(05-09-2013, 02:28 PM)Sonoshee Wrote: This thread is another result of the player faction's business being missleadely taken as the NPC faction's lore. Outcasts and Corsairs are not able to form a House, together or by their own saparately. I'm taliking about the NPC factions here. Remember that any player faction is small enough to be ignored while we're talking about the NPC faction. Your fleets are OORP as well as your actions. Players are playing with players, and only for players those actions are matter. NPCs are a higher matter. So stop bringing this up pls.
I actually have never been in an Outcast faction. Except for the RoS but they aren't really outcasts anymore.
And actually, player factions are -very- relevant to an NPC faction. Why? They control it. And lore can change according to whoever controls it, just because it's a vanilla faction does not mean Outcast lore cannot expand. There have been many Outcast factions who have done quite a bit of role-play in the past but their actions never mattered because..well, I blame the people who run disco.
And in light of those factions, I could easily say that there should be multiple IDs to mirror their role-play and what they've been doing.
If we're talking about fleet strengths, this is what I thought is fairly correct:
Kusari is rebuilding (and has the protection of Gallia if it is really needed and they care enough) but still has less than what remains of the Bretonian fleet. Both are still larger than the lore numbers of either the Outcasts or Corsairs though, who are smaller than any house fleet.
On a similar note, the Corsair fleet is larger than the Hessians' capital forces but is more spread out (as is the case with that entire war and its fighters on either side). The Outcasts' however is larger than the entire Colonial fleet (although perhaps with the Vanguard it would be a bit closer), especially after Tau-44. Throwing themselves at each other would likely mean that at least one would be wiped out by Gallia afterwards however.
This links pretty well with some of the valid points from Spazzy's talkshow.
To me the problem isn't one ID pr. faction; it is rather rooted in the faction system itself. For groups like Outcasts, Rogues and Junkers/Zoners there is supposed to be some dissent; but the official faction system prevents that. It creates a power hegemony that isn't healthy for the RP climate and encourage too much OORP fraternizing between players and groups.
If there was a way to tweak it so that official factions had less power, and were forced to include more players in decision-making regarding the NPC faction as a whole, I would be happy.
Moreover, I think representing the Outcasts is way too big a task for just 1 player group. It would be better if it was divided so that one group can hug nomads, one can war, one can pirate, one can trade and so on; and have some form of governing body with actual power (as opposed to now, where 101st have the formal power but make decisions through the CoD). But unfortunately faction rights are bestowed upon player groups with in-game activity; so in it's current form the faction system won't allow for more democratic decision making. We lose some roleplay nuances that way because one faction can only have that many players and that many main interests.