(06-14-2015, 03:58 PM)Leppy Wrote: close to a FFA terrorist ID
^this
Unlawfuls, quasi-lawfuls or enemy of Coalition = 90% of Sirius. Leave it as it is... Add just line about protection and bang.
Or that
This Galaxy is vast; its wonders and beauty are almost unfathomable. But the galaxy also hides dark secrets, some of which have lain dormant since the beginning of time itself. There is a danger in secrets, both in seeking and in knowing. Some things are meant to be hidden from view. Some mysteries defy understanding, and sometimes even the things we think we know are untrue. Some secrets should remain untouched.
(06-14-2015, 03:58 PM)Leppy Wrote: close to a FFA terrorist ID
^this
Unlawfuls, quasi-lawfuls or enemy of Coalition = 90% of Sirius. Leave it as it is... Add just line about protection and bang.
Or that
The line allows them to shoot people within the scope of their diplomacy and RP and negates the chance of weird RP-conflicting loopholes to occur. There really isn't a chance for abuse, as there are other IDs which permit aforementioned actions and we haven't seen sanction reports or ID nerfs.
The coalition are hostile to a lot of things. I really don't see what's so bad about being FINALLY allowed to shoot things that can already shoot them.
Either restrict the ZoI of the indie Coalition ID and open it to fight against all Sirius Coalition's never-ending list of enemies or keep the status quo.
Novice groups like the Pirate Reapers or bad groups like GNG would literally jump on the opportunity to use a Sirius-Wide almost-terrorist ID.
COALITION DOESNT ALLOW PIRACY SO WHY THE HELL would the GNG or PR even give a flying damn about it?
Please what the hell is this? It's the Coalition, throu all these years people been saying "well thatd gallia they want revenge on alliancr so they can just kill anything they want" but a frikkin Coalitioner cant EVEN THOUGH BEEING ENEMIES OVER 800 YEARS if not LONGER. The Coalition IS part of vanilla, they re mentioned inside the intro AND even on Hispania Sleeper Ship infocard. What the hell kind of abuse should that be, playing ones Role inside a faction that's supposed to be thr main antagonist from the beginning. You cant just pretend like sol war never happened and restrict this faction so brutaly that its almost completely useless to RP as the Force that has beaten the Alliance hardly and even now they cause revolutions and hurt the Houses from within. Even so, they still have Advanced Tech, which was also superior to thr alliancr back in Sol war.
Quote:COALITION DOESNT ALLOW PIRACY SO WHY THE HELL would the GNG or PR even give a flying damn about it?
These were groups more based around lulzy pewing everyone they could. We don't need more Tutashikas (or however ya spell his name) and his ilk flying around in Coalition IDs.
Whilst I can't connect {PR} doing such as they were made after the ID nerf and from experience are one of the most pvp-phobic pirate factions I have ever seen, a GNG-esque faction could take an ID such as my proposal and possibly abuse it. I still have some confidence that wouldn't happen though.
GNG had limits. What we're all fearing now they could've just done with the Order ID. Groups such as the GNG ID opted for the Pirate ID because it had a lot of tech cells to choose from. Looking at the Coalition tech chart, it's got a lot less useful cells than the Pirate ID has.
I'd say trial my proposal (if possible) for a week and see what happens. If nothing good comes from it and the abuse we fear happens, either nerf it or make it so that the Coalition ID can only engage non-house military/police, unlawfuls and quasi lawfuls outside of house space. I still think it would be dumb for the ID to not be able to fully represent the Coalition RP in game though.
Why are people so "omg it can engage so much" - please, it's going to be a major pain in the backside to bring one of those Coalition snubbies all the way from the Omegas to somewhere with players (not to mention that most players along the way will be at liberty to shoot you too, as they already are), and when you get dented you'll have to travel forever to get repairs (or talk traders into handing over some bots one way or the other). If you must, make some tough rephacks and curb your panic that way.
PVP-wise it just offers a fun PVP "hardcore mode", a niche the old Pirate ID used to fill - a type of gameplay that is more challenging than the usual "pew-run to base-restock-pew etc." Roleplay/atmosphere-wise it adds a little more color with new baddies with their own motives around.
If people were so hellbent on killing everything, they'd just have 1 Sair ship and 1 Outcast ship. I really, really don't get why people are so apprehensive over letters on a particular ID.
I don't get the "protect the traders" thought at all, it defies all logic and knowledge we have of the ideology that governs the faction in question, an ideology that sets them apart from other factions. Moreover, for those of you that watched the intro to this game we are playing, the Coalition weren't exactly the friendliest bunch - if Gallia can harbor 800 years of animosity towards Sirius because something, then imagine the level of "disagreement" between the Coalition and everyone else. Just pointing out the obvious here, I think people are forgetting when their characters are sipping tea with a regime that nearly destroyed all of humanity.
People really still need to clarify the trader bit, it's nonsensical - I of course wholeheartedly agree that any trader (or any other player for that matter) independent of faction should be spared or even aided if that person is inclined to cooperate. Any friend of the revolution should be spared without exception. (I can't believe I have to point this out, but I am fairly sure that I do.)
If the trader is the usual "lel go away I am power trading to get a Liberty dreadnought", I cannot see why they shouldn't be put down by the Coalition, because in-rp they are sort of right: A fraction of every credit a happy-go-lucky trader generates for his corporation goes into building hostile warships.
But... hugs will change that? How?
At least make a "make them drop their cargo" line for hostile transports on the ID, if flat-out kill rights seem excessive for some reason.
As someone else pointed out in this thread, a lot of folks seem obsessed with finding ways to abuse ID's. Why though? I mean, any and all ID can be abused if you really want to, just like a lot of the mechanics in the game - should that prevent us from ever having something nice? I think you can safely assume that the ID will not be abused and that few will use it to cause a stir, since the indie ID doesn't field caps and is a hassle to use - even in the proposed form - compared to a wide host of other ID's.
I'd love it if Disco could sometimes take a pragmatic approach (ye, I know this ain't happening). If the fear is that whatever story the official faction built will be destroyed by the oh-so-not-caring-about-rp indies with a proper ID; what about an expanded write-up?
That is, the political/economic arm of the revolution have their objectives and ways to achieve them, but at the same time there is a host of powerful officers with their own, and possibly more aggressive, goals. Historically that's often been the case in totalitarian regimes with strong armies, it's been the cause of internal friction (no, I am not saying pews / civil war) without nullifying the combined efforts against the enemy, and it could be an interesting narrative focus that could spawn a bunch of different stories and in-game encounters. There'd be room for a wider gallery of characters with relevance and so on (within the political arm as well as among the officers there could be hardliners and more moderate key characters); the way I see it it could add some depth as well as more freedom for players.