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ID's - Printable Version

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+--- Thread: ID's (/showthread.php?tid=21612)

Pages: 1 2


ID's - Quorg - 06-09-2009

Okay, so I'm pretty certain I've read on the forum that ID's are invisible IRP.

However, an encounter yesterday with a member of an established faction indicated otherwise.

[Image: screen301.jpg]

What is the FINAL verdict?


ID's - Blackvertigo1 - 06-09-2009

Censoring the system name kinda does not really help out very much.

And, the ID's are fine, maybe they will be changed WHEN the source code is ever released (highly though).


ID's - Montezuma/Kukulcan - 06-09-2009

Wow, seems the LSF got hold of your screenshot!

On another note, i think IDs should be visible, i would say they are kind of like a passport, that you have to show to people in order to be allowed on a plane, into a country etc. So, tes, i do think it should be visable to other people.


ID's - swift - 06-09-2009

I am very sure that pirates do not indeed carry identifications of pirates around.
In the case of IDs that are more generic, an affiliation should be determined via IFF, Ship, Equipment, and the player's actual behavior.
For example, a pirate IDed player, in my opinion, should not be able to be killed by a Police character if he wasn't doing anything wrong whatsoever.

In my personal opinion, IDs are mostly a metagaming tool. Mostly there because of the rules, to help people define who they are.
But they're not the absolute measure and guideline of how to treat someone.
If someone RPs that they don't know what you're even bloody saying, you should go along.
A criminal won't exactly carry an ID of a criminal with himself.


ID's - sovereign - 06-09-2009

I treat generic IDs as unaffiliated, and base my character's perception based on their equipment and actions. I also lump them into general categories, none of which are inherently lawful/unlawful - although lawful characters should always assume that people are lawful unless proven or suggested otherwise (without regard to their ID)-

Pirate, Mercenary, Freelancer in a fighter, Vigilante, Slaver in a fighter, etc... "Freelancer"
Independent Trader, Smuggler, Slaver in a transport, Freelancer in a transport, etc.. "Trader"

However, faction IDs are a little more open. If you're carrying an Outcast ID, it is a clear signal that you consider yourself an Outcast and do not pretend to the lawfuls that you are anything else. It's not unlike how soldiers carry dog-tags even in enemy territory; you belong to group x, and you are proud of it.

IFFs are always visible (that's the whole idea- "Identify Friend or Foe") but on generic IDs indicate who you associate with rather than who you are.

Still, it's a tough call. "Pirate ID" on a rather unassuming ship is a bit trickier than the others- but I would reprimand any lawful under my command for basing their decisions on someone having a Smuggler ID versus a Trader ID.


ID's - Agmen of Eladesor - 06-10-2009

ID's are important in figuring out the appropriate response for the person.

For example, if I (as a Bounty Hunter) see someone flashing Corsair on my IFF, I'm going to close within 4K of them. However, when I scan their ID and it shows them as a generic pirate - unless they've committed a crime IN MY PRESENCE or they're already bountied - they're going to get some nasty words, a few glares out the cockpit window - and nothing else. That's why you can't automatically go with red is dead.

Now - just because someone is a known smuggler doesn't mean that he's actually engaged in the act, either. If you don't see my ship carrying anything illegal - all you really know from my ID is that I may at times do something certain law enforcement officials don't like. I'm not breaking the law no - so get off my case. (And in the case of one certain house, you guys need a ladder to climb out of my butt.) But that's how a smuggler should be - I'm perfectly innocent, as the pure driven snow - until you catch me, anyway.




ID's - Pihe - 06-10-2009

In my oppinion both the IFF and the ID are a manifestation of the signal the ship has which owns them.
You have to use somekinda signal to identify you, unless that you'll be recognised as "unknown" and will be fired on in most cases.
The difference between IFF and ID is if you get a weak signal you cant be exactly sure about the person carrying it. But if you take a closer look (check his ID) you should recognize the signal's nature and the reputation of the ship.
Like mentioned above if you encounter a smuggler ID you should suspect that it is a smuggler vessel.
Still like in real life unless he commits an unlawful act you shouldn't really do anything against him. Ofcourse when he has a bounty on his had thats a different case.


ID's - tansytansey - 06-10-2009

Generic IDs should be treated as metagame information until the owner reveals their motives to you. Vigilantes are Civilians until they start killing Pirates, Smugglers and Slavers are Traders until you catch them smuggling. This mostly affects the 'unlawful' Generic IDs. Mercenaries, Freelancers, Traders, etc. have nothing to hide.
Anyone with a Faction ID should be recognised as a member of that faction upon scanning the ID. It's not metagaming to assume someone with a Liberty Rogue ID is a Liberty Rogue... cause they are.


ID's - Pihe - 06-10-2009

I've checked the ID list, i thought the smuggler ID had a note like "some won't let you land on their planet while carrying this ID".
But it seems it has been removed. Nevermind.

Nighthawk what you say only applies to independent pirates, smugglers etc who have no IFF. In that case i agree with you. Otherwise they can be recognised as someone with close relations with the faction whose IFF they owns, this can provoke a denial of docking or system entering permissions. This also applies if they carry any equipment from pirate factions, but a pirate who use civilian equipment, ship and has no IFF can no way be recognised so they should have the right to enter the system. In case we see the those IDs as metagaming tools.

This also raises a question: the pirate ID says:

Pilot carrying this ID is an independent Pirate of the Sirius sector, who:

* Can demand credits or cargo from traders and unallied smugglers or factions

* Can engage pirates, terrorists and lawfuls within their Zone of Influence

* Can fulfill unlawful bounty contracts

* Can trade and escort smugglers

* Can ally with unlawfuls, mercenaries, and freelancers

* Cannot ally with any lawfuls

* Cannot use any ship with more than 3,600 cargo capacity except for the Pirate Train

* Cannot land on any lawful bases across Sirius except for Zoner bases

So presuming from the ID everyones REAL identity is checked on every planet and base they enter?
Because unless that the pilot carrying a pirate ID with civ tech shouldn't be recognised. Wow, paranoia across Sirius on every levels! The real thing tho is not to decide they are checking rather how! If we state that scanners can detect someones identity then how come the scanners on battleships can't? If they can't then why shouldnt independent pirates land on some lawful bases?

I think the only reason could be an ingame invisible passport or something like that which everyone should show to the dominating force on the planet after or before landing.

Then the smugglers who fly with pirate ships would be in trouble. For example which lawful docking authority would allow a Corsair freighter to land on their planet with suspicious cargo and passport.

Edit: My mistake smugglers can't use Corsair freighters.


ID's - pbrione - 06-10-2009

Problem with considering IDs as non-visible information is that it is primarily IDs which are used for the purposes of deciding whether people are enemies or not when encountered in-game. Personally I view the ID as a unique identification number which references some sort of neural net database of known ships. i.e. an LPI spotting a Smuggler IDed person would know that they had, at some point, appeared on the list of having a criminal record for smuggling, similarly that a pirate ID had a criminal record for being a pirate. However, this does not mean that the individual is committing a crime at the moment. Simply having been a criminal in the past does not mean the police can shoot you - therefore the information should be available to the other players, but they should still wait for in-game actions before attacking.

That said, I think it is up to individual lawful player to decide if they want to demand a "pirate IDed" person to leave their space or simply instruct them not to cause trouble.