' Wrote:Problem with that is that we'd need to rely on player honesty to sell those things at those bases. Past experience tells us not to rely on players in that way.
If you'd rather be a merc, then be a merc. Vigilante has one advantage over mercs: You don't need an employer or standing bounty in order to attack your targets.
Sure you can just say "take other ID instead then".
But that pretty much eliminates any reason to have anything close to a vigilante in the first place. Why not just take the entire ID out with that thinking? That'd be retarded, vigilante IDs still offer a fair amount of roleplay that people can get out of it (if they'd use the ID rules of 4.85 atleast) since barely anyone ever used them.
Yes, player honesty is one thing. However, keep in mind that there were barely any people using a vigilante ID in 4.85, so if there'd be any vigilantes trying to gain a profit out of selling slaves instead of 'letting them free' on a freeport (for 0 credits) or doing anything like that, it would play a WAY smaller role than...for example, having a liberty capital ship pull a complete lolwut. And having capships, official or not, pull total lolwut moments happened way more (and will continue to happen) often than vigilantes doing that. Right? Right.
' Wrote:If you'd rather be a merc, then be a merc. Vigilante has one advantage over mercs: You don't need an employer or standing bounty in order to attack your targets.
But there are more disadvantages.
- you can only attack enemies of your faction Iff <(everybody wil better use normal faction ID so he can use their ships and weaporny)
Tell me...who and why will use Vigi ID now?
oh and one thing....
What will you do with Slaves when you"destroy" a slavership? Since you cant take its cargo and "sell"....
Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.
Mostly retired Discovery member. May still visit from time to time.
Aeternus Doleo, I found your other post in the other topic which says this:
Vigilante: Is not a pirate ID. It's not meant for thieving. Contraband is too vague since the Vigilante ID is no longer lawful - it can make up what contraband is. If encountering slaves, you can demand the transport to divert to the nearest freeport and release them. If encountering a contraband cargo hauler, you can demand the trader to drop and destroy the cargo - if they don't comply, you can then blow them up yourself. The vigilante should not profit from it's actions - that's the Pirate ID's perogative.
And your other posts here confirm that a vigilante can request the destruction of a contraband (which is set by the vigilante's IFF), and they can request for slaves to be dropped or carried to a lawful base. It simply was too confusing in the ID.
I will link here in the case I face dozens of sanction reports, because clever freelancers could go "Your enemies are OC and BMM, not Freelancers, and you can't ask me to drop my cargo."
The Vigilante ID isn't broke and it's not just an excuse to pew pew anything that angers you.
First, the way the ID is now you can actually land on bases, and won't that be handy? I played a Vigilante in .85. I could only land on Semi-Lawful and Unlawful bases. How many vigilantes have you heard about that lived in the same house as the evil people they were crusading against? Live in the slums, sure. But not in the badguys gang hideout. The new way is much better.
I have no problem with not being able to escort traders, either. Vigilante's aren't bodyguards. Bodyguards have to follow the broken rules of a broken society that allows criminals to walk free. Vigilantes break rules they feel are corrupt or inefficient and no trader wants an escort that is going to get him targeted by the lawfuls AND the unlawfuls.
Of course a Vigilante should show a faction affiliation. Vigilantes aren't out to protect the whole world, that's superhero stuff. Vigilantes are just out to protect thier slice of life. They have a city or planet to clean up, people they care about to protect, first. I can see a group/unofficial faction flying vigilante ID's and bounty hunter IFF's in the Border/Edge worlds, though.
And it makes all kinds of sense that vigilantes are only going to be attacking enemies of it's faction. You aren't going to beat hell out of the people you are trying to protect, are you? If you are flying Junker IFF and a vigilante ID, you are going to be targeting the Xeno's and Hogosha, watching the house millitaries and spying on house corporations. That just makes sense.
Finally, the biggest thing that seperates the vigilante from the scum he hunts is the fact that he isn't stealing or proffiting from other peoples misery. So yeah, no cargo or credit demands.
These changes won't hurt vigilante role play at all. All it does is force people to develop thier vigilante beyond, "I hate badguys PEW PEW PEW". So get out there and make your Bundshuh Vigilante, your Orbital Spa and Cruise pilot who brings justice to slavers and unlawfuls, your edgeworld Zoner who finally had enough of baddies harshing his cool and so grabs his houka of justice and hits the space lanes.