The IDs in my opinion are just OORP objects which allow players to tell who and what a player is, using game mechanics.
A smuggler ID could represent a player with faulty IFF and trading records, but they shouldn't necessarily be attacked or persecuted by lawful authorities unless caught.
With a trader id, there is a chance you'll get sanctioned if you try hauling something "Special"
With a Smuggie ID, this possibility vanishes, but you may encounter a police fella, who will want to blast you (Or just expel) the moment he sees the ID.
Quote:With a trader id, there is a chance you'll get sanctioned if you try hauling something "Special"
To my knowledge, no player with a Trader ID has ever been sanctioned for carrying contraband commodities. I personally do not see the point of the Smuggler ID and I would remove it if people weren't going to get so upset over it (even though I fail to see its use or purpose).
An ID is just something that states what you are in an OORP fashion. Somebody could have a Navy tag and ship, but a Merc ID (like happens ever so often). So it says, "Hey, I'm a Merc who bought a surplus Defender! Yatai!" Whereas a Navy ID would be, "OHAI! I R TEH NAVIZ!!!1!!11!!ONEONE!!1!1!! Shoot meh teh pirtz! *pew pew!*"
-Edit- And the Trader ID prevents the hauling of illegal goods. So umm... More to the point. *cough*
' Wrote:The smuggler ID should be treated similarly to the Trader ID by lawfuls, but much more favourably by the unlawfuls. It represents unlawful contacts.
How did you know what i was going to type?... Adamantine has said it best to my understanding of how the smuggler ID works.