Currently, the last bit of the junker ID states "junker ID owner cannot ally with lawful forces"...
Why not?
Yes, they help criminals. Yes, they move contraband.
But the way I see it, junkers will do anything for money. They also have a very much unlawful enemy - the xenos.
Why is a junker not able to 'ally' with liberty lawfuls and help them fight off xeno attacks? Is a junker not allowed to ally with the order or bounty hunters when fighting off nomads? Can they not side with lawfuls against enemies such as the phantoms or wilde?
especially if being payed. Personally, My junker (tenacity, transport) readily offers his services to lawfuls for a fee. He'll give them repair bots/bats in battle if needed, tractor in their pilots if the lawful ships are destroyed in order to return them to their bases, etc.
I just think that last bit needs to be removed, since quite often there's situations in which a junker would prefer to side with the law rather than against it. helping the government out here and there also gets police off their backs for a short while so they can smuggle easier.
I've got agree with this one. And this doesn't just apply to the Junkers, either. As a Xeno, I've been in situations where I actually sided with Liberty authorities against foreign unlawfuls. I'm sure that other factions have run into this situation, as well. Perhaps it should be reworded to reflect the reality that sometimes, siding with lawfuls is actually in line with proper RP?
Yeah, it is covered by the ID proposal, so feel free to read through them all (don't forget the Guard ID versions) and give your opinions and comments. The more feedback, the better.