' Wrote:EDIT: Isn't the Smuggler ID restricted to 3,800 cargo for lawful?
Yes, but generic ID's wont be given unlimited cargo. The whole point of the cargo limits is to give a incentive to roleplay the corporations that are already in the game.
' Wrote:I dont think there is any definition of how the smuggler ID is supposed to be roleplayed. Or how others are supposed to treat the ID in roleplay.
Doesn't make a difference. People see "Smuggler" tag and they react accordingly regardless of what the ID states.
There should be no Smuggler ID. Let the cargo and their actions define them as lawfully-abiding merchants or not.
Much more fun for the law-enforcement as well. Even though we of course follow this standard, not knowing "in advance" because people aren't flashing with a Smuggler ID, is a lot more detective work which in the end is a lot more fun. Imagine a Smuggler who never gets caught right? He sells loads and loads of cardamine to desperate souls, and yet the Liberty Navy protects him should he ever be pirated. Because he has never been caught. Now if he has a Smuggler ID instead, well, I don't know but I have seen in the past how a lot of the law-enforcement simply are reluctant to aid a pilot whom they know is doing dirty jobs himself.
' Wrote:I disagree. I have seen over and over that this is not the case. Most people treat smugglers as lawful traders unless given a reason not to.
That is true, but we still automatically act more suspicious towards those characters. It's like we get a "hint" that they are about to start smuggling at any given time. So they get unnecessary attention when they shouldn't from an item which is from my perspective an OORP one. Since clearly, no Smuggler goes around and says he's a Smuggler.
' Wrote:Yes, but generic ID's wont be given unlimited cargo. The whole point of the cargo limits is to give a incentive to roleplay the corporations that are already in the game.
I don't think there's any incentive to role play a corporation even with the increased cargo.
There's not much RP as a trader as it is, aside from the usual pirates. Everyone wants to be special. Hardly anyone wants to RP a normal, everyday hauler. if you're a Bowex hauler, that's it. You can do jobs on the side for a little extra cash. You can't go running to wherever you want.
Where as with a smuggler/indie trader ID, you can choose your role. Sure, you do runs for the Bowex on a regular basis, but with your Kusarian heritage and upbringing you were taught to be loyal to the Kusarian emperor which in turn means you do whatever you can to help their war effort out. Which helps break up the day-to-day boredom of RPing as a trader.
The will to power. Basic human drive. You can't have power as a simple Bowex employee. So no one really wants to do it. That's the way it'll remain.
' Wrote:That is true, but we still automatically act more suspicious towards those characters. It's like we get a "hint" that they are about to start smuggling at any given time. So they get unnecessary attention when they shouldn't from an item which is from my perspective an OORP one. Since clearly, no Smuggler goes around and says he's a Smuggler.
In that regard, it would be prudent to remove the pirate ID.
Quote:Pilot carrying this ID is an independent Smuggler of the Sirius sector, who :
■Can trade and escort smugglers
■Cannot attack anyone except in self defense or to defend the vessel they are escorting,
■Cannot ally with any lawfuls
■Cannot fulfill bounty contracts
■Cannot pirate
■Cannot use any ship with more than 3,800 cargo space, except for the Pirate Train Cannot land on any lawful bases when using the Pirate Train
Allowed ships: Fighters, Freighters, Transports
Carrying unmounted IDs in your ship, as well as not equipping an ID, is a serious crime. Note that using the Pirate Train means you cannot land on any lawful bases as it makes you too visible to the authorities
Corporate trader ID
Quote:Pilot carrying this ID is an corporate trader, who :
Can trade and escort traders
Cannot attack anyone except in self defense or to defend the vessel they are escorting,
Cannot fulfill bounty contracts
Cannot pirate Cannot do anything unlawful
Allowed ships: Fighters, Freighters, Transports
Just for referance
Edit:This is the trader ID we have now:
Quote:Independent Trader ID
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Pilot carrying this ID is an independent trader, who :
■Can trade and escort traders
■Cannot attack anyone except in self defense or to defend the vessel they are escorting,
■Cannot fulfill bounty contracts
■Cannot pirate
■Cannot use any transports with more than 3,800 cargo
Allowed ships: Fighters, Freighters, Transports
Carrying unmounted IDs in your ship, as well as not equipping an ID, is a serious crime.
' Wrote:I don't think there's any incentive to role play a corporation even with the increased cargo.
There's not much RP as a trader as it is, aside from the usual pirates. Everyone wants to be special. Hardly anyone wants to RP a normal, everyday hauler. if you're a Bowex hauler, that's it. You can do jobs on the side for a little extra cash. You can't go running to wherever you want.
Where as with a smuggler/indie trader ID, you can choose your role. Sure, you do runs for the Bowex on a regular basis, but with your Kusarian heritage and upbringing you were taught to be loyal to the Kusarian emperor which in turn means you do whatever you can to help their war effort out. Which helps break up the day-to-day boredom of RPing as a trader.
The will to power. Basic human drive. You can't have power as a simple Bowex employee. So no one really wants to do it. That's the way it'll remain.
I couldnt disagree more strenuously for several reasons.
First, this is a roleplaying game, not a rolecreating game. We should as a community, be providing an incentive to play the roles that were created by the game creators and our mod developers. Why play a role that was created, when you can create your own role that suites exactly what you want to do? Because thats how roleplaying works. You know what the problem everyone creating their own roles? Those roles tend to have no flaws, no foibles, no downsides.
Second, THERE IS AMAZING RP IN CORPORATE TRADING. Each house company has conflict both within their house and outside. Kishiro and Samura fighting for the upper hand in Kusari, but joining together to support Kusari against the Bretonians. Kruger and Dauman fighting for mining rights and also against the IMG trying to get those same rights. BMM, Bowex and IMG all fighting for a piece of Bretonia and the Taus. There is such a huge and diverse array of roles available to those who want to play as corporates in Disco.
And yes, I also agree with the idea of just dropping the Smuggler ID as it's just a carbon copy of the Indy Trader ID.
' Wrote:Smuggler ID
Corporate trader ID
Just for referance
Yes, I see, its a lawful trader ID, which we already have.