' Wrote:"Noted", but how else would a non-affiliated trading group go about this? If they use a corporation's ID, they'll be seen as them, but if they use a neutral ID, they'll be seen as ooRP?
What do you suggest then?
I suggest that they use one of the 14 or so Corporate factions out there not being used. But they wont, and you know why? Because it doesn't let you go everywhere and work every route. It doesn't make you take sides in conflicts between the houses, and because it doesn't force you to fit into the Freelancer universe and lore, it allows you to do whatever you want, because you are just flying around trading. Pirates are Bad, Lawfuls are Good, is not the way companies work in Discovery. It makes is easy to play a one-dimensional group that trades... and just trades. I want to think that official factions here should represent more than a one-dimensional interaction with other factions in the community. To sum up my answer to your question Orin, go and find a existing NPC faction, and give it a face lift, make a compromise take what the faction is and make it as much of what you want as you can within the rules, and then play the hell out of it. Try to look at the already official trading factions in Discovery for an example of what I am talking about. They represent more than just traders, they play a role in the political dynamics of Sirius.
So you condemn any trading faction that isn't directly affiliated to an NPC faction? I don't agree with that.
And I can honestly promise they won't be some neutral group. Pirates already don't like them. Mine tenderly refers to them as "whine-px". Let their RP grow. Don't cut it down before it has even started just because it isn't an NPC aligned faction. There's nothing wrong with an independant (from the NPC factions) trading org. If you think there is, that's your opinion, but it has no constructive use for this idea.
' Wrote:So you condemn any trading faction that isn't directly affiliated to an NPC faction? I don't agree with that.
And I can honestly promise they won't be some neutral group. Pirates already don't like them. Mine tenderly refers to them as "whine-px". Let their RP grow. Don't cut it down before it has even started just because it isn't an NPC aligned faction. There's nothing wrong with an independant (from the NPC factions) trading org. If you think there is, that's your opinion, but it has no constructive use for this idea.
Dont cut down their RP? They have no RP here I can seem to ascertain except they are independent. So basically they are just a group of trader flying together and looking after each other. Sorry, but I think becoming an official faction here should require more. I also didn't say they would be neutral. I would like to know how they will contribute to the existing RP of the server, more than just being a group of traders/smugglers. The main reason I think it is a good idea to work with the existing company factions is that it gives you a built in connection to the existing RP of the server, it gives you a road map to how to have an impact on the RP. I have not seen these folks in game, but I should really have to see them in game to get some idea of the RP, and all I see is "we are independent traders that use pretty much any lawful ship outside cruisers and BS's, and pretty much any weapon, even though we have not contacted the respective factions for any type of permission to use them."
Also there is nothing that says you cant take one of the existing factions and make them what you want them to be. You want to do something interesting? Be a subside ray of Kishiro or Dauman or any of them, call it a "New Venture by IC" or you could be " A Diversification of Assets by DSE." There are a plethora of possibilities, dont write it off so quickly.
Stop flaming me now. I respect constuctive criticism and have addressed it with tact.
As I have said I had A lot of great RP as a trader escort. that setup wont work in 4.85, so it has to be freelancer. You make it sound like we are powertrading. this is 3600 cargo vs 5000 cargo if we wanted to be "just traders" we wouldnt limit ourselves like that. Thats taking a 28% loss from the door, thats a considerable nerf. The whole point of the matter is we are out to RP not make money.
That said, you should have voiced that you would like to see more depth, and more structure in the faction as an independant than just telling them to conform it into another NPC faction.
So, as Zelot says, I agree, you really do need more background and history, purpose, structure, before making such a generic looking group of indy traders. Perhaps you could build it around an NPC faction, and tweak it into something more interesting, but maybe not. Either way, I think more depth is need though.
Side note though, what NPC faction ID would allow smuggling...?
EDIT: Chill a bit, jpo. He isn't flaming you. He's just giving you challenges in creation of the faction. Challenges make growth happen. Please read them again and try to understand.
' Wrote:Side note though, what NPC faction ID would allow smuggling...?
I know that all the Company ID's say no "Unlawful Actions" but that has generally been construed to mean piracy, and attacking of lawfuls, and not smuggling. I dont think any of the Company ID's strictly forbid smuggling.
Edit: Also, now that I think about it, look at IND and KOF, both are independent style factions that have built up their own separate distinct RP only loosely based on RP of the companies they are affiliated with, and have done an amazing job of it at that.
I have Highly contemplated this:
Junkers
Orbital
Read the description of Curacao and visit the Trader on the Hawaii, I think it is obvious orbital is at least white to smugglers.
Sorry that I havent reposted the background with this, but note that I had the first several times..
The character I have been playing is The Merovingian program from the Matrix movie series. A little background is HERE. In a nutshell, he smuggled himself out of the matrix in several pieces of hardware, and after the invention of optical computer chips re assembled his core program. He then took over a cloned body. I used the mechanism from the movie The 6th Day... http://en.wikipedia.org/wiki/The_6th_Day This coincidentaly explains respawning, and why everyones body is "Trent"
Quote:Virtually unknown to anyone outside of the company, Replacement technologies has perfected the process of human cloning with the use of a system called syncording, where you have your eyes scanned and they get a disc copy of all of the information that's in your brain, and they use "blank" human bodies that they have stored. That way, it takes about 2 hours to completely clone a human. Such is the case of the XFL's top quarterback, who is killed during a game, but is then cloned and brought back for the 2nd half of the game without anyone knowing.
Since he was a program he simply hacked one of these stations and took over a 'blank body'. There was a very similar incident in the matrix reloaded when Smith jacked Banes body. So with a body The Merovingian began smuggling immediately and began to re-build his 'empire'. In reference to the movie and to keep the RP aligned with it he had a network of both legitimate and non legitimate dealings. This will be the faction involved in the non legitimate dealings.
Every time you bring a load of 3000 or more counterfit software to Arranmore base, you free another AI who is embedded in the code on the software. This is how you get your crew members. One crew member per 3k of software brought to the base, as many as you want.
Quote:I. How to create basic faction, clan, group without affiliation or home system?
1) Each faction has only one leader. Leader must have at least one character of level 60 or above.
2) Leader should choose an ID tag that all members of the group will get after level 40.
3) Post your faction idea in Faction feedback forum. Ask about admins' opinion! This will help you on next stage....
5) Post your faction description, ID status, RP story, member list, diplomatic relations with all or most other factions, and any other information you see fit in the Faction Creation forums:
We're only on step 3 here. When I said this is not the place for our backstory I thought that would be sufficient, and I thought it was cordial.
Well, the feedback thread kind of needs the backstory included so it can be tweaked before the final version. Doesn't -have- to, but it really helps.
Now your premise is interesting, though some will be immediately be opposed to the imported element, but is a bit confusing.
What does this exactly have to do with the faction itself?
EDIT: Okay, you added more. A few things.
Quote:a. Avoid being pirated at all costs. Do not sacrafice a load of cargo to stop and chat. If you are being pirated get away. This dies not mean don't interact with other players, it means that proper RP is to get away with the cargo and your life. A good idea is try to make compromises that make the pirate happy.
I don't get this. "If you are being pirated get away" but "try to make compromises that make the pirate happy"? These things cancel eachother out. You really should not just silently run from any pirate. Not to say you shouldn't run, but an ethos to always run? That's not a very wise one. You will get a lot of traders vaped with that ethic. CDs work wonders you know?
Also, you really should remove the house and BHG ships for now. Houses don't sell their war vessels to just anyone, especially not a shady trading company. And the BHG are the same, they build their own ships, and are quite stingy with them. You'd need some discussion and diplomatic agreements for these ships in RP.
So in the faction you do not have to play an AI or anything matrix associated at all. You can be a 'just regular person'. The Merovingian is just an archtype businessman that deals on both sides of the law. I just happened to like the whole front scenario together with his persona. It would be similar to a mafia operation if we endorsed pirating and slaving but we don't. the mission statement type opening perhaps is short, but certainly to the point. If you read the last proposal it was very clear that we wanted escorts with the larger trade ships to promote realistic RP, but when trying to make it 4.85 compliant we lost the large ships so the rp element of needing an escort becasue you cant run (no CM's in big transports) was lost. So that was taken out of the description.