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Proposed ID Re-Wording - Printable Version

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Proposed ID Re-Wording - DarkOddity - 09-01-2006

ABSOLUTELY FIRST OFF:
I have the ability & the software to modify the infocards myself so I can do this *FOR* Igiss as not to take up his time with tedious manual editing of every ID Card.

These suggested ID Card rewrites are here to help out with both Role Play & Server Rules. I was prompted to write these for several reasons, some of them being the high amount of questions about the ID Wording, slight grammar errors, others being people attempting to exploit loopholes in ID wording, and most of all, because the wording on each ID is so standardized that there wasnt much of an RP Factor to the ID other than the name of the faction as 90% of IDs granted the same rights. Ive added a few things to the IDs, which I will list below:

The Ability to Assist Allied Factions
This pertains to assisting factions listed as Allies within the faction info. Very self explanatory.
The Ability to attack enemies
This pertains to being allowed to attack factions listed as enemy to your faction, this *ONLY* counts factions that are enemies, not pirates or lawfuls (unless otherwise stated)
New ID: Basic ID
I suggest this ID because I feel that the neutral ID gives to much power to a neutral player while still maintaining neutrality. In stead of my rewording of the neutral ID I proposed a rewritten Freelancer ID for use after level 35 that would be a true mercenary ID. Because as we all know, you are not neutral if you are a mercenary.
Removed Abilities From Neutral ID
I removed the ability for players with neutral IDs to hunt pirates, I feel this was appropriate considering that is an action reserved for lawful players, such as police and military factions.

Please only post constructive opposition/criticism and remember these are only a few IDs Ive reworded to get a general idea on what everyone thinks about this.


Proposed ID Re-Wording - DarkOddity - 09-01-2006

Basic ID *NEW ID Suggestion* (Only sold on Manhattan, 500 Credits)
This is a basic ID handed out to every pilot when they are given their pilots license. This ID Is valid until the pilot reaches level 35 at which time they need to either choose a faction to join or purchase a Freelancer or Neutral ID for their ship. IDs are sold at many stations and planets throughout Sirius. Neutral and Freelancer IDs can be purchased on house system capital planets.

The ID System is for server roleplaying purposes only. If you are playing single player or your server does not require roleplay you do not need to worry about having a specific ID. However, do not lose your ID item as IDs serve as replacements for the Tractor Beam.

Allowed ships: Fighters, Transports, Freighters

Carrying uncounted IDs in your ship, as well as not equipping an ID, is a serious crime.

Freelancer ID (Price raised to 1 Million)
This is a Freelancer ID. Ships equipped with this ID are allowed to accept jobs from any faction, player or entity, with no questions asked. Freelancers are also allowed to track and stalk any bounty posted publicly, or hit contracts specified between the Freelancer and the employer. The Freelancer ID does not protect you from any type of combat, if you achieve a bad reputation or irritate the wrong people by taking jobs against them, be warned, they have every right to terminate you for those actions. Every freelancer must choose their jobs wisely; a smart freelancer is a living freelancer.

Ships Allowed: Fighters, Transports, Freighters, Capital Ships
(Capital ships are limited to ships produced by Neutral or Non-Lawful entities, no house will sell a capital ship to a Freelancer.)

Carrying uncounted IDs in your ship, as well as not equipping an ID, is a serious crime.

Neutral ID
This is a Neutral ID. Ships equipped with this ID are considered neutral to all factions. Ships equipped with this ID have the right to trade, escort traders, hunt terrorists and fulfill bounty contracts. Ships equipped with a neutral ID cannot participate in unlawful actions or military operations. If a ship with a neutral ID is caught practicing unlawful actions (f/e Smuggling) by a local police force, they can handle it according to their local policies and laws.

Allowed ships: Fighters, Transports, Freighters, Capital Ships.
(Capital ships are limited to ships produced by Neutral or Non-Lawful entities, no house will sell a capital ship to a Neutral Pilot.)

Carrying uncounted IDs in your ship, as well as not equipping an ID, is a serious crime.

Corporation ID (Names specified on each ID)
This is a Corporate ID Card for [InsertCorporationName]. Ships equipped with this ID are allowed to trade on behalf of [InsertCorporationName]. This ID grants the ship equipped the right to escort traders, assist factions listed as allies, assist lawful forces and engage factions listed as enemies. Ships with this ID are not allowed to, collect bounties, participate in military operations (Wars and large scale battles) or commit any unlawful actions.

Ships Allowed: Fighters, Transports, Freighters

Carrying uncounted IDs in your ship, as well as not equipping an ID, is a serious crime.

Pirate ID
This is a [InsertPirateFaction] ID. Ships equipped with this ID have the right to; engage bounty hunters, and lawfuls, factions listed as enemies, as well as the right to assist factions listed as Allies in combat. This ID also grants the ship equipped to engage in piracy by means of scanning a target and demanding their cargo. Ships of the following classes are not allowed to demand cargo, but may assist smaller craft in piracy acts; Destroyers, Cruisers, Battleships.

Ships Allowed: Fighters, Freighters, Transports, Capital Ships
(Capital Ships are limited to ships produced specifically by [InsertPirateFaction] their allies, or a neutral entity. House capital ships do not qualify for use.)


Proposed ID Re-Wording - Virus - 09-01-2006

All in favor, say "Aye!"

Aye!


Proposed ID Re-Wording - Fellow Hoodlum - 09-01-2006

*Waves hand in the air from the back of the class*

Terrorists ID please ... Big part of my life.

Hoodlum :cool:


Proposed ID Re-Wording - Corsair420 - 09-01-2006

I love the idea, I definatly agree about the neutral ID and I think replace the freelancer with beginner and making freelancer a 35+ one is a good idea


Proposed ID Re-Wording - Mantaray - 09-01-2006

so and order ID is going to become what? pirate?
there hardly pirates


Proposed ID Re-Wording - gezza999 - 09-01-2006

Yar! Uhh.. I mean...

Aye!


Proposed ID Re-Wording - Dab - 09-01-2006

Aye!

Though Corporation ID should allow gunboats, to protect large convoys they would use military gunboats, or civilian ones.


Proposed ID Re-Wording - Nightfall - 09-01-2006

In general, I'd say 'Aye', but there are a few holes, actually unspecified things:

- Order ID. Where does it belong? IMO it is a special one.
- The IND has battleships (just RP, but we do have them) no problem in getting a Neutral one as that is our alignment anyway, but there are some house ships there - nadesico is a bretonian BS for example...


Proposed ID Re-Wording - Behemoth - 09-02-2006

DarkOddity,Sep 1 2006, 08:55 AM Wrote:... a rewritten Freelancer ID for use after level 35 that would be a true mercenary ID.
[snapback]33508[/snapback]
Since when Freelancer has the conotation of Mercenary? - That's very limiting thinking.
Besides, imo this would make less people getting a Bounty Hunter Guild ID because they could hide their true RP identity in a "Freelancer" card...

DarkOddity,Sep 1 2006, 08:55 AM Wrote:... removed the ability for players with neutral IDs to hunt pirates...
[snapback]33508[/snapback]
Since when a player that has a Neutral ID is supposed to be hunting and acting like a Mercenary? - Kind of confusing idea here...
I agree, however, that Neutral ID should be more explicit in which kind of "neutrality" we can RP with.

Is it only me or is this just a rewraping of what we already have?

;)