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Capships + Traders - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Rules & Requests (https://discoverygc.com/forums/forumdisplay.php?fid=6) +--- Forum: Rules (https://discoverygc.com/forums/forumdisplay.php?fid=25) +--- Thread: Capships + Traders (/showthread.php?tid=21674) |
Capships + Traders - Quorg - 07-05-2009 ' Wrote:Think of your ID like a series of special rules. They are your RP rules. RP rules are just as important as the rules of the server. If your ID allows you to stop a trader with a cap ship, then you can stop a trader with a cap ship. True. But if it doesn't, then for Pete's sake please read your ID. The House Military Guard ID's come to mind- military Guard ships cannot demand contraband (other than allied pilots). There's a reason for this! The military is not the Police. By doing the police's job, and with much larger ships, you undermine the uniqueness of a police role, since the police would be merely redundant characters with lighter ships. And in response to Tales: If someone does this, it is obviously a sanctionable offense. That doesn't meant that we should see Rheinland Battleships pew-pewing every smuggler in sight. |