Freelancer Server 2007

Calling all patrons of space sims, rpgs, lasers, Rumfish, and time killing! Have you ever heard of Freelancer? It's an awesome little space sim with a single player campaign along with MMORPG and modding capabilities. You may have played it or you may not but the point is, you're about to get hooked!

Introduction
The game is fairly simple as well as not very demanding in system resources or bandwidth. Most of the action, including interaction with other players takes place in space as you take interstellar flight in your own space ship. The known universe is huge, consisting of over 50 solar systems; each complete with planets, moons, stations, and civilizations to explore. Take on any role you choose be it that of a pirate, bounty hunter, trader, explorer, or protector. Join the military or join the thugs. Help the frontier or rob the trade lanes; its up to you.

Techimo and Zerm are hosting a custom modded freelancer server (based on the Discovery Mod) which will be open to all interested Rumfishians. Even if you already played, beat, and long since got bored with Freelancer, you still ought to check this out. We will be instigating a new mod which completely changes the style of the game with all new ships, weapons, equipment, commodities, and even star systems. In addition to this, we may even add our own mods to give the game a unique Rumfishian flare. Our goal is to get as many Rumfishians as possible hooked and playing as to create a dynamic environment.

So check out the game. Its available for really cheap or even free if you can track down an image. Its very fun and lends itself well to team play. Keep track of this thread if you are interested since there will likely be more information as we move along. The administrative staff has drawn up the server rules and they are as follows.

Official Rumfish Freelancer Server Rules v2.0
We have tried our best to provide a fair and fun roleplaying environment. Players are asked to understand and adhere to the spirit of the following rules at all times. By logging into the server, you acknowlege that you understand and agree with the rules listed here. If you do not understand a rule, be sure to ask an admin. Ignorance of these rules will not excuse you from the consequences of breaking them.

Server Rules

 * 1) In all situations and disputes, the decision of an Admin is final.
 * 2) Use of F1 to avoid combat situations will not be tolerated.
 * 3) Cheating and / or exploiting bugs is not permitted.
 * 4) Dock-killing is not permitted.
 * 5) The Official Rumfish Server is a PvP Server. There are no PvP exempt areas. All players may engage in PvP combat.
 * 6) The Official Rumfish Server is a Roleplaying Server. There are no Roleplaying exempt areas.  All players are encouraged to engage in Roleplay.
 * 7) All players are expected to act in the spirit of their roleplaying tag. Roleplaying tags used on the server are as follows:
 * 8) [X] :: Pirate
 * 9) [H] :: Hunter
 * 10) [T] :: Trader
 * 11) Under no circumstances will characters be allowed to change their tags.
 * 12) By level 40, all characters must also have a non-freelancer ID mounted on their ship.  At this point, that player is expected to roleplay according to their ID.
 * 13) Guilds may be officially formed under the guidelines listed in the Guild Rules section.
 * 14) No character is allowed to receive a gift or loan that exceeds that character’s net worth.
 * 15) Transfer of funds between characters under the same account ID without in character reasoning is strongly discouraged.

Pirate Code of Conduct

 * 1) To be identified as a pirate, players must place the [X] tag at both ends of their character name.  Ex: [X]Player_Character[X]
 * 2) Pirates are expected to fly only base vessels or gunboats.  Base vessels include all types of fighters and freighters but exclude all transports and capitol ships.
 * 3) Pirates can(1) tax any player on the server. Taxing is the extortion of money or goods under the threat of attack. Victims are not obliged to pay tax, but must not use F1 to avoid the resulting combat.
 * 4) The maximum tax on fighters and small freighters (hold capacity below 500) is $500,000. There is no maximum tax on larger vessels.
 * 5) A Pirate is obligated not to attack a character who has already paid their tax for at least 24 hours.
 * 6) Pirates may only transport loot, contraband, or supplies to or from a pirate base.
 * 7) Pirates may be hired as escorts or mercenaries.
 * (1) Pirates are not obligated to give warning or provide a tax option before opening fire.

Hunter Code of Conduct

 * 1) To be identified as a hunter, players must place the [H] tag at both ends of their character name.  Ex: [H]Player_Character[H]
 * 2) Hunters are expected to fly light combat vessels only.  Light combat vessels include any kind of light or heavy fighter, bomber, and gunboat.
 * 3) Hunters can(1) fine any player who is a pirate or smuggler. Fining is the extortion of money or goods under the threat of attack. Victims are not obliged to pay the fine, but must not use F1 to avoid doing so.
 * 4) The maximum fine on fighters and small freighters (hold capacity below 500) is $500,000. There is no maximum fine on larger vessels.
 * 5) A Hunter is obligated not to attack a character who has already paid their fine for at least 24 hours baring acts of piracy and smuggling.
 * 6) Hunters must at all times protect legal traders being attacked whenever spotted.  Hunters may only avoid this obligation if it is clear they can do nothing to stop the attack.  If it can be proven that a Hunter failed to uphold this duty, that Hunter might be fined.
 * 7) Any Hunter who must destroy a vessel carrying contraband is obligated to destroy the contraband cargo.
 * 8) Hunters may be hired as escorts or mercenaries.
 * 9) Hunters may not smuggle, or escort smugglers.
 * (1) Hunters are not obligated to give warning or provide a fine option before opening fire.

Trader Code of Conduct

 * 1) To be identified as a trader, players must place the [T] tag at both ends of their character name.  Ex: [T]Player_Character[T]
 * 2) Traders may not engage in combat except in self defense.
 * 3) Traders are expected to fly trade vessels only.  Trade vessels include Freighters, Transports, Mining Ships, Repair Ships, and Trains.
 * 4) If protection is required, Traders may hire Hunters or Pirates as escorts.  Though, Hunters must not escort a smuggler.

Fleet Admiral Code of Conduct

 * 1) Fleet Admiral is a title which must be earned through participation in a guild.  The Fleet Admiral tag may only be applied by an Admin.  See the Guild Rules for more information.
 * 2) Players will be identified as Fleet Admirals by having the [FA] tag at both ends of their character name.  Ex: [FA]Commander_McWoopass[FA]
 * 3) Fleet Admirals are expected to fly the vessel they have been appointed to.
 * 4) Fleet Admirals will at all times obey the commands and ideology of their guild.
 * 5) A Fleet Admiral may Tax or Fine as described in the Hunter and Pirate Code of Conduct dependent on their guild charter.
 * 6) Fleet Admirals may not engage in trade.
 * 7) A Fleet Admiral can perform escort services and may hire escorts dependent on their guild charter.

Guild Rules

 * 1) For registration, a guild must have at least three active members with separate account IDs.
 * 2) There will be a registration fee of $100,000,000 to be paid to an Admin upon the formation of a guild.
 * 3) A prospective guild must submit a guild charter which must include at least the following information:
 * 4) Name of guild.
 * 5) Purpose and function of guild including a list of guild activities.
 * 6) Basic outline of guild structure including rank system.
 * 7) Name of a representative who will act as ambassador and contact to other guilds and the administration.
 * 8) All members of a guild shall adhere to the regulations listed in their guild’s charter.
 * 9) The member list and guild charter of any guild must be publicly available to anyone upon request.
 * 10) Guilds will be given the exclusive right to transfer money freely between its members.
 * 11) Guilds will be allowed to control capitol ships based on a point system described below.  It is strongly encouraged that all capitol ships be purchased from the guild’s allied factions applicable.
 * 12) Guild leadership may delegate which of its members will be allowed to use the guild's capitol points and what ship they are to purchase.
 * 13) Members of a guild who choose to fly capitol ships (excluding gunboats) will be required to change to the [FA] Fleet Admiral tags.  This change will be applied to guild member’s names as a free service by the Admins.  A Fleet Admiral is required to adhere to the Fleet Admiral Code of Conduct.  This is the only situation in which a player's tags can be legally changed.
 * 14) Guilds may make a guild tag which will be applied to guild member’s names as a free service by the Admins.
 * 15) At anytime, the leadership of a guild can reassign a members rank, strip their rank including appointance to Fleet Admiral, or kick a member from the guild.

Guild Capitol Points
A guild is considered to have 1 Capitol Point per seperate account ID between its members. These points dictate how many capitol ships may be controlled between its members. The guild leadership has the exclusive right to dictate how Capitol points are to be allocated. This includes the class composition of the fleet, which players will use the ships, and exactly which ship is to be purchased and how it is to be outfitted. Capitol ships will cost as follows:
 * Cruiser / Destroyer = 1 Capitol Point
 * Frigate = 2 Capitol Points
 * Battleship = 3 Capitol Points

This gaurantees that any legitimate guild should begin with the ability to control at least one Battleship or as many as three Cruiser / Destroyers.

Special Rules

 * 1) Ships classed as “Liners” include the Prison Liner and the Luxury Liner.  Such ships count as transport vessels for the purposes of Trading and gunboats for the purposes of Hunting and Piracy.
 * 2) Name change vouchers are available for purchase throughout Sirius.  You may change your name by purchasing a voucher and contacting an Admin.  Name vouchers may not, however, be used to change a character’s tags.