' Wrote:whats wrong with a pirate transport who runs to a base, then goes after the cop has gone to go to another pirating spot in that system? If you couldn't stop the pirate before,, try to get a LF with you next time.
This was our stance on the matter. For both enforcement and clarity, it is, for one thing easier to lump all transports together in the exemption.
For a second, in the case of traders of the lawful variety, you have a win condition now, as Del pointed out. For pirates and ne'er-do-wells, you have a way to get back out there in the inferno if you're mad enough to choose to.
Regarding the latter, it is in our opinion that returning to the same spot you were at before is lunacy, and that making it from your favorite trade lane/hunting ground back to home base is likely to be fairly difficult in an unlawful transport anyhow - most encounters would more likely end in death than dock. If you make it back to the pirate's den, though, good on you. You can suit back up and have another go. Gameplay difficulty will impose the restrictions for us more than limiting IDs would, so we'll leave it simple. Simple is elegant.
For those of you asking about ship classes, before you post, I direct you to rule 6.8:
Quote:6.8 For purposes of the server rules, the following ship classes are defined:
a) All light fighters, heavy fighters, very heavy fighters, super heavy fighters, and bombers are considered fighters;
b) Trader ships with cargo hold less than 650 units are considered freighters;
c) Trader ships with cargo hold more than 650 units are considered transports; Liners and yachts are transports.
e) Gunboats, cruisers (including destroyers and battlecruisers), battleships (including dreadnoughts and juggernauts) are considered capital ships.