Synth Foods, Inc. ID | Liberty | ||
Universal Shipping ID | Liberty | ||
EFL Oil and Machinery ID | Gallia | Should stay in Gallia | |
IDF Shipping ID | Gallia | Should stay in Gallia |
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.
Autonomous Organization and Guild IDs
- This list contains three similar yet dissimilar types of faction:
- Autonomous guilds and sovereign organizations, who have their own ship lines, diplomats, citizens, bases, and navies
- Criminal organizations, whp may or may not have their own ship lines and bases, but are otherwise self-sufficient. They support the current system of government of the house in which they reside and may or may not support the current economic system.
Faction | Identification | |||||||
---|---|---|---|---|---|---|---|---|
Bounty Hunters Guild | Bounty Hunter ID (Core ID) | GOOD | GOOD | BAD | GOOD | BAD | BAD | BAD |
Imperio del Corsario | Corsair ID (Guard ID) | BAD | BAD | BAD | BAD | BAD | BAD | GOOD |
Gas Miners Guild | Gas Miners Guild ID (Guard ID) | GOOD | GOOD | GOOD | GOOD | BAD | BAD | BAD |
Independent Miners Guild | Independent Miners Guild ID (Guard ID) | GOOD | GOOD | GOOD | GOOD | BAD | BAD | BAD |
Junkers | Junker ID (Guard ID) | GOOD | GOOD | GOOD | GOOD | GOOD | BAD | BAD |
Lane Hackers | Lane Hacker ID (Guard ID) | BAD | BAD | BAD | BAD | BAD | GOOD | BAD |
Liberty Rogues | Liberty Rogue ID (Guard ID) | BAD | BAD | BAD | BAD | BAD | GOOD | BAD |
Nación Maltesa | Outcast ID (Guard ID) | BAD | BAD | BAD | BAD | BAD | GOOD | BAD |
The Order | The Order ID (Guard ID) | BAD | BAD | BAD | BAD | BAD | BAD | GOOD |
Zoners | Zoner ID (Guard ID) | GOOD | GOOD | GOOD | GOOD | BAD | GOOD | GOOD |
Gallic Brigands | Gallic Brigand ID | BAD | ||||||
Maquis | Maquis ID | BAD | ||||||
Unione Corse | Unione Corse ID | BAD |
- GOOD = Not get shot at, BAD = get shot at, blank = not allowed to go there
- completely bad technically bad/good completely good
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. |
Player Faction IDs
These IDs can only be used by players that are members of the associated player faction.
Faction | Identification | Player Faction | Prefix | Suffix | Free Combat | Notes |
---|---|---|---|---|---|---|
Sirius Coalition | Coalition ID | Sirius Coalition Revolutionary Army | [SCRA] | non-civilian | ||
Interspace Commerce (extranged) | Independent Neuralnet Division ID | Independent Neuralnet Division | [IND] | no | ||
Colonial Remnant | Colonial Remnant ID | Colonial Remnant | =CR= | no | ||
Lane Hackers | Hellfire Legion ID | Hellfire Legion | none, LH~ | no | ||
Kusari Naval Forces | The Wild ID, KNF ID (Guard ID) | Aoi Iseijin | yes | |||
Rheinland Military | The Wild ID | Das Wilde | Wilde. | yes | ||
Slomon K'Hara | Keeper ID | The Keepers | Keepers. | yes | ||
Phantom ID | The Phantoms | |pH | yes | The ships and equipment of The Phantoms, as well as the Phantom ID, are no longer available for use by any player on the Discovery Freelancer RP 24/7 Server. Players with their ships or ID outside Connecticut should be reported. |
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 |