So this is actually something I would like to know because I feel it is being thrown around but when asked what it means I get a very vague answer.
We know freelancer Id miner id pirate id are generic.
from what I understand is that these IDs are very open to interpretation of what they allow the character to be. There are little rep hacks, little tech nerfs and no real identity. You could say they do not have a clear zoi too but there are non generic factions that break this clear separation... So that falls out the window.
What erks me though , and why I need it, is because for AFC this definition does not fall under what the faction is. We got a clear direction, we got hacks, we got nerfs, etc. We even have a new line in our ID now.
And yet, we are still labeled as generic for some reason.
I have already written a good portion ... Like an essay... To the admin team about this linked to another thing. Basically though the point is we never intended to be generic , though it is quite hard to pass the barrier especially through a community so little informed.
A defined statement on generic id/faction would be a great place to start.
I can reply (and join up) your question as a normal user:
Freelancer ID is a generic ID which falls into such category due to the fact they are not represented as a normal unified faction. The status is shared with Miner ID and Pirate ID (with former suffering to the unnecessairy rephacks, since not only lawfuls would make use of unaligned miners - it's a generic ID after all).
AFC ID is no longer a generic ID since it became an official faction, might be mislabeled though in ID's infocard, since it is already a custom faction ID YET AFC does NOT represent Freelancer, because Freelancers cannot be represented due to their... well... lack of unity and single political body. I think it is to be treated like SRP ID in such a case.
Pretty much what Toris said, except I say Zoners aren't semi-generic, they are generic as well, and should be and should have been treated as such. I also dare say Junkers are somewhat semi-generic, while they have a bit more defined agenda, they are still sirius-wide, though it's also true that while they have their bases spread wide, distribution of those is not equal either.
I don't know about the tech nerf's so much, I had an Uruz (freighter, 4200) and as soon as I launched, I got the message 'incompatible technology, power reduced to 10% (!!!!!)' and this was with a shield bought from the same place that I bought it, even if it was the heaviest one available, stock civilian turrets, the engine that came with it and so on.
I went back and dismounted my armor upgrade, it wasn't that, so the only thing I can think of is that was my ID..... which for that character is 'Freelancer'.
I don't have that URUZ any more, even tho it looked like it was going to be a blast to fly, simply because with the massive power drop, even keeping the shield charged was causing the power to fall away and forget about any sort of sustained fire......
Edit: looked at the tech chart and noticed that the only ship types that a Freelancer ID won't get some sort of tech nerf on are;
Any other ships owned/made by non-civilian companies come with an instant penalty for a Freelancer ID, which is where the URUZ comes in, the tech chart says FL ID can't have it, being a 'heavy' class Rheinland Civilian ship, this also goes for several other classes of 'heavy' Civilian ship.
I think that any faction without an NPC representation (excluding freelancer NPCs) should be counted as a generic faction. To me, generic IDs are just a way of saying "I'm a specialized civilian"
(03-31-2016, 09:12 AM)Toris Wrote: Junkers aren't really a single faction... well, they are, but they are more like a big family protecting each other, having no actual nationality. While heavily loosely affiliated, they stay strong - no matter from where are you were from originally.
There's quite a few factions out there like this. Rogues, Brigands, Outcasts/Corsairs to an extent. Can't really use that as an argument for a faction being generic
(03-31-2016, 09:26 AM)Mickk Wrote: I don't know about the tech nerf's so much, I had an Uruz (freighter, 4200) and as soon as I launched, I got the message 'incompatible technology, power reduced to 10% (!!!!!)' and this was with a shield bought from the same place that I bought it, even if it was the heaviest one available, stock civilian turrets, the engine that came with it and so on.
I went back and dismounted my armor upgrade, it wasn't that, so the only thing I can think of is that was my ID..... which for that character is 'Freelancer'.
I don't have that URUZ any more, even tho it looked like it was going to be a blast to fly, simply because with the massive power drop, even keeping the shield charged was putting was causing the power to fall away and forget about any sort of sustained fire......
The Uruz has too large of a cargo hold to be used on a Freelancer ID, so the admins probably put a technerf on it to prevent people from breaking the rules
(03-31-2016, 09:39 AM)Toris Wrote: @Mickk Flying transports above 3600 with Freelancer ID is against rules; You need corporate ID (like Kruger or Daumann) to fly Uruz.
Been a while since I checked that, better make sure I don't have any other transports on the wrong ID, it'd be a bummer if I was reported for a silly mistake.
I don't have the URUZ anymore anyway, the tech nerf involved was hideous.
Rule wise, Junkers and Zoners are not generic. That's pretty obvious. AFC is not generic faction due to official status as it is. Ignore the morons that look down upon you.
Generic means by terms, that you are free to modulate it RP and lore-wise, to whatever you want. Means it won't be generic anymore, when you define your RP, lore,...
(03-31-2016, 10:02 AM)Snak3 Wrote: Rule wise, Junkers and Zoners are not generic. That's pretty obvious.
Rulewise, they aren't generic that's correct. I pointed out that Zoners act like semi-generic faction, due to the fact Zoners are not one faction but bunch of unaffiliated Freeports and their inhabitants, having separate local pseudo-government bodies. That is what I originally meant in OP. That's why I used term 'semi-generic', not 'generic'.
Rule section here. Leave your nonsense for general discussions, so that new players don't get wrong ideas from your subjective and groundless opinion. Last time I heard, you were wrongly informed by Angels. So it would be wise to not repeat their mistakes.
(03-31-2016, 10:02 AM)Snak3 Wrote: Rule wise, Junkers and Zoners are not generic. That's pretty obvious. AFC is not generic faction due to official status as it is. Ignore the morons that look down upon you.
Can you show me the thread in this Rules section listing IDs based on which one is generic and which one isn't? Of course without insulting anyone, please.