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Community Tutorial: Why would you want to fly a ---------- ID? - Printable Version

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RE: Community Tutorial: Why would you want to fly a ---------- ID? - Remnant - 06-30-2014

Well, Blade. What makes you say that about the AI ID? An explanation about it can be rendered from the game .ini files. What you could do with it when you fly around.

Quote:Most AIs descended from Planet Gammu, where environmental conditions caused human settlement to fail, leaving only sentient machines behind, who then continued to evolve. These AIs are fully self-aware and autonomous, and not under Human or Nomad control.

Looks like it's a mere Artificial Intelligence to me. Without the AI| tag showing it's different, I don't see why people should be restricted to a certain.. linage? origination? Gives players more leeway in what they wish to do with the ID + RP as well.

Ps: I'll see about writing a few up for the guide, Sindroms.


RE: Community Tutorial: Why would you want to fly a ---------- ID? - Lythrilux - 06-30-2014

So I wrote something up for both the Junker ID:
Code:
The Junker ID allows a player to be extremely flexible in the way they roleplay. You can play various roles as a Junker: Will you be a simple scrap miner harmlessly making your keep? Will you a daring smuggler ferrying contraband around the houses for credits? Will you loot credits and cargo from unfortunates outside of house space away from lawful eyes? Are you an intrepid Xenos or Hogosha hunter? Or will you incorporate all four playstyles into your roleplay?

One of the biggest benefits of being a Junker is your quasi-lawful status. You have an extremely generous set of diplomatic relations, which gives the Junker ID a lot of freedom within the houses. Your only real enemies are Hogosha and Xenos, which you can actually hunt EVERYWHERE in Sirius when you feel like it. Aside from that, it'll be rare for you to find enemies within Liberty, Bretonia and Rheinland. Kusari dislikes Junkers, due to the large Hogosha influence within the house. If you venture to Kusari as a Junker, you'll most likely get asked to leave. In Gallia you don't have many enemies, but not many friends either.

But you don't always have to play by the book. Snitching on non-Junker ID'd smugglers or involving yourself in blackmailing others are also fun Junker activities. The Junker ID allows for a lot of experimentation with your roleplay.

Still, you could scratch all that and simply play a Junker trader hauling ore and legal goods. Not the most interesting way to play the ID, but it's your choice. Personally I don't encourage it.
~Lythrilux

I'll write something up for the BHG Core ID later.


RE: Community Tutorial: Why would you want to fly a ---------- ID? - Tempolord - 06-30-2014

Id like to know more about the Coalition ID.(i am a indi coalition player),and its a bit confusing to me, am i allowed to pirate other players? or am i free to destroy them all without a moments doubt?(Also am i doing this forum/tutorial right? if im not..well, delete incoming Tongue)


RE: Community Tutorial: Why would you want to fly a ---------- ID? - sindroms - 06-30-2014

Lyth, I added your description. Keep them coming.
I also marked the Coalition ID as requested.


RE: Community Tutorial: Why would you want to fly a ---------- ID? - Pinko - 06-30-2014

Code:
The Cryer ID is an interesting one, one that I personally like to nickname the 'Lawful Corsair'. As Sirius' main pharmaceutics supplier, you are welcome nearly everywhere (including Rheinland, just don't come in from Liberty) and can carry many commodities that would be considered otherwise illegal, such as Synth Mary, Stabiline and Human Organs. You also have bases at a few strategic points, such as Cambridge and Sigma-17 (but interestingly none within Liberty). This is a pretty viable ID for trading, with most people leaving you alone (and even respecting you!) and I suspect that the reason why so little use it is because the bases are kinda far out of where people usually go, and that other IDs do the job just fine.

But here's the icing on the cake, the reason why I nickname this the 'Lawful Corsair': You're allowed to hunt down and shoot all Outcasts, Liberty Rogues, Lane Hackers and Golden Crysanthenums as combat targets. Not only that, but you can demand Cardamine and Human Organs from any non-police/military ship and destroy them if they don't comply. You can also engage any ships which belongs to a faction that is at war with Liberty, which means that wherever you'll go, you'll always have a target if you feel like finding one, be it Outcast-sided, or a Rheinlander/Gallic. ~Dancing Lady



RE: Community Tutorial: Why would you want to fly a ---------- ID? - sindroms - 06-30-2014

Coolio! Added, keep them coming.

Also...totally making a Cryer char..


RE: Community Tutorial: Why would you want to fly a ---------- ID? - SnakeLancerHaven - 06-30-2014

(06-30-2014, 12:27 PM)Moveit56 Wrote: Well, Blade. What makes you say that about the AI ID? An explanation about it can be rendered from the game .ini files. What you could do with it when you fly around.

Quote:Most AIs descended from Planet Gammu, where environmental conditions caused human settlement to fail, leaving only sentient machines behind, who then continued to evolve. These AIs are fully self-aware and autonomous, and not under Human or Nomad control.

Looks like it's a mere Artificial Intelligence to me. Without the AI| tag showing it's different, I don't see why people should be restricted to a certain.. linage? origination? Gives players more leeway in what they wish to do with the ID + RP as well.

Ps: I'll see about writing a few up for the guide, Sindroms.

Lol calm down it's not me it's the Consensus Tongue the thing I said was actually directly told to me by the leader of [AI] Big Grin, it's not my own opinion, but an opinion which has to be discussed Tongue So sorry, the Consensus made me say it 8| This said, thanks alot Conrad, now as it seems the AI ID itself is realy independant (bow) That was actually my first opinion too but according to Consensus, as they're official now they claim it to be theirs. And that they have all right in deciding whatever the player can do or not, i think this is a good topic now. What's the AI ID now for real? Is it dependant to Consensus or is it independant? Thx.


RE: Community Tutorial: Why would you want to fly a ---------- ID? - sindroms - 06-30-2014

Not in this thread.


RE: Community Tutorial: Why would you want to fly a ---------- ID? - SnakeLancerHaven - 06-30-2014

(06-30-2014, 01:34 PM)Snake Wrote: i think this is a good topic now. What's the AI ID now for real? Is it dependant to Consensus or is it independant? Thx.


(06-30-2014, 01:35 PM)sindroms Wrote: Not in this thread.

Why not, it's about the ID bro, I wanna know if the AI ID is independant or not, put it on requested list please! DO IT! :| I'm pissed from all the limitations and restrictions the officials (not all, there are many officials which actually are respectful) give someone without even knowing which ID they actually have the right to restrict as they please. <- if you put it on request list, I'll consider remove just what I said. :/ I'm sick of all these "If you don't follow this, we'll deny that, if you don't we deny this, WE OFFICIAL, WE STRONK, OBEY" it's getting abused too much and pisses alot of unofficials (including independant RP characters) aswell as their motivation to even try it.


RE: Community Tutorial: Why would you want to fly a ---------- ID? - 7AlphaOne1 - 06-30-2014

Code:
The Hessian ID is an interesting opputrunity to RP in hostile environments. there are basically 4 main parts of Hessian ID: Piracy(although allowed, dont go OORP pirate), Blood Diamond smuggling, Wooing the Rheinland Public(we dont attack civs!) and fighting the rule of RM/Kanzler.

A specialty of this ID is that the Hessian ID has a very good and large ZoI. the whole of Omegas, Rheinland, Cambridge all of these are part of Hessian Zoi. there is one drawback though: no omicrons. However, this is relaxed to some extent , Being allowed in omicron Theta and Gamma, for the occasional Raid or indy recon.

thr Hessian ID also has access to a very good shipline, the Asgard line, as well as access to the Bloodhound line(rogue/molly line) at a small, but  significant nerf. Civilian ships are unrestricted, and access available to Rheinland civilian and Sirius civilian transports with a  cargo restriction of course , and ability to Dock on IC bases, giving them a good sellpoint for trade

With the Liberty war, the Hessian ID also permits the player to participate in raids, allying with Rheinland. In my view, it is a good ID to those who like flying around and making demands for a cause. (pls feel free to review)


-Jayanth/Seven-Alpha-One-One




Hessun ID, spazzeh. add eet.