Freelancers and mercenaries are the same thing. Both of them work for money. In vanilla all that Trent do is work for money, except in the last missions against the nomads. But fact is: no freelancer pilots gunboats, cruisers and battleships. Trent dont pilot these ships in the game. Walker pilot a liberty cruiser, because Walker is from the Order.
So, what I propose about that is: remove entirely the mercenary ID, and raise the freelancer ID to level 50 so that a freelancer can enjoy a very heavy fighter if he wants. But after that, he will have to join a faction, because gunboats, cruisers and battleships are not sold to anyone like you sell goods in a market.
' Wrote:Freelancers and mercenaries are the same thing. No, freelancers and mercenaries are NOT the same thing. Freelancers are independant, and mercenaries usually aren't. Both of them work for money. Yes, but again, mercenaries are usually in factions In vanilla all that Trent do is work for money, except in the last missions against the nomads. But fact is: no freelancer pilots gunboats, cruisers and battleships. No, FREELANCERS don't, but MERCENARIES are generally in a group, and thus would have the same kinds of fund as a big orginization, and diplomats and everything. They would be able to, with some negotiation, procure capital ships. Bribes are everything in that regard. Trent dont pilot these ships in the game. Walker pilot a liberty cruiser, because Walker is from the Order. Well, no, Walker was in the Navy, and then changed to the Order, and his crew and cruisers came with him.
So, what I propose about that is: remove entirely the mercenary ID, WHAT?! What about mercenaries, people who work in a group for the hgiest bidder? and raise the freelancer ID to level 50 so that a freelancer can enjoy a very heavy fighter if he wants. Acually, you'd only need to prohibit anything above VHF, and then could make it all levels... but that's not the point of removing it, the point was that people were using it so they could do everything... I mean, would the same person both pirate traders and escort them? But after that, he will have to join a faction, because gunboats, cruisers and battleships are not sold to anyone like you sell goods in a market. Yes... but mercenaries would be able to procure them... bribes work wonders among high officials...
Lets see real life examples: do you see a individual mercenary commanding a navy battleship? No, he need to join some faction. Wow, people look to RL mercs for examples for disco a lot... mercs on this mod are loosly based around that, but that's LOOSLY, and like I said before, MERCENARIES ARE USUALLY IN A GROUP... if freelancers were based on RL freelancers, then half the characters on this server would be writing books etc! For this we have the bounty hunters guild, They're BOUNTY HUNTERS, not MERCENARIES! Mercenaries can be either lawful or unlawful, while bounty hunters are lawful. Mercenaries work at any job, while bounty hunters take bounties... imagine that, a BOUNTY hunter taking bounties only... and other mercenary factions can be created too if someone dont like the BHG. How are we going to create our own merc faction without a merc ID?! The BHG have its own cruisers too, and they have patrols everywhere to help bringing some assistance. What does whether or not there's plenty of npc assistance have to do with a player ID?
All in all, I think I've found more than a couple reasons that that last idea should be utterly refuted... no offence meant F_wolf, but imo, that wouldn't solve a thing, only create more problems.
Thanks... it's good to be getting some support, been trying to get it neutral but limited.... accully, Virus's latest idea wasn't too bad imo
Quote:QUOTE(Dab @ Mar 14 2007, 05:14 PM)
The already existing factions rules would fall into this category. You get shot at, you can shoot back. Period. The Mercenary faction has the right (and obligation) to declare war. If it was a single player, a similar thing would happen, except it would not be a war, it would be perfectly acceptable RP revenge.
Dab @ Mar 14 2007, 06:50 PM Wrote:We don't go out and being lawfuls. We don't police or kill pirates. We are neutral to everyone unless provoked Very rarely will you see us declare war before getting shot ourselves first, except for RP reasons.
Right here. I've removed the irrelevant portions. This is the mercenary ID I am proposing, almost exactly.
No fighting with RP reasons (i.e. mucho dinero) or being shot at, which would then be self-defense/revenge. Mercenaries should not shoot ANYONE without reason. A reason could even be, if a fight has already started, "I bet they'll pay me." or, in a private message, "I could help you win, for a small fee of, say, X credits.."
that looks perfect to me.. don't know about the rest of you, but looks great to me, except the"if a fight has already started, "I bet they'll pay me."", that could be used to just join in any and all fights...
Besides that, mercenaries don't (and shouldn't) make alliances. They aren't going to start a war, they only thing they do is fight for other people.
weeelll.... not nessesarily. For example, you can't be perfectly neutral without admin faction editing, you have to be hostile to at least one npc faction... and if that faction has a PC faction affiliated with them, that PC faction may go to war with you.
No policing. No pirating. Of course, black mail is always on the menu. Such as, "I see you have a load of contraband, there. You will pay X credits or I'll report you to the authorities." or the mercenary could go to the authorities first and say, "I've found a smuggler. I'm following him. You pay me or I let him get away."
Only thing is, its really, really hard to say that without going hugely into depth or people like Dab over analyzing it.
great points there Virus, with the exception of those I pointed out... just noticed that post, but I think this is just what a mercenary should be like.
' Wrote:How are we going to create our own merc faction without a merc ID?!
Obviously it will have its own ID. But the point here is that theres no mercenary base, so it cant be considered a faction. Its because of that that I said that mercenaries are the same as freelancers. They have the same effects, except that one can get battleships and the other not because of the level limit. So the case was to create new factions, with their own npcs, bases and IDs, and assign them to mercenary clans.
No, we don't make NPC factions for player factions in this mod. What Merc factions would do is either not be affiliated with a faction, or have Merc ID and an NPC faction's tag.
Its not like we make coalition NPC factions for coalition PC factions. We aren't going to make 'mercenary' NPC factions for the PC factions.
' Wrote:But the point here is that theres no mercenary base, so it cant be considered a faction.
You know F_wolf... it's not considered a npc faction, the Merc ID would be generic and non-npc-affiliated...
And if you're saying that PC factions w/o bases can't be considered factions, that is probably the most rediculous thing I have ever heard regarding Freelancer. If that were true, only one or two PC factions would exist.
' Wrote:So the case was to create new factions, with their own npcs, bases and IDs, and assign them to mercenary clans.
What Dab said, and I'll also add that the reasons: a) that would be WWAAAAYY too much work on Igiss's part and b) there's other servers for this mod too, you know...
Quote:weeelll.... not nessesarily. For example, you can't be perfectly neutral without admin faction editing, you have to be hostile to at least one npc faction... and if that faction has a PC faction affiliated with them, that PC faction may go to war with you.
That is not true. I've seen it done, and its done rather easily, too. Even doing it without having an NPC tag is rather easy. Even if you are not perfectly neutral, you are usually neutral enough to not have to worry about firing back at any NPC that decides to fire at you, which would give the PC factions no real reason to shoot at you. Unless they were terrorists or pirates and were trying to pirate you.