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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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Slaver ID clarification

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Slaver ID clarification
Offline n00bl3t
08-24-2009, 11:47 AM,
#11
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' Wrote:Well a slaver isnt going to broadcast the fact they are slavers. Unless they are carrying slaves there is no way in RP you would know. As for the outcast debate, their IFF should be enough and you just tell them to move on unless they are doing something illegal.

Since, the rules state attacks are meant to be based upon ID, not IFF, if they are carrying a Slaver ID I think it is fair to say they are broadcasting the fact.

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Anything I say is not intended as offensive, and to try and deliberately misinterpret it as such would be an attempt at trolling via misrepresentation.

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Offline Wuselkobold
08-24-2009, 12:00 PM,
#12
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The fact alone that a Slaver cannot dock at any lawful based is enough to say that he is recognizable as a slaver.
Server rules say that the ID takes precendence over IFF in regards of the identification of another Player.
I was flying around in a BH-IFFed merc for some time and many people didn't even made the efford to scan me and just said 'Hunta! Dai!' And this is simply wrong. A Player/Char is, what his ID says he is and nothing else.
If you pass us in a Pirate Train full of cardie and you have a Smuggler ID, we won't bother you. Same goes for Freelancers or indie traders.
Slavers are the ZAS mortal enemies and you say we can't take action against them? Read our post in the Diplo-board again, its all in there.

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Offline Cyberanson
08-24-2009, 12:20 PM,
#13
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' Wrote:Server rules say that the ID takes precendence over IFF in regards of the identification of another Player.
I will give you an example of how we handle that in Rheinland: If we encounter some lone transport ship without cargo, even in Hamburg (embargo zone), we try to RP with this player. If we recognize that he uses a Slaver ID... meh. As long as he leaves without complaints or even stays without breaking the law... why not?

I am sick of this: You have a Smuggler ID, you are evil!

Try to RP it out. THat's the advantage of generic IDs. The behaviour is essential for a player.

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Offline Wuselkobold
08-24-2009, 12:28 PM, (This post was last modified: 08-24-2009, 12:29 PM by Wuselkobold.)
#14
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' Wrote:I will give you an example of how we handle that in Rheinland: If we encounter some lone transport ship without cargo, even in Hamburg (embargo zone), we try to RP with this player. If we recognize that he uses a Slaver ID... meh. As long as he leaves without complaints or even stays without breaking the law... why not?

I am sick of this: You have a Smuggler ID, you are evil!

Try to RP it out. THat's the advantage of generic IDs. The behaviour is essential for a player.

Sure, everything can be RPed. But if you sit on the usual Slaver routes and you stop a Slaver IDed ship full of cardie it is quiet obvious what he is earning his money with.
Another problem are these who just say something like 'lol' or don't say anything at all.
As i said above, if a smuggler hasn't Slaves in his hold, he hasn't anything to fear (if we didn't caught him with Slaves before, and even then he isn't a high priority target)
I'm all for RP things out, but sadly, most of the time we get ignored or laughed at when we try this.

For the OP: When a Slaver IDed ship has a 5k hold full of organs, what do you think, we think you've got the stuff from? Begging for it in front of Manhattan? :crazy:

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Offline Cyberanson
08-24-2009, 12:30 PM,
#15
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Yeah, you are right. And as far as I can see you appreciate our method, too. If someone does not RP with you at all, you still have the chance to blast his frickin' ship up.;)

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Offline Cosmos
08-24-2009, 01:04 PM,
#16
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' Wrote:It might be a risk, though, because we of the Slaver's Union are trying to nix that part of the ID. The friendly with zoners part. Because we don't need them.


You're not the only slavers in sirius.

:<

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08-24-2009, 01:58 PM,
#17
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' Wrote:Sure, everything can be RPed. But if you sit on the usual Slaver routes and you stop a Slaver IDed ship full of cardie it is quiet obvious what he is earning his money with.
Another problem are these who just say something like 'lol' or don't say anything at all.
As i said above, if a smuggler hasn't Slaves in his hold, he hasn't anything to fear (if we didn't caught him with Slaves before, and even then he isn't a high priority target)
I'm all for RP things out, but sadly, most of the time we get ignored or laughed at when we try this.

For the OP: When a Slaver IDed ship has a 5k hold full of organs, what do you think, we think you've got the stuff from? Begging for it in front of Manhattan? :crazy:

It is metagaming. An LPI can't shoot someone with a smuggler ID who has no contraband, therefore the ZAS can't shoot someone with a slaver ID that has no slaves.

To the OP: Yes you can. Should you? No, it isn't inRP.
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Offline Wuselkobold
08-24-2009, 02:26 PM, (This post was last modified: 08-24-2009, 02:28 PM by Wuselkobold.)
#18
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' Wrote:It is metagaming. An LPI can't shoot someone with a smuggler ID who has no contraband, therefore the ZAS can't shoot someone with a slaver ID that has no slaves.

To the OP: Yes you can. Should you? No, it isn't inRP.

Quote:■Can only land on unlawful bases, Zoner, Neutral, IMG, and Freelancer bases, and bases where slaves are bought/sold for more than 600 credits or where human organs are bought/sold for more than 1800 credits
Isn't that recognizable enough? If it wasn't, Slavers could dock everywhere.
In addition to that, the Smuggler ID is defined as Semi-Lawful, while the Slaver ID is an Unlawful ID.

That is the difference between Smuggler and Slaver. The first can go everywhere and stay unpunished as long as he doesn't do something 'bad' but hasn't the benefit of being able to use large transports, the latter allows you to use 5k transports but makes you fair game for lawfuls and Abolitionists.

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Offline dr lameos
08-24-2009, 04:38 PM,
#19
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I thought this might crop up and so have been considering removing that point since it was first written. Your feedback is important, so allow me to clarify.
Quote:permitted to declare hostile and interdict, any Slaver IDentified, or slave carrying, vessels; and any others disclosed in this channel; using whatever means necessary.
Note the words, 'permitted to' and 'whatever means necessary':
If it's not necessary to fire upon a ship or be hostile to a ship, we won't.

The reason I included slaver ID in this point, is to create openings for RP, not a means to close it. Our pilots would have expertise in identifying suspicious vessels - it is after all their sole purpose - and as such may stop and question ('interdict') them. If the RP leads to confirming they are slavers, or hostilities are 'necessary', they are 'permitted'. We've allowed known slavers, that we've caught before, to pass when they aren't carrying slaves to give them the benefit of the doubt that they've changed their ways; we are a humanitarian operation after all.

The intention is to open an RP encounter, and see where it leads. As I say I have been thinking about removing it due to possible misunderstandings as has occurred here. Thoughts?

Apologies for the thread hijack, answer here or via PM if you'd prefer.

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Offline Janus
08-24-2009, 04:57 PM,
#20
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On the stopping slavers just because they have Slaver ID..

There seems to be some difference of opinion on this. NEXUS posted this a few days back in a different thread....

' Wrote:Since there are those keen on ragging on the Slaver ID, I would like to point out that it too is a highly restrictive ID. A player flying that ID can only land on a fraction of the bases in the game. Unlike the smuggler ID, lawfuls are allowed to engage a slaver as though they were pirates and are not required to leave them alone if they are empty or hauling non-contraband (although many of the lawful groups do this anyway).

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