• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
« Previous 1 … 452 453 454 455 456 … 779 Next »
The Freelancer ID

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Poll: Change the freelancer ID? POST WHY YOU THINK SO
You do not have permission to vote in this poll.
Y
47.83%
11 47.83%
N
52.17%
12 52.17%
Total 23 vote(s) 100%
* You voted for this item. [Show Results]

Pages (2): « Previous 1 2
The Freelancer ID
Offline Lance_Uppercut
01-23-2010, 11:48 PM, (This post was last modified: 01-23-2010, 11:49 PM by Lance_Uppercut.)
#11
Member
Posts: 426
Threads: 35
Joined: Jul 2009

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)

[Image: usicopy.png]

::The Pennsylvania Liberation Force
  Reply  
Offline Agmen of Eladesor
01-24-2010, 01:15 AM,
#12
Member
Posts: 5,146
Threads: 661
Joined: Jun 2008

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




(11-21-2013, 12:53 PM)Jihadjoe Wrote: Oh god... The end of days... Agmen agreed with me.
  Reply  
Offline Thexare
01-24-2010, 05:22 AM, (This post was last modified: 01-24-2010, 05:28 AM by Thexare.)
#13
Ominously Humming
Posts: 3,821
Threads: 340
Joined: Apr 2008

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.
Reply  
Offline Quorg
01-24-2010, 07:30 AM,
#14
Member
Posts: 1,508
Threads: 93
Joined: Jan 2009

' 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.

ATTENTION SMUGGLERS
The Midnight Express: A Slaver <strike>who doesn't completely realize what he's doing.</strike> (video)
Merged to trim sig Wrote:Quorg, you're officially a moron.

...mongs like Quorg being like a malignant little cancer...

Way to be useless, Quorg.
Reply  
Pages (2): « Previous 1 2


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2026 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode