' Wrote:Every ID is a faction ID. The Mercenary ID represents the Mercenary Faction. It isn't as organised or defined as the Bounty Hunter faction, but it is still a faction. I'll just quote the part of my reply to Shryke where I prove the Freelancer ID is a faction ID. It should be obvious that it applies to all IDs, not just Freelancers.
WRONGO my friend. Pirate ID is NOT a faction ID. The entire reason behind the generic ID's is because some people do NOT want to be affiliated with a specific faction. Why don't you login to the game ... go find and read EVERY ID on Discovery ... read them real close ... you might find that they say something quite different. The purpose behind these generic ID's was designed so people don't have to be locked down to one faction.
Mercenary is NOT a faction ID ... there's no such faction ... no NPCs ... no base ... no system ... nothing associated with mercenaries other than an ID ... there's not even a Mercenary IFF. Quit making crap up.
Quote:Now I'll bring in the applicable rules and tie it all together.
Ok. You have to have an ID mounted at all times, 6.1. You have to follow all restrictions of the ID, 6.10 & 6.9. You have to roleplay, 1.1. And the definition of faction dictates that all ID's are faction IDs. Therefore, by the rules, you have to join a faction. You have to roleplay as a member of that faction. Your roleplay of that member must be in keeping with the limits and restrictions of the faction and faction ID.
6.1 ... you gotta follow the restrictions of the ID ... that means you gotta go read the freaking ID bub. Pirate ID states that the bearer of a Pirate ID has chosen NOT to align himself with any faction.
What you're doing is throwing your own limited interpretation to the rules. These rules you've quoted tell you that you've gotta follow the restrictions of the ID itself. The generic ID's specifically state the opposite of what you're saying here.