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The Freelancer ID - Printable Version

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The Freelancer ID - Lance_Uppercut - 01-23-2010

Make trader ID better? (higher allowed cargo limit you mean?) Maybe...

And it's not that Freelancer ID is "uber"... it's that it applies to too many situations... keeps RP down where it's easily the most basic form of RP in the game. (Hell, it's not even affiliations, you PICK this one)


The Freelancer ID - Agmen of Eladesor - 01-24-2010

A freelancer is, by definition, an independant contractor.

An independant trader is just that - someone who flies trading ships. He's a glorified space truck driver that doesn't work for anyone else.

A mercenary is someone that works on the sharp edge as someone who fights for a dollar, for financial gain, not for a national identity or anything else.

We're keeping them seperate because there is a distinction between being a mercenary and being a freelancer.

So - looking back at freelancer again. Yeah, he's the jack-of-all-trades, and is the basis of the whole game. He can haul cargo for a while if he feels like it. He can hop into a fighter and go fight if he wants. He can go smuggle if he wants to. And at this point, there's no need to make any further cargo restrictions on the ship - otherwise no one could fly the Firefly, which is THE quintensential Freelancer ship.l




The Freelancer ID - Thexare - 01-24-2010

No. Don't nerf Freelancer ID.

Instead, add larger transports to Trader ID, but prevent them from landing on unlawful bases with anything over 3800 cargo - just like how Smugglers can use Pirate Trains but can't land on lawful bases. Large Train (4500) might be a bit too much, but it seems like the best fit.

If an explanation is necessary, say that leasing or buying a Large Train/Container Transport as an independent pilot required some sort of tracking device to be put in by Interspace to make sure it wasn't being misused, otherwise you wouldn't be able to get it insured.


As for Freelancer vs. Mercenary ID, neither is better than the other. It's like comparing a two identical cars, but one's painted red and the other is blue. Some prefer one, some prefer the other, but they're the same damn car. You're proposing that we take the wheels off the blue one.


The Freelancer ID - Quorg - 01-24-2010

' Wrote:No. Don't nerf Freelancer ID.

Instead, add larger transports to Trader ID, but prevent them from landing on unlawful bases with anything over 3800 cargo - just like how Smugglers can use Pirate Trains but can't land on lawful bases. Large Train (4500) might be a bit too much, but it seems like the best fit.

If an explanation is necessary, say that leasing or buying a Large Train/Container Transport as an independent pilot required some sort of tracking device to be put in by Interspace to make sure it wasn't being misused, otherwise you wouldn't be able to get it insured.
As for Freelancer vs. Mercenary ID, neither is better than the other. It's like comparing a two identical cars, but one's painted red and the other is blue. Some prefer one, some prefer the other, but they're the same damn car. You're proposing that we take the wheels off the blue one.

Words of wisdom. I like the idea of how to expand the cargo capacity for the Trader ID while restricting where a Trader-ID'd ship can land if its cargo exceeds 3800 units.