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Forlorn Hope - Forlorn|- - Printable Version

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Forlorn Hope - Forlorn|- - Forlorn Hope Command - 08-27-2017

[Image: bdPNNCO.gif]
|The Forlorn Hope|

"One man with courage makes a majority"
~Andrew Jackson


The Forlorn Hope is a group of Freelancer pilots who have banded together in an attempt to have a positive effect on the Sirius sector. Offering a wide array of services, the Forlorn Hope are the premier in private security, and each of our pilots is certified in Emergency Response Maneuvers, Advanced Combat Training, Diplomatic Interaction Training, Blind Navigation Courses, Electronic Counter Warfare and Counter Insurgency Operations. The Forlorn Hope can react quickly and effectively anywhere in the Sirius sector, and will make sure the terms of your contract are left satisfied every time.


General Information


  • »» Name: The Forlorn Hope
  • »» Tag: Forlorn|-
  • »» ID: Freelancer
  • »» IFF:Freelancer
  • »» Current Headquarter: Glendalough Orbital, Coronado System.
  • »» Mobile Headquarter: Haven, Bustard-class carrier.

  • »» Jobs:
    • »» Escort Work
    • »» Scouting
    • »» Hauling
    • »» Blockade Running
    • »» Item Procurement or Retrieval
    • »» Military Scale Action
    • »» Counter Insurgent Action
    Additionally, while it is preferable for contracts to be brought to one of the Knight Captains, if a Knight is contacted with a potential contract, they are to present it to the Knight Captains, who will determine if it may be voted on or not. This is to prevent contracts that would harm our reputation or the Forlorn Hope directly.

  • »» Goals:
    • »» To secure an independent base.
    • »» To expand our ranks.
    • »» To create alliances with specific organizations.
    • »» To establish ourselves throughout Sirius.
    • »» //To promote roleplay amongst our members and those that we encounter in the course of our adventures.


History


Ancient Times


The Forlorn Hope gains its name from Earth history. Named after the company of men which would make up the front line of the battles, Forlorn Hope Companies were a means of quick advancement and honor to those who made them up. Despite the high risk of such a position, many soldiers volunteered for the Forlorn Hope in the hopes of proving their bravery and entering their names into history by their deeds.

Today


Honoring the legacy of our name, Forlorn Hope seeks to make the Sirius sector a better place through the use of our skills. In recent events we have proved our capabilities, both in combat and as scouts and escorts, as well as our dedication and commitment as haulers to be relied on. Actively seeking out contracts and extending a diplomatic hand to those with similar ideals to our own, the Forlorn Hope seeks to expand its influence throughout House, Edge, and Borderworld sectors.

Since its formation, the Forlorn Hope has actively sought out allies and engaged enemies in a multitude of situations and on both sides of the law. A recent partnership with the Crayterian Republic has seen our combat capabilities expanded on as we have been granted large scale access to Crayterian technology for use in our own operations.


Vessels

[Image: kaLu7W9.png]
The Forlorn Hope fleet is made up all most entirely of snubcraft at this point in time, with a few transport ships and gunboats at our disposal as well. The types of ship commonly flown by Forlorn members are either of the Civilian series, such as the Eagle VHF or the Roc Bomber, and that of the Borderworld series, such as the Sabre VHF and Montante gunboat. Further additions to the Forlorn Hope's fleet are a wing of Crayterian Nyx superiority fighters, and a Bustard Class carrier that serves as a mobile staging platform.


Code of Conduct


The Forlorn Hope is a tightly knit group that views each individual member as an equal to everyone else, and is built upon a strong foundation of respect, trust and loyalty. The pilots of the Forlorn Hope are relentless combatants and friendly traders, with a emphasis placed on striving to be the best you can be in what ever you pursue. To help maintain the foundation that Forlorn Hope is built upon, members are required to live according to a set of tenants that will help define them, and strengthen the groups reputation amongst those who witness our actions. Finally, the members of the Forlorn hope are all encouraged to stand up for whats right, even when its the difficult thing to do.

  • »» Respect the members of the Forlorn Hope, for they are your family.
  • »» Humble in victory, Gracious in defeat. Let your skills speak for themselves, and seek to better yourself daily. A defeat is merely another lesson for you.
  • »» Fight hard, but fight for the right reasons. There is no dishonor in defending a noble cause, nor is there shame in championing a downtrodden cause that is righteous.
  • »» Integrity and honor. As long as you pilot your ship, let your word be true and do not falter to carry out your promises.

Rank System and Recruitment


The Forlorn Hope utilizes a democratic system in determining its future goals and its daily operations. All members of the group vote on matters, trivial and important alike, to determine the next course of action to be followed. For this reason there is no real ranking system to be found within Forlorn Hope, as all members are treated as equals. Recent developments in the Forlorn Hope have led to the creation and compartmentalization of two divisions. While still governed by a democratic styled system, the divisions have less influence outside of their sphere of influence, and can only vote on matters within it.
  • »» Knight Commander: The overall leader of the Forlorn Hope, the Knight Commander is not linked to either of the divisions, and directly oversees the entire organization, while acting as the final word in stalemates between the Captains.
  • »» Division Captains: The leaders of the Forlorn Hope's divisions, the Division Captains vote on only the most important matters concerning the group and its well-being.
  • »» Knight: The majority of the Forlorn Hope are the Knights, which vote on almost every decision the group makes, driving it forward. The only issues the Knights do not vote on are those which require the guiding hand of the Knight Captains.

Member's Listing




Diplomacy

Allied:
[Image: hszWB8n.png]
  • »» Crayter Republic
  • »» Agency 404
Cordial:
[Image: BafQ767.png]
  • »» Liberty Navy
  • »» Universal Shipping Incorporated
  • »» Omicron Research Group
  • »» Bretonian Armed Forces
Friendly:
[Image: yi8fFBP.png]
  • »» House Polices
  • »» House Navies
  • »» Liberty Corporations
  • »» The Council
  • »» Zoners
  • »» The Order
Neutral:
[Image: M5xBiT8.png]
  • »» Blood Dragons
  • »» Bundschuh
  • »» Bounty Hunter Guild
  • »» The Core
  • »» Junkers
  • »» Hogosha
  • »» Everybody not mentioned
Unfriendly:
[Image: evqT6yu.png]
  • »» Most unlawfuls
  • »» Outcasts
Hostile:
[Image: 1tbBl0Y.png]
  • »» Rogues
  • »» Lane Hackers
  • »» Gallia
At war:
[Image: lU47LuJ.png]
  • »» Nomads
  • »» Wilde

Relevant Links








RE: Forlorn Hope - Forlorn|- - Foxglove - 08-27-2017

Was wondering when this would come up. Wish you luck, bois.


RE: Forlorn Hope - Forlorn|- - Sombs - 08-27-2017

You forgot Trenton in your ZoI. Why are Bretonia and Liberty not in your ZoI? Liberty should be part of it at all cost.

Good luck, by the way. I have not a single doubt you guys make it. Even as inofficial group Forlorn stood and gave more quality than many official groups together.


RE: Forlorn Hope - Forlorn|- - Laz - 08-27-2017

Good Faction. Has Byron and Cael. What more is needed? (Shalo)

Anyways, good luck.


RE: Forlorn Hope - Forlorn|- - The Sovereign - 08-27-2017

(08-27-2017, 11:28 AM)Sombra Hookier Wrote: You forgot Trenton in your ZoI. Why are Bretonia and Liberty not in your ZoI? Liberty should be part of it at all cost.

Good luck, by the way. I have not a single doubt you guys make it. Even as inofficial group Forlorn stood and gave more quality than many official groups together.

Trenton is an implied ZOI. Bretonia and Liberty were considered, but excluded from ZOI due to the fact that the ZOI is required to uphold our part of an rp deal with the CR. Being able to enforce CR restrictions in either Liberty or Bretonia wouldn't make sense, and being able to continue our standard operations in those areas is covered by the bounty boards we are registered on.

Regardless, the ID is subject to change, as there are niggles I'm not entirely happy with yet either.

(08-27-2017, 11:28 AM)Laz Wrote: Good Faction. Has Byron and Cael. What more is needed? (Shalo)

Anyways, good luck.

We're always looking for more quality members, and while (Shalo) might be a tiny bit of a stretch, don't discount yourself.

(08-27-2017, 11:27 AM)Foxglove Wrote: Was wondering when this would come up. Wish you luck, bois.

Thank you! I have the feeling we'll need it.


RE: Forlorn Hope - Forlorn|- - Sombs - 08-27-2017

Niggles, am I right?

I think the bounty line should however include that you can do the bounty contracts anywhere and not just in your ZoI. It's important because so far there hasn't been a bounty hunter group with a limited ZoI, afaik.


RE: Forlorn Hope - Forlorn|- - Forlorn Hope Command - 08-27-2017

(08-27-2017, 11:55 AM)Sombra Hookier Wrote: Niggles, am I right?

I think the bounty line should however include that you can do the bounty contracts anywhere and not just in your ZoI. It's important because so far there hasn't been a bounty hunter group with a limited ZoI, afaik.

A valid point, and one that I've changed to hopefully avoid confusion. Thank you.


RE: Forlorn Hope - Forlorn|- - Corile - 08-28-2017

I disapprove of this, purely on the basis of it being another Freelancer ID faction in a Disco where there are so many unmanned vanilla NPC factions.

I did have quite a bit rather enjoyable RP with you though and I hope you'll do well.


RE: Forlorn Hope - Forlorn|- - Shelco - 10-15-2017

In the year in which Forlorn has been existing there basically has never been a complaint or real criticism. Feels bad to be the first one to do so.

First off: No matter what anyone says, you are good peeps, your RP skills are very good and I'd enjoy RPing with you if that chance would come to stand. The people you have in your faction are all enjoyable which I can say from my own experience but there are a few things I want to address.

I cannot imagine Forlorn as an official faction, here's why I (PERSONALLY OK?) think why:

a.) What is it going to get you?

Should you become official, what will happen? I feel like it will be a rush of happiness at first but then you might realize that it isn't going to get you really far. No bases, no owned systems, nothing you don't have anyway.

b.) The mercenary part

Since Forlorn are mercenaries, I don't really see much mercenary stuff going on, when you started to amass ingame you did a lot of that and I definitely give you credit for it. But now all I see is occasional bounty hunting, something we have an official faction for already.

c.) So many possibilities

What makes Forlorn so good for people to watch is the depth of the characters, but are the characters really Forlorn? Or have they developed Freelancers with a tag? Freelancer factions have infinite RP possibilities, no ZoI, you are as free as a birb and yet your activity mostly consists of sitting around Trenton and having hourlong RP with others. Rp, a bad thing? No, definitely not but as a faction you should have a purpose, moderating tea parties around Trenton is none. I never saw a Forlorn ship really going beyond the basic stuffed places to search for unique RP, if DWR wanted to RP with you, we'd probably never get to that point unless we come to Liberty. You should spread the wings your ID gives you.

d.) The Liberty thing

Yes, Liberty is by far the most active place and nobody is going to judge you for being there. But should it really be the centre of your activity? People enjoy the RP you are providing by talking a lot with characters bypassing you and that's why your support is really big in the game. But one needs to judge by the claimed purpose of a faction as well. Imagine if I would gather 3 DWR Wraiths to sit at Trenton all day and talk to people. Sure, RP would come out of it, maybe stories but is that what Bundschuh pilots should/would do all day? Is that really the purpose? Not really. I'd not even write this if I would get to see you elsewhere than Liberty and surrounding systems.

Apart from that, I can't really say much. I know your RP is very good, but funnily enough, I've never had any RP talk or similar with a Forlorn ship since I am not flying in Liberty, which kind of confirms my thoughts.

What I would wish from Forlorn is more RP outside of Liberty with more diversity in people, not always the same people with the same characters at the same place. More possibilities to make something out of the many things you can have RP-wise. More faction-related RP that really shows Forlorn as the role it wants to portray itself instead of individual character RP drama and problems. That is not a bad thing but shouldn't take over the majority of your activity.

Anyways, hope to see you guys elsewhere from time to time and see more diversity Smile Good luck ^-^


RE: Forlorn Hope - Forlorn|- - Sombs - 10-15-2017

a) Some people want to achieve something without the need to get something in return. What now might not be, can be in future. You really shouldn't apply a means-to-the-end mentality to this. Officialdom is more than annoying devs with base requests, perks and other stuff.

b) Forlorn has been hired for multiple types of jobs, not only in the past but also in the present. It's a bit weird you call them out on being less present while repeatedly yelling at Byron to do DWR stuff, while Byron is literally one of the driving souls of the Forlorn Hope. In the meantime, KamiFaby is doing the same stuff he always did, just not only as Forlorn but also as Navy pilot, while Sean is pretty busy inRL with health stuff right now. They do many things, but they only have so much availability. As for the smaller Forlorns, it is literally the same with any faction. People don't join factions to take a leading role. People create factions if they want to make full use of their ambitions. Something you yourself know too well.

c) While the ID might allow them all kinds of stuff, they stay true to their roots and don't do the same mistake Auxesia did a year ago, trying to be present everywhere. While I know they move around all over Sirius every now and then, why would they want to be active in any other parts than Liberty and Bretonia, where the centers of activity are? Why would they suddenly come to Rheinland or Kusari? If you want to RP with them, go to them. Cael is the best example of taking Bundschuh ID and moving to Liberty to talk. Sitting at Trenton is, by the way, one of the best things they can do, as that ensures Trenton possible encounters. People go there to that chokepoint and meet people. I really prefer Forlorn sitting at Trenton and have them interact with people there than having them roam around lonely in Coronado, Rheinland or Kusari without any possibility of interaction in dev-betrayed regions. Matter of factly, sitting at Trenton is better than any official faction watching the player list until a group of people makes the mistake to enter the area of a faction's activity.

Forlorn is literally the last faction that can be yelled at for whatever obligation a faction should have. It's really one of the most stupid things to have people complain about them being ingame present for interaction and RP just because they 'sit' at a chokepoint and show presence. What's next? Complaining at LH~ for smuggling without the use of trade lanes?

d) Here's the point where I wonder if you put thought into what you wrote. Forlorn's roots are at Trenton. Elena Voigt, Nick Stenn and Sarah Fenn were there as independent Freelancers, waiting for jobs to be hired for. Escorts, mapping, bounty hunting, others. Yes, they have a base in Coronado now, but Coronado is a dead system. It's dead and has no choke points. Bretonia is only semi-active, but Liberty always offers activity and instead of expecting people to log at places where nobody has a real reason to go and "offer" interaction, keep in mind people play Discovery for fun. Nobody here has any obligation to stay, nobody has to log for something. What Forlorn does is only fair. They go to an area that almost always guarants activity, so they profit from it, and anyone else going there profits from it as well. Activity in foreign regions alone doesn't solve the issues those regions have dev-wise. It's not Forlorn's job to try and make up for things that aren't caused by them. They are even in small numbers highly active, on forum, ingame, even via Skype, and that is really the absolute maximum of things one should expect from anyone. Again, that being said, Forlorn is also active in other regions rather often, however not without reason. Just accept their roots are in Liberty for good reason, and don't blame Forlorn for not coming to your place. That's cheap, and so is the comparison with three DWR Wraiths at Trenton. They are not home there. Forlorn are loosely organized Freelancers, Bundschuh are trying to overthrow the Rhyberland Kaiser.

Like, if you want to RP with Forlorn on DWR, say it without blaming them for keeping things the way they are successful with. Byron, Sean and Kami are the last people to not take an opportunity by the balls. That kind of feedback however is food for any person that likes to repeat stuff for the sake of not thinking themselves.