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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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Pirate ID Discussion

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Pirate ID Discussion
Offline Scumbag
02-04-2014, 12:06 AM,
#21
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Posts: 1,010
Threads: 82
Joined: Dec 2011

I would not miss the pirate ID. But i would like to see 75% nerfs on every tech except zoner for the freelancer id.
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Offline Pancakes
02-05-2014, 12:23 PM,
#22
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Posts: 3,395
Threads: 151
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(02-04-2014, 12:06 AM)Scumbag Wrote: I would not miss the pirate ID. But i would like to see 75% nerfs on every tech except zoner for the freelancer id.

Why should Freelancers get 75% on civilian tech? Also, who said that Freelancers are liked by Zoners?

Why have 75% with house civvy tech?

[Image: p2SKLap.jpg?1]
BLOOD FOR THE BLOOD GOD
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Offline Scumbag
02-05-2014, 12:25 PM,
#23
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Posts: 1,010
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Joined: Dec 2011

Not civilian tech. Me.

Cause balance.
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Offline Highland Laddie
02-05-2014, 01:14 PM,
#24
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Posts: 2,082
Threads: 21
Joined: Mar 2013

I'd say keep the ID for the sake of avoiding Narcotic's scenario of turning every FL ID player out there into a potential pirate. Make the ID 75% on House tech, 90% nerf of Pirate tech, 100% on civ tech.
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Offline aakopa
02-05-2014, 01:27 PM,
#25
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Posts: 566
Threads: 7
Joined: Jul 2012

(02-03-2014, 08:16 PM)Jack_Henderson Wrote: For the sake of all the nice (hardly played) unlawful IDs, I would say: delete the pirate ID. There are so many colorful pirate factions. Is there really a need for the (often colorless) Pirate ID? I do not think so.
+1

[Image: 500px-Bowexsig.jpg]
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Offline Mímir
02-05-2014, 01:34 PM, (This post was last modified: 02-05-2014, 01:36 PM by Mímir.)
#26
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Why/how is the pirate ID is hugely overpowered? Have you compared it to say the new Outcast ID?

Pirate ID is pretty limited in terms of where you can dock and in-rp as well as oorp people hate the indie pirate. You can only pirate and not just go kill stuff as you can on most other new ID's.

I'm all for the Pirate ID going - I'd like the mod to slim down in lots of areas and this as good an area as any, but definitely not for balance reasons because the Pierat ID sucks pretty much IMO.

All I hear is an echo of Alte's 4.85 Pirate ID rage, but the mod has moved since then.

[Image: 120px-BhgLogo.png][Image: 120px-LH_Logo.png]
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Offline Croft
02-05-2014, 01:38 PM,
#27
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Posts: 1,642
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Joined: Oct 2011

The problem with giving a generic ID a lot of freedom in both tech and ZoI is it harms diversity. You could argue that a generic ID allows greater freedom in character but it also offers the path of least resistance for those who just want to blow things up. After all why take on restrictions when you have an ID that allows you to go absolutely anywhere?

Limiting the tech would help but doing away with it altogether might actually promote a few of the in house pirate factions.

Jimmy The Rat | Croft's Feedback | The Rat Pack
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Offline Mímir
02-05-2014, 01:42 PM, (This post was last modified: 02-05-2014, 01:52 PM by Mímir.)
#28
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Ok let's slow down for a sec, because this:

"it also offers the path of least resistance for those who just want to blow things up"

is untrue regarding the Pirate ID, I know that for a fact cuz I researched itBig Grin Almost all ID's in 4.87 offer you far LESS resistance on the path of destruction than the Pirate ID. True, the issue above might have been the case in previous installments of the mod.

Look at the 4.87 Outcast ID to name one, I can engage all ships except for transports within my ZOI (which is like 4/5 of all or Sirius) without any ridiculous piracy demands. You can't do that on the Pirated ID that limits you to "2milordai" and keeping your fingers crossed that someone will attack you or refuse to pay - on most other ID's you can skip straight to shooting.

[Image: 120px-BhgLogo.png][Image: 120px-LH_Logo.png]
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Offline Croft
02-05-2014, 04:04 PM,
#29
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Posts: 1,642
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(02-05-2014, 01:42 PM)Mímir Wrote: Ok let's slow down for a sec, because this:

"it also offers the path of least resistance for those who just want to blow things up"

is untrue regarding the Pirate ID, I know that for a fact cuz I researched itBig Grin Almost all ID's in 4.87 offer you far LESS resistance on the path of destruction than the Pirate ID. True, the issue above might have been the case in previous installments of the mod.

Look at the 4.87 Outcast ID to name one, I can engage all ships except for transports within my ZOI (which is like 4/5 of all or Sirius) without any ridiculous piracy demands. You can't do that on the Pirated ID that limits you to "2milordai" and keeping your fingers crossed that someone will attack you or refuse to pay - on most other ID's you can skip straight to shooting.

Isn't the demand a bit of a moot point since all attacks require some form of RP? There is no ID that can skip straight to the shooting, even if it's only two or three lines worth.

Regarding the Outcasts, they are by all accounts the number one drug supplier of Sirius so it stands to reason that they have a wide ZoI to cover the Houses but to counteract that, they have enemies within those zones not counting the lawfuls. The pirate ID covers the entire galaxy with limited trouble from the other pirate factions which makes no sense, it's like selling cocaine in front of a druglords mansion and expecting to get away with it. Not to mention access to almost every bit of pirate tech and ships, granted it's a 75% core but that is still pretty good.

I'd apply the same thinking to the freelancer ID but that is another, far larger can of worms.

Jimmy The Rat | Croft's Feedback | The Rat Pack
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Offline Pavel
02-05-2014, 04:12 PM,
#30
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Posts: 2,018
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Pirate ID should be nerfed/removed.


Since ID issue is rules-one, related to our server, not other servers/mod as a whole, this belongs to Discovery RP 24/7 General Discussions
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