Sorry to intrude in the thread, but I just thought I might clarify something (if I didn't get it wrong too:$)
Quote:QUOTE(Tenacity @ Jun 6 2008, 07:06 PM)
Every ship flown by a junker was either built by his own hands, built by the hands of other junkers in puerto rico, or salvaged from the scrap fields near the systems we operate in. Every ship flown by a junker is adapted for hauling large amounts of cargo - scrap or otherwise - and most warships are not capable of such. Every ship flown by a junker is modified with the necessary equipment to recover valuable salvage from scrap fields, warships are incapable of receiving such modifications.
Warships are ideal for getting scrap, and for smuggling as they have fairly significant cargo carrying capabilities and much better survivability in hostile space than a collector.
Other than the increased armor and power, there is no difference in the ability of a warship's tractor beam over a non warship.
But with tractor beam technology those claws are pretty much useless, at most you would need a tow hook to tow a large hulk back that couldn't fit your cargo bay.
Quote:Hard earned status? Do you even know what a junker is? Junkers have no status, and some in the Junkers are smart enough to realize that their recent foray into cartamine and slave smuggling is going to destroy their neutrality with the lawfuls sooner or later, and the csv and collecter aren't going to save them at that point, are they?
Junkers have gained nuetrality with almost every faction in existence, and we have exclusive control over the black market trade in every part of sirius with the exception of kusari space.
Yes, status. No criminal group we work with will dare pirate or attack us because they would lose the ability to purchase equipment from the black market and use junker bases to refuel and rearm, a very high cost for any pirate or criminal out there.
Quote:The Hogosha are not necessarily stuck in fighters, and with the farmers alliance getting cruisers the Hogosha are not far behind, but there are far greater threats than the Hogosha. Junker bases have up to now been sitting ducks, sitting right next to strong house military forces, as there was no need for a strong defense, but with the recent increase in unlawful activities (including supplying the outcasts and who knows who else with materials to build their capital ships in return for carti smuggling) the Junkers can't afford to be weak anymore. Some Junkers are smart enough to realize that.
Discretion and secrecy are our weapons, not brute force.
The second we openly attack any lawful ship, we lose the ability to work in their space. The lawfuls will not openly attack us because we give them no reason to, by all standard galactic laws we do nothing illegal - and anything illegal we DO work with is kept very much hidden.
We dont need your warships to keep things running like they are. Junkers are one of the wealthiest factions in sirius space, just like the zoners, because of our nuetrality and corner on the black market trade.
Quote:Warships are ideal for getting scrap, and for smuggling as they have fairly significant cargo carrying capabilities and much better survivability in hostile space than a collector.
Other than the increased armor and power, there is no difference in the ability of a warship's tractor beam over a non warship.
//Not by game mechanics there isnt, but you cant assume that salvaging derelict starships or scrap fields is just 'point and click, hit the tractor beam, done'. That's just how the game engine handles it - why else would CSV's and Collectors have claw arms and such on them? A warship is not designed for salvaging operations, and it certainly doesnt have the cargo space to make it an efficient smuggling machine.
Quote:No more attention that carty smuggling does for the lawfuls, or that supplying the outcasts does.
The thing that saves the Junkers isn't that they are neutral, it's that they are individual. With no strong central body and no real structure one Junker smuggler doesn't affect the next junkers rep. That lack of overall accountability isn't changed in this scenario in any way, shape or form.
This group of ships, some rouge, some outcast, some cobbled together from the remains of fleet battles has a place in the Junkers precisely because they are the ideal Junkers, resourceful, individual, able to find a way to survive.
They are much more a Junker than the Junker Congress, a group that tried to suppress the Individual nature of the Junker, and apparently is still trying.
This is where you're most wrong. Junkers OPERATE individually, but we treat one another as family. We back each other up when trouble arises - if we didnt, the faction would never have become as expansive and rich as it is today.
The thing that 'saves us' isnt our nuetrality, you're right, it's our discretion. Any illegal activities we undertake are kept very much hidden from lawful eyes, and any time the lawfuls get nosy we hand up a few deadbeat rogues or other criminals to appease them. The law doesnt care who's getting put in jail, as long as -someone- is, it gets them the publicity they need for funding.
You will not have the support of any other junker here if you continue pushing this faction into existence under our name, and you can expect that every one of us will attack your ships on sight if they attempt to ruin our nuetrality.
//Basically, dont do it, if you want to run a bunch of rogue ships (which you cant, because the rest of the server wont agree to it) you need to pick a different faction tag and ID. Your story behind this faction does not in any way reflect the junkers other than 'we repair your ships' - we do that for everyone that pays.
//The reasons have been quite obviously stated in this thread already - you're only doing this so you can pvp whore with capships from every faction, and the only reason you dont want to use a merc ID is because it restricts you to gunboats. I'm sorry, but if that's your aim you need to find yourself another server to play on, discovery wont have that kind of behavior.
Oh, and one other thing, we already have a small group of heavy warships protecting junker interests, they're called the harvesters, and their backstory is a hell of a lot better than what you've offered here.
Tenacity actually connected the molecular center of the hammer with the molecular center of the head of the nail. Possibly down to the quantum level, never before has a nail been driven through the heart of a matter with more accuracy.
' Wrote:Tenacity actually connected the molecular center of the hammer with the molecular center of the head of the nail. Possibly down to the quantum level, never before has a nail been driven through the heart of a matter with more accuracy.
I say record this day in history.
/ke omgz you mean i are fame-uss??
//guess i should put something in-character here so it doesnt get deleted... i got nuthin =(
Tenacity Wrote:You will not have the support of any other junker here if you continue pushing this faction into existence under our name, and you can expect that every one of us will attack your ships on sight if they attempt to ruin our nuetrality.
Junker Triple Signed. Junker Hyung Soong
Edit: Actually I thought of something that would help.
I agree to this "unofficial" faction based on these conditions:
1) You may equip weapons or turrets up to Level 6.
2) You use something other than a Junker ID.
3) You can equip up to Armor Upgrade 4
Anything higher that this and you show the intention to be a ..what was it they said?...a"cap-whore" faction.
Sovereign Wrote:Seek fun and you shall find it. Seek stuff to Q_Q about and you'll find that, too. I choose to have fun.
My analysts have presented me with a list of potential concerns they have about your organization's...longevity.
//Oh, I think the act of simply purchasing any capital ship capable of mounting Class Ten weapons is overkill for a Junker. At most, they would need destroyers for dealing with Nomads and disputes between the Outcast and Corsair alliances on their bases, and those on a limited basis. They are a neutral people, and they live in junk fields and asteroids. Running a Battleship as a Junker presents the following problems:
Their terrain of choice is not suitable for the class of warship. Even the smallest Battleships, (Bounty Hunter Battleships and Osirises) and even Battlecruisers, are too large to operate in the junk fields and asteroid belts the Junkers make their homes in. They'd be making the exact same mistake the Rheinland Navy made with the GMG in the Sigma-13 invasion.
They aren't particularly organized, certainly not enough to provide fuel for something this large, except for one particular organization: The Junker Congress, whom have already stated their rejection of capital ships that large.
It would be very simple to reclaim them, and the chance of an entire Battleship escaping is virtually nil. Anything that size going missing would be noticed instantly by its organization of origin, with the possible exception of the Bounty Hunters, and hunted down with swarms of bombers and other capital ships. Chance of success: miniscule at best.
It would take an exceptionally large mutiny to take control of a Battleship. Those things are estimated to be crewed by anywhere from 300 (Osiris, Bounty Hunter Battleship) to 2500 (Rheinland Battleship, Zoner Juggernaut) people. For a successful mutiny, just to take the ship and have enough men left over to fly it, you would likely need about two thirds of the crew to defect, assuming combat ability among the crew is near-identical among most individuals. Beyond that, such a thing would take large amounts of planning, and people like to talk about things; minimum you'd have 200 people involved, and out of those chances are several of them will shoot off their mouths, and will hence be reported to the high command of whatever organization the Battleship serves, whom will intervene in short order.
Fugitive State. This is a rogue ship, and, as stated two points above, the higher-ups of whatever organization it originated in would know almost instantly. The Junkers wouldn't dare touch a ship that large, even to sell it fuel. It would be seen as a hostile act towards the oganization of origin, and aforementioned originator would likely take punitive action on the Junkers as well. The Junkers are not stupid and would avoid this at all costs.
Hm...I need to write essays more often...
Quote:Quick comment - we thought that Panzer was the Leader, Swift. -Agmen
//to add a comment on epyon's post... the junkers are getting their version of a 'warship' - assuming jinx's salvage ship is approved and added to the mod. It will likely be more like a very heavily armed/armored transport though. Jinx wants it to be about the same size as an outcast destroyer, so I suggested something like 12-14 class 7 (transport) turret hardpoints, a class 7 (transport) shield, and around 140k armor / 4500 cargo space.