Well I ironically got used to the oorp way of doing things. However I sort of set up a couple characters to see exactly how this would work. In the end, I won't change much of what I do. It just means, as example, on an unlawful character like a freelance pirate, or freelance junker, once you get within cargo scanning range you know who you're dealing with rp wise in more detail. Right now on my freelancer IFF Junker ID'd guy i can pirate in my approved zone as a freelancer, but don't actually need to RP as a junker, I can just rp as a dirty freelancer. I'll still for the most part do that but now when ships notice the ID and say 'oh hey yer a junker' i'll just roll with it instead of 'junker? where? did I mention the junkers?' etc etc etc...It only matters within 3000 m for the most part people.
And it doesnt change much for you pirates out there who think it will be advertising you stance. Most times you wouldnt be able to just hide in plain sight. Most people you attack can call you a pirate after that anyways. So if it makes it harder for you to pass through lawful areas as a freelancer pirate, that's just a little drawvback. It means in your pirate ship, act like a pirate, and avoid authorities and highly populated areas.
I think this will help RP as the ID's will now be a guaranteed plot accelerator. No hiding your actions behind IFF, and it will allow people to search for 'imposters' like IFF'd guys not carrying the right ID. If someone acts like an IMG they will be able to inrp be confirmed as an operating member of IMG. I suppose at this point all we can do is see how it goes!
Just change the ID object to a Pilot object. If I get close enough to see the pilot, I know who you really are. If you dont want people finding out who you really are, stay out of scanner range.
Its in-RP, its consistent for players and NPCs, and it works for everybody.
Sorry for being rude and acting like a kid about the status threads being locked. Should have been nicer and more mature about it instead of going off on rage/rant about it.
I'm really glad that the change has been reversed though.
(12-12-2013, 07:54 PM)Lobster Wrote: This is bad news for intel factions. No-longer can we sneak around and spy on people without major diplomatic consequences.
(12-12-2013, 07:54 PM)Lobster Wrote: This is bad news for intel factions. No-longer can we sneak around and spy on people without major diplomatic consequences.
I meant this +1*
How about make a new undercover ID that is the exception to this rule? (An ID that doesn't exist in roleplay, and is only allowed for intelligence factions).
(12-12-2013, 07:54 PM)Lobster Wrote: This is bad news for intel factions. No-longer can we sneak around and spy on people without major diplomatic consequences.
Freelancer ID or staying out of scanner range - that is how Order does it.
(12-12-2013, 07:54 PM)Lobster Wrote: This is bad news for intel factions. No-longer can we sneak around and spy on people without major diplomatic consequences.
Well thats actually more like RL isn't it? There are other options. First of all, there's the cloaking device. If properly applied, its better for espionage and spying than the guise of being a freelancer any day. People see your ID regardless, so when you're spying on them, even though they had no inrp reason, they probably still wouldnt just let themselves be spied upon, and would likley know what you're up do. There's no way to catch them for 'avoiding' you after they see your intel ID.
Second of all, intel gathering can be contracted out. If its spying with an intel ID you wanna do, well, its not exactly on the ID, so when flying an intel ID you might as well RP along those rules.
Now there's a bit of balance, if its close range scans you're after, get a cloak, do it without them even knowing. If its activity you want to observe, just keep your distance. Now spies can be caught in the act. Besides, real 'spies' don't worry about their ROE's, they're out to get information, not engage enemies. If you want to spy but still use an intel ID just to be able to choose to attack someone when you feel like it, its just not going to work.
Quote:How about make a new undercover ID that is the exception to this rule? (An ID that doesn't exist in roleplay, and is only allowed for intelligence factions).
Wouldn't the absense of an ID be just as much of an indication that you're intelligence? I suppose it wouldn't say who's intel, but then you'd just get reported a thousand times a day for not having an ID mounted.
EDIT: Yes i know you'd still see the ID, even if its oorp, but then arent you missing the inrp ID at that point?
(12-12-2013, 04:55 PM)kikatsu Wrote: I am just sorry that these changes came in under a flurry of complaints from the community. I am not sure there really is a single good idea on how to do the ID issue, but at least this method works.
Faction ID = inrp item
Generic ID = not an inrp item. That is, it can be seen as a lack of identification, and must be treated based on IFF/RP.