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The Pirate ID - New Changes

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The Pirate ID - New Changes
Offline Fluffyball
01-10-2015, 03:17 PM,
#101
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Well, I would okay if these 250 millions were returnable in case of SRP rejected. That's why I haven't made any SRP as I do not make huge money and I'm trading VERY rarely.

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Offline WesternPeregrine
01-10-2015, 03:22 PM,
#102
Kusari Vanguard
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I believe that most of the people who read the "very specific " case of akapai, whose modus operandi and motivation is not akin to a common pirate, can agree that it's time for a srp request on that.
If it's not affordable at the moment, hey, it's like a capship. Just trade somewhere else ( incidentally becoming another target for real pirates ) and build up the funds for you rp (request ).

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Offline Pancakes
01-10-2015, 03:43 PM, (This post was last modified: 01-10-2015, 03:45 PM by Pancakes.)
#103
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(01-10-2015, 02:57 PM)Toris James Gray Wrote:
(01-10-2015, 02:52 PM)Shinju Wrote: I just pointed out like 90% of Pirate ID'ed ships follows "2M or dai" ... You can rarely see a Pirate who cares for RP. Otherwise there's nothing to pirate, since PREMIUM SCRAP is the best way how to make money and Junkers/Zoners.
Then allow players to use Terrorist ID I have proposed. I'm fine with rephacked and nerfed ID that can't use any other but civilian and generic stuff.
Pirate ID was chosen only because it was the only generic ID to harass certain targets (and only logical choice provided by the style of the roleplay), I didn't care about the money. There's barely anyone who can 1) operate in Taus, 2) operate in Kusari, 3) harass Hogosha and Corse, and KNF and GRN as secondary targets. As I said, only possible ID which allows that are Junkers, but it would be VERY frowned upon.
Why would that be frowned upon? Junkers have a turf war with the UC and the Hogosha, going out to kill them makes perfect sense as a Junker. And if you happened upon a GRN or KNF ship as a Junker, most likely you'll be engaged anyway.

EDIT: Also, if you aren't willing to risk 250 millions in fear it'd be rejected, it says something about how much you believe it can be accepted. When I filled SRP, it was only after I was 100% certain it'd pass admin vote.
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Offline GamerGirl
01-10-2015, 03:58 PM,
#104
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Posts: 121
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I have myself never played with pirate id, but I know how good the transports are and how close range the bases to dock usually are. The most far is usual 15 to 20k, if you have a ship with a capital armour it is almost impossible for a pirate to destroy you. I myself if i get pirated try to get someone to help me and destroy the pirate. I think a lot more people do the same. This making it for a pirate hard to do a successfully piracy. But on the other point of view, we lawful can treat them as targets because house laws. Is this not a point of abuse too? I myself would like to see more pirates around, maybe a change of behaviour from the side of the traders would be better too. If we stop trying to get forces to gank the pirates they will give us more time to interact. I can imagine they behave more like terrorists, because they fear the longer time that passes the more forces might be incoming to disrupt their attempt. The 2 millions or die, is a reflection of our own behaviour on transports. Pirates should be quick and make themselves into safety. Something I never complained about.
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Offline Jack_Henderson
01-10-2015, 03:59 PM,
#105
Independent Miners Guild
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The ID change makes sense.
Let's see what it does.

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Offline WesternPeregrine
01-10-2015, 04:11 PM,
#106
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(01-10-2015, 02:57 PM)Toris James Gray Wrote:
(01-10-2015, 02:52 PM)Shinju Wrote: I just pointed out like 90% of Pirate ID'ed ships follows "2M or dai" ... You can rarely see a Pirate who cares for RP. Otherwise there's nothing to pirate, since PREMIUM SCRAP is the best way how to make money and Junkers/Zoners.

Then allow players to use Terrorist ID I have proposed. I'm fine with rephacked and nerfed ID that can't use any other but civilian and generic stuff.

Pirate ID was chosen only because it was the only generic ID to harass certain targets (and only logical choice provided by the style of the roleplay), I didn't care about the money. There's barely anyone who can 1) operate in Taus, 2) operate in Kusari, 3) harass Hogosha and Corse, and KNF and GRN as secondary targets. As I said, only possible ID which allows that are Junkers, but it would be VERY frowned upon.

Also, I have seen people roleplaying Junkers of Kusarian origin, in Liberty. The only thing that it would change now is that you become a veritable outcast from Kusari society, which from your intentions is what you wanted as a end result.

Alternatively, you could strap a Blood Dragon Id, pirate GRN and Corse in the Taus, and freely attack any KNF and Hogosha in Kusari and sigmas.

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Offline Thyrzul
01-10-2015, 04:13 PM,
#107
The Council
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Several pages happened since my last visit of this thread and I haven't seen any explaination from the Admins on the loopholes Veygaar found, yet, or on why such things weren't thought of.

On an other note, switch to non-generic ID, file an SRP, or just simply use the Pirate ID for what it is supposed to exist, piracy, seem to be viable solutions to me.

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Offline Fluffyball
01-10-2015, 04:21 PM, (This post was last modified: 01-10-2015, 04:30 PM by Fluffyball.)
#108
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(01-10-2015, 04:11 PM)WPeregrine Wrote:
(01-10-2015, 02:57 PM)Toris James Gray Wrote:
(01-10-2015, 02:52 PM)Shinju Wrote: I just pointed out like 90% of Pirate ID'ed ships follows "2M or dai" ... You can rarely see a Pirate who cares for RP. Otherwise there's nothing to pirate, since PREMIUM SCRAP is the best way how to make money and Junkers/Zoners.

Then allow players to use Terrorist ID I have proposed. I'm fine with rephacked and nerfed ID that can't use any other but civilian and generic stuff.

Pirate ID was chosen only because it was the only generic ID to harass certain targets (and only logical choice provided by the style of the roleplay), I didn't care about the money. There's barely anyone who can 1) operate in Taus, 2) operate in Kusari, 3) harass Hogosha and Corse, and KNF and GRN as secondary targets. As I said, only possible ID which allows that are Junkers, but it would be VERY frowned upon.

Also, I have seen people roleplaying Junkers of Kusarian origin, in Liberty. The only thing that it would change now is that you become a veritable outcast from Kusari society, which from your intentions is what you wanted as a end result.

Alternatively, you could strap a Blood Dragon Id, pirate GRN and Corse in the Taus, and freely attack any KNF and Hogosha in Kusari and sigmas.

Blood Dragons can't pirate in all Tau systems, that's the problem. Also, I can't cooperate with Argo on Blood Dragon ID, because our IDs do not match. If I had Blood Dragon ID and I cooperated with Argo, I would be breaking my own ID ruleset, as I can't be hired by SpecOps ID.

Pancakes Wrote:Why would that be frowned upon? Junkers have a turf war with the UC and the Hogosha, going out to kill them makes perfect sense as a Junker. And if you happened upon a GRN or KNF ship as a Junker, most likely you'll be engaged anyway.

Character is not a Junker. He's a full-blood Kusarian who wants to punish traitors to the real Kusari. And if I were using Junker ID, I think it would be VERY ooRP as it doesn't even make sense for roleplay. Also, Hidetaka is affiliated with no one. He works for his own cause, being factually only allied with Dragons and Argo because of the common goals. He doesn't really care if Kusari will become Imperial, Shogunate or Matriarchy one, as long as it is not influenced by Kingdom of Gallia. He regards KNF as traitors and cowards, because they succumbed.

For me, wielding Junker ID is kinda out of place, because he's supposedly working for himself. He's not a Junker. He may like Junkers, but he is not a Junker. He will be regarded as Junker, while he is not the one.

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Offline The.Comanche
01-10-2015, 04:42 PM, (This post was last modified: 01-10-2015, 04:44 PM by The.Comanche.)
#109
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(01-10-2015, 12:47 AM)nOmnomnOm Wrote: We all know the true reason why pirate ID was nerfed in the first place.
*cough* CGS *cough* LR- *cough* rages

Nah,we stop playing long time ago,it's probably a year now,really can't remember last time
i played as Indian here...same for other guys.

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Offline Binski
01-10-2015, 04:50 PM,
#110
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(01-10-2015, 02:57 AM)Narcotic Wrote:
(01-10-2015, 12:47 AM)Toris James Gray Wrote: Also, Pirate ID wasn't exactly a pirate one. It felt more like a generic unlawful character.

Which it was not supposed to be, and made multiple unlawful factions suffer from it.

Good change. Hopefully it'll "force" people back to house pirate groups, instead of being sirius-wide terrorists. Leave that to the Nomads.

If the roleplay of those factions and current allowances aren't pulling people in, why not add something to them, add to their roleplay, to stimulate numbers, instead of restricting the next best alternative and punishing a majority over a minority. Funny how people come here as an escape from reality and all you get is the same principles applied. This will not cause me to rush out and switch to a Rogue ID. There was and is nothing wrong with independent generic unlawfuls, and the pirate ID was perfect for it. You took the rephack as the bad part of the deal. It feels like a beginner unlawful ID now. useless.

(01-10-2015, 01:34 PM)Nyx Wrote: I still don't see why you can't let them pirate whatever class vessel when in non-house space, if they met a military person in there, well, they can act like they're too far from home, or that the guy should pay to survive -- "space is dangerous"

Junkers ID. Which is why its now ridiculous to even have a Pirate ID. Why would you take the horrible rep to only be able to pirate 3 types of ships, when you can pirate anyone outside house space as a Junker with neutral rep except Gallia/kusari? I LOVE the junkers but they are not lacking for numbers we all know that. I suppose they must want an influx because only a small few are going to switch to a rogue ID to continue harassing the LPI. The rest of us don't matter i guess.

(01-10-2015, 02:13 PM)Haste Wrote:
(01-10-2015, 01:20 PM)Danny-boy Wrote: I fail to see how pirating a House's Police force/Navy (henceforth 'House forces') is an OORP thing to do.

It's not every day that I read about Somali pirates pirating a US navy aircraft carrier in their speedboats.

Think about it that way.

Its still OK for independent unlawfuls to fly bombers though. Real realistic for just anyone, or any rogue faction to get their hands on anti-cap snubs with heavy weapons. But it was the ID that was the problem? So if independent pirates are like the somalis, the Rogues aren't? Who would they be like? The Mafia? Not sure the last time I saw the NY mafia take out any US navy ships or carriers...

-----

Ironically the night before this change I flew my Pirate ID'd correo with another Freelancer against a Hogosha gunboat, My IFF was freelancer. The other guy was bounty hunting so he RP'd his attack and the battle began. I could have just flown in and dropped a line about defending my Freelancer friend and opened fire. Instead I dropped a 10 mil demand. The guy was being bounty hunted, 10 mil to keep another ship off your back is not crazy. Not only that, but it gave him another minute or so before I attacked. Its usually a force of habbit to drop a demand, even though I can defend someone of the same affiliation. He denied the demand and I waited for him to do so. PEOPLE NEED TO GET OUT OF NEW YORK for a while and check things out outside Liberty space for once. Anyways now in those circumstances even less RP is required than giving demands. HOWEVER if somone said '10 mil too much, max it at 5 mil' I'd way sooner accept that than no longer have the ability to engage a Hogosha gunboat or snub on my own as a pirate. Privateering...out the window. I thought it was a cool concept at least, not something people do much on the server.

Another bottom line? Trying to keep 'violent piracy' and 'terrorism' mutually exclusive. Violence is violence. The difference between piracy and terrorism is that one is serving individual interests and can be paid off (hence limiting demand amounts makes more sense) and 'terrorists' use violence regardless as they are past the point of being able to be paid off. But really a Pirate may indeed choose to engage lawfuls. The distinction between these two concepts is only for this video game in an attempt to break it down in more roles than it can handle. I hate to say it but isn't it OP to expect someone to converse with a known enemy before attacking them (rp before engagement)? Of course, the rule is there to save the players some grief. So its not unrealistic for pirates to hit up even the police with demands, when really they would never announce themselves or bother with a demand if they wanted to kill police. So why are we saving one group of players grief over another group when they weren't really breaking rules. A slight touch up on maxing out demands would have solved this, which is why its an obvious push of the Rogue or Hacker ID.

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