Discovery Gaming Community
Generic IDs - Printable Version

+- Discovery Gaming Community (https://discoverygc.com/forums)
+-- Forum: Discovery General (https://discoverygc.com/forums/forumdisplay.php?fid=3)
+--- Forum: Discovery RP 24/7 General Discussions (https://discoverygc.com/forums/forumdisplay.php?fid=23)
+--- Thread: Generic IDs (/showthread.php?tid=137577)

Pages: 1 2 3


RE: Generic IDs - Omicron - 04-01-2016

Rather than split Freelancer ID, simply reintroduce nice things like Smuggler (can field bigger, meaner transports) and Vigilante ID's (engage unlawfuls/smugglers with clearly defined cargo). Everything else such as mercenary, freelancer, researcher and regular independent trader role can be filled by one ID.


RE: Generic IDs - The Savage - 04-01-2016

To be honest, I'd rather see Freelancer ID and Mercenary ID. Smuggler ID has but one flaw:

You have smuggler ID, you are arrested, or worse, shot on sight. Smugglers aren't obvious guys - as I stated already, if ID was not an inRP item, it could work. Otherwise, indies will simply go "OMGURSMUGSHOOTIT".

And I'm serious about it.

Also this:
(03-31-2016, 03:06 PM)Durandal Wrote: Leave it as is and stop nerfing things.

Pirate ID is rephacked neutral with Hogosha. That's actually a pretty good start in un-nerfing things. Praise the Heavens Kitty.


RE: Generic IDs - Reid - 04-01-2016

What's a freelancer? Someone who works for themselves doing whatever jobs they're offered.

What's an independent trader? Someone who works for themselves doing whatever jobs they're offered.

What's a smuggler? Someone who works for themselves doing whatever jobs they're offered.

You can see where this is going. Splitting the ID into what it used to be just adds redundancy when the Freelancer ID can take on any of those roles.

Something that I always try to keep in mind, treat someone by their RP not their ID. Act like the ID isn't there (though we all know it is I'm not trying to spark that debate) and go along with either their story or their IFF.


RE: Generic IDs - The Savage - 04-01-2016

(04-01-2016, 10:30 AM)Reid Wrote: Something that I always try to keep in mind, treat someone by their RP not their ID. Act like the ID isn't there (though we all know it is I'm not trying to spark that debate) and go along with either their story or their IFF.

"OMGUR A PIRATE." *Indie murders the guy with Pirate ID not even allowing him to even roleplay.*

The above situation happened way too many times, which is the second most annoying thing for pirates right after tradelane bug.


RE: Generic IDs - Hannibal - 04-01-2016

(04-01-2016, 11:20 AM)Toris Wrote: "OMGUR A PIRATE." *Indie murders the guy with Pirate ID not even allowing him to even roleplay.*

The above situation happened way too many times, which is the second most annoying thing for pirates right after tradelane bug.
this is why you should only pirate on a junker id...


RE: Generic IDs - Jack_Henderson - 04-01-2016

@Antonio & OP:

I somewhat agree.
Perhaps we do not need the very specialised IDs, but mercenary, smuggler, trader were nice and your ideas on how to specialse them sound interesting to me.

It would also create incentives to join factions.


RE: Generic IDs - Sol - 04-01-2016

I agree with @Omicron @Durandal @TheFreelancer

And I do not think the Freelancer ID is overpowered. While they can be everywhere, do anything, they do lack specialization.

They can not trade as good as trader factions. They do not have the local superiority of local factions. They trade local fun for freedom to be anywhere. They also lack their own tech and bigger ships.

They can't initiate anything on their own, and have to be defensive all the time. Unless they register to a bounty board, which usually obligates them to have a specific reputation sheet. Friendly/neutral to their employers, red to their enemies.

With Antonio's suggestion, all the IDs become more nerfed versions of a Freelancer ID which I, personally, find barely fun already. If the specialization with varied IDs would be worth it, I might change my mind.