' Wrote:As for trader ID holders moving cardamine and other mod contraband, I agree with you entirely. It's just really bad RP for a whole lot of reasons.
You'd better start listing them, cause I can only think of one (docking at an enemy base to buy contraband).
Quote:And it already contravenes the generic trader ID which states that "the owner cannot participate in any unlawful actions." Smuggling is an unlawful action. No need really to modify it any more. Might be grounds for sanctioning if you have screenshots.
The punishment should fit the crime. There's no competitive advantage in carrying illegal goods in a lawful ship. It's not really cheating anyone. Say a Bowex captain can get a load of ganja on his ship without docking on an enemy base to do it; what really is the big deal? If that ship gets caught by a lawful faction he's screwed. Let the [Admin]s police the crimes that are unfair to players and the LPI police the crimes that are bad for Libertonians.
Maybe I haven't been paying attention, but I've never seen a lawful sanctioned for carrying alternative trade goods.
' Wrote:A total reworking of all ID's I think is a bit tough...but I think a few need changed (like FA and LWB).
Hmm, maybe we start with the really off ones and go from there? Like the idealists labeled as pirates? You mentioned two, but in addition to FA, LWB, there's Bundschuh (infocard says they're poor 'cuz they try their damndest NOT to pirate, if I recall), there's Gaians (think: is a Gaian going to let ANYONE take terraforming gases ANYWHERE in ANY capacity? I think not.), there's Blood Dragons, kind of (they are a revolutionary group, not pirates... why 'tax' people when they should be destroying them in the name of the shogun?), and then you have Outcasts, Corsairs, and Mollys (debatable), who have militaries in their own rights, and are really rogue nations...
On top of that, we have the trader/smuggler dilemma, and don't get me started on the generic military ID. Plus, the BHG ID, the Merc ID, and a few others I can name are vague enough to cause problems. Let's see, that leaves Police IDs, Military IDs, Corporate IDs, LR, LH, Unioner, Xenos (?), Hessian, GC (debatable), and Hogosha IDs as pretty good. Admittedly, that's a hell of a lot, but the other ones are wrong enough to cause major problems (BHG, Merc come to special notice as overly forgiving, but the other ones are pretty limiting).
/rant
Anyway, I would really be disappointed if there were no modifications to the IDs for next version. Anyone else comment?
' Wrote:Hmm, maybe we start with the really off ones and go from there? Like the idealists labeled as pirates? You mentioned two, but in addition to FA, LWB, there's Bundschuh (infocard says they're poor 'cuz they try their damndest NOT to pirate, if I recall), there's Gaians (think: is a Gaian going to let ANYONE take terraforming gases ANYWHERE in ANY capacity? I think not.), there's Blood Dragons, kind of (they are a revolutionary group, not pirates... why 'tax' people when they should be destroying them in the name of the shogun?), and then you have Outcasts, Corsairs, and Mollys (debatable), who have militaries in their own rights, and are really rogue nations...
On top of that, we have the trader/smuggler dilemma, and don't get me started on the generic military ID. Plus, the BHG ID, the Merc ID, and a few others I can name are vague enough to cause problems. Let's see, that leaves Police IDs, Military IDs, Corporate IDs, LR, LH, Unioner, Xenos (?), Hessian, GC (debatable), and Hogosha IDs as pretty good. Admittedly, that's a hell of a lot, but the other ones are wrong enough to cause major problems (BHG, Merc come to special notice as overly forgiving, but the other ones are pretty limiting).
/rant
Anyway, I would really be disappointed if there were no modifications to the IDs for next version. Anyone else comment?
Personally I find no problems with the generic military ID's, as well as the Blood Dragon/Corsair/Outcast ID's, as they are really just really really big groups of pirates that have acheived greater goals than other pirates like, say, the Red Hessians or the Molly's which have somewhat similar goals. I would definately make the Bunschuh and Blood Dragon ID's very similar if not identical save for the name, since it is even stated ingame in rumors that they have nearly the same motives and policies. Making the ID's too specific might ruin it for the game, leaving no room for creative RP...Which is why I opt for only minor changes...
[8:32:45 PM] Dusty Lens: Oh no, let me get that. Hello? Oh it's my grandma. She says to be roleplay.
[12:49:19 AM] Elgatodiablo: You know its nice that you have all that proof and all, Bacon... but I just don't believe you.
' Wrote:i think smuugling is great (i didnt try smuggle yet)
Hehehe, try smuggling Optronics to Tripoli and Artifacts to New Tokyo, not the best run, but not very populated...And the occasional [KNF] could really give you trouble if you don't play your cards right...
[8:32:45 PM] Dusty Lens: Oh no, let me get that. Hello? Oh it's my grandma. She says to be roleplay.
[12:49:19 AM] Elgatodiablo: You know its nice that you have all that proof and all, Bacon... but I just don't believe you.