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Community Tutorial: Why would you want to fly a ---------- ID? - Printable Version

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RE: Community Tutorial: Why would you want to fly a ---------- ID? - Euca - 07-01-2014

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The idea behind BMM is to be a comical, bossy and somewhat deceitful faction. They're quite close to Bowex and usually backup Bowex against Gateway wherever possible. Usually. While Bowex is their primary shipper, Gateway is still a viable option so long as they're chosen rarely. This is because of their link to IMG, who should always be described as a corporate enemy. BMM is always doing their best to outdo IMG, Kruger and Daumann as they are their closest competition.

PvP wise, it's quite a funny ID. You can utilize Lawful tech (at 90%) to pirate Gateway, IMG, Kruger, Daumann and GMS in the Omegas and Taus. This leads for some funny interactions as Bretonian Civilians find themselves at the other end of a Bretonian Gunboat. In this situation, the ID is made for RP, rather than PvP.

Mining wise, it's fantastic. Anything Bretonia wants, BMM gets. Beryllium in Cambridge, Gold in Dublin, Hydrocarbons from Omega-3 and Manchester and I believe the ID has a bonus on Niobium still.

BMM is a profitable, funny and enjoyable ID to use, putting RP and Mining over PvP interactions.

This is fun! I'll see what I can do about some other ones.


RE: Community Tutorial: Why would you want to fly a ---------- ID? - Jansen - 07-01-2014

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-I would strongly suggest you to read the backstory behind the [url=http://discoverygc.com/forums/showthread.php?tid=19672]Colonial[/url] [url=http://discoverygc.com/forums/showthread.php?tid=93386]Republic[/url] as well as the [url=http://discoverygc.com/forums/showthread.php?tid=8584&pid=840567#pid840567]Colonial laws[/url] to really understand what this is about.-

If you play a Colonial, you play someone who has lost everything and that not only once. The Colonial Republic has always tried to become something you could describe as a mini-house. Which means that you can play every role you want with this ID. You can play a soldier, a police officer (even though this would still belong to the military), a trader, a scientist or researcher and even an explorer (there have been various exploration missions to systems nearby (Kansas) and systems on the outskirts of space (Omicron Lost). Colonials are generally proud of their nation, which has emerged from the ashes so many times. So you might want to integrate this into your RP.

Colonial diplomacy has always been following the principle of ‘what suits the situation, suits us’, but there are a few pretty constant things going on: The Colonials are at war with quite a few factions, the most serious enemies are the Gallics, for following a despotic tyrant and conquering Sirius for the sole reason of revenge (The Colonials still value a lot of the current UNs views, due to their history, so warmongering for low reasons isn’t really a cool thing for them), and for driving them away from their home, Tau 44. Another archenemy are the Outcasts, which have tried to get the Colonials out of the Taus, as they were a problem for the Cardamine trade (Colonials don’t really like that Cardamine addicition means dependency on the Outcasts) and used to free slaves whenever they could (Slavery is bad), this war resulted in quite a lot of awesome battles in the past, so make sure to give them a taste of hell. Another enemy is Kusari, this war started back when Kusari and Bretonia fought in the Taus and the former Emperor kept provoking the Republic and it has not been resolved until now. The Colonials (as most other humans) also dislike everything alien, which includes the Nomads, Wilds and the AIs. Even though they are on friendly terms now, due to their history Colonials also should have some distrust towards Bretonia.
The Colonials have friendly relations with the IMG, the Council, the GMG, local Zoner groups and even with the SCRA to some degree, so you shouldn’t lack friends if you need them.

Colonials have a rather large ZOI, which should give plenty of opportunity to stop smugglers, to fight their enemies or to simply fly around and trade. Cooperation with the IMG has always been pretty strong so there should be some opportunities for escort jobs as well.
However, if you play a Colonial, do yourself and the IMG a favor and don’t dock at Java, really, just don’t do it, the GRN used to make a giant issue out of this.
- Jansen



RE: Community Tutorial: Why would you want to fly a ---------- ID? - Sath - 07-01-2014

Great work Jens. Just one thing there, are AI hostile (shoot on sight) and what is the stance of Liberty with the Colonials, and the scope for trading as a colonial (is there some special commodity that they trade, like Ageira has TL/Gate parts, or is it just general trading?).

Now, I am very much inclined to make a Cryer and Colonial character Big Grin


RE: Community Tutorial: Why would you want to fly a ---------- ID? - sindroms - 07-01-2014

First post updatated.


DELETE - SnakThree - 07-01-2014

DELETE


RE: Community Tutorial: Why would you want to fly a ---------- ID? - 7AlphaOne1 - 07-01-2014

sorry bud, slipped up a bit. mind changing the no cargo limit part? I was working on outdated info


RE: Community Tutorial: Why would you want to fly a ---------- ID? - sindroms - 07-01-2014

(06-30-2014, 01:52 PM)seven-alpha-one-one Wrote:
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The Hessian ID is an interesting opputrunity to RP in hostile environments. there are basically 4 main parts of Hessian ID: Piracy(although allowed, dont go OORP pirate), Blood Diamond smuggling, Wooing the Rheinland Public(we dont attack civs!) and fighting the rule of RM/Kanzler.

A specialty of this ID is that the Hessian ID has a very good and large ZoI. the whole of Omegas, Rheinland, Cambridge all of these are part of Hessian Zoi. there is one drawback though: no omicrons. However, this is relaxed to some extent , Being allowed in omicron Theta and Gamma, for the occasional Raid or indy recon.

thr Hessian ID also has access to a very good shipline, the Asgard line, as well as access to the Bloodhound line(rogue/molly line) at a small, but  significant nerf. Civilian ships are unrestricted, and access available to Rheinland civilian and Sirius civilian transports with no cargo restrictions , and ability to Dock on IC bases, giving them a good sellpoint for trade

With the Liberty war, the Hessian ID also permits the player to participate in raids, allying with Rheinland. In my view, it is a good ID to those who like flying around and making demands for a cause. (pls feel free to review)


-Jayanth/Seven-Alpha-One-One

Just edit it as you need and I will replace the existing one with the new version.


RE: Community Tutorial: Why would you want to fly a ---------- ID? - 7AlphaOne1 - 07-01-2014

done, replace it nao


RE: Community Tutorial: Why would you want to fly a ---------- ID? - KUBANA - 07-01-2014

-deleted-


RE: Community Tutorial: Why would you want to fly a ---------- ID? - sindroms - 07-01-2014

Updated.