I've been thinking about this and that it would be not only make things a little more fair to criminal players (yes I am one) but would also make roleplay alot more interesting.
My thought was that criminal factions would have two ID's the main ID, and the smuggler ID, which would let you become unfriendly (not hostile) with corporations and police forces, for example, currently outcast players may join the outcasts but may not roleplay a smuggler for their faction beacuse they are enemies with police and corporations.
Or criminals that are active only in one area (such as the unioners) could safely smuggler and trade in systems that are not allied with the house there (like Kusari space) . It might also reduce the pirate raidings if they can become independant.
Suggested ID restrictions:
May not raid,
Cannot engage police or corporations unless attacked first,
Can use: Fighters, Freighters, and Transports
Cannot engage other pirates unless they are hostile, or threaten/attack
(01-27-2013, 08:57 PM)Tunicle Wrote: A Smuggler ID was subsumed into the Freelancer ID for 4.86, not sure there is a chance of it coming back.
I just started not so long ago so please pardon my lack of past events.
However, I did check most ID's figuring that this was an oversight, but this does put it into a new context, thanks.
finally realized that
Criminal=Full blown criminal in war against police and corperations
Freelancer= Can work for anyone, including criminals but not necessarily in their wars and political system.