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IPG - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Role-Playing (https://discoverygc.com/forums/forumdisplay.php?fid=9) +--- Forum: Unofficial Factions and Groups (https://discoverygc.com/forums/forumdisplay.php?fid=67) +--- Thread: IPG (/showthread.php?tid=30262) Pages:
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IPG - Strichev - 11-27-2009 -INDEPENDENT-PIRATES-GUILD-
![]() 1) HISTORY AND BASIC INFO Founded in 817.A.S. on Beaumont base. IPG is guild structure faction that consists of independent pirates that have decided that beeing completely alone is not good for a pirate. They formed an United Guild in which they could trust and work with each other, a family where they could find help, and a home. Each and every member must follow special "Codex" which includes: 1) Think of yourself and the Guild first 2) Always try to become Rich to establish a good lifestyle and for the benefit of the Guild. 3) Share part of your profits with the Guild, for Funding to new Pilots. 4) Never harm another Guild member. 5) Try your best to convert any independent pirate into the Guild. 6) Use your head. Call for Backup if you need. Do not give the Guild a bad name. 7) Follow rules mentioned above at all times. Unless advised by a Higher Ranker IPG Member. Guild offers safety of larger group but still allows much room for member to exploit. IPG has small tolerance for non-members since they represent competition for members. Any pirate that joins the IPG receives 5 millions credits so that he can establish a Ship with Good Weapons. Once you have a few hours of experience on Your IPG Vessel, You may get a grant of more credits to be spent on buying more upgrades. 2) SHIPS Allowed ships are: -Pirate, Border world (Sabre) & Civilian Line with exception of the Barghest and Werewolf as they are Ships that are kept on tight observation by the Liberty Rogues. Gunboats are not very welcome, but may be used on condition that it is requested by the Guild Leaders. Pirate transports might be a good idea for cargo piracy, and so they are Accepted. We do not advise that you use Weak Ships and Eqipment, as the Piracy trade is a very risky one. -Outcast and Corsair weapons and ships are not allowed. Zone in which IPG member is allowed to operate: -Main Houses, (Mainly Liberty as it is the Centre of all trade) -Gallia and Cassini is RESTRICTED. 3) Bases: -Junker bases. -Other pirate owned bases are good for short repairs but not for longer operations. -Freeports are allowed for emergency landings only 3) Relations with factions: 1) Hostile: -House polices, navys -House companies -Bounty Hunters 2) Friendly: -Junkers -Other Unlawful Pirates. For means of Teaming up for Skirmishes, Raids, Piracy, Smuggling, Etc. 5) IFF and ID: -Pirate ID -Freelancer IFF 6) Goals: -Maintaining its own existence -Making credits -Establishing its own headquarters -Other things are basically up to the pirate (him/her self) Current members: -IPG-Slavko- (Sabre) -IPG-Scorpio- (Eagle) -IPG-Sting- (Roc) IPG - Sprolf - 11-27-2009 ' Wrote:5) IFF and ID: That's in violation of the ID's rules... You'll need a Freelancer IFF to be legal. Also, I'm not entirely sure if we could use yet another faction of pirates, let alone a faction of pirates that goes anywhere and everywhere. (Read: Mostly likely very specific high profit chokepoints.) IPG - Strichev - 11-27-2009 IFF changed to freelancer What do you suggest abaut "can go anywhere thing"? Only systems with Junker bases in them? All mistakes you have found are beeing fixed. So please keep looking for them. IPG - Alex. - 11-27-2009 <strike> ' Wrote:'ewery'? 'zhat'? 'avrage'? Fail.</strike> ' Wrote:Guild offers safety of larger group but still alows much room for member to exploit. IPG has small tollerance for non-members since they represent competition for members. Any pirate that joins guld recieves 1 million credits so that he can buy at least some ships.1 million credits isn't really enough... Plus what Sprolf said. EDIT: ' Wrote:Still seeing errors there... 'beeing', 'abowe'. IPG - blubba - 11-27-2009 I'm not sure being neither Corsair or Outcast but I'd be surprised if they'd let a warship that was neutral to their biggest enemy roam around their home system. The threat of espionage is high. I don't really see it, but see what they reckon. IPG - Tomtomrawr - 11-27-2009 Well, the idea of an independant pirate faction has been thought of many times and unfortunately it can't work. Where would you dock? You would eventually have to ally yourself with one faction to get docking rights, and then you aren't independant. But if you want to persist, I'll make you a good faction sheet if you can pay me.... IPG - CzeReptile - 11-27-2009 There is already a Independent pirate group out there in Sirius. We have couple of ships and two bases of operations. Lets just say that Rogues do like the captured navy pilots and cargo from ships that forget to pay us. However more pirates like us are not to be tolerated. You can either join us, or perish. IPG - Sprolf - 11-27-2009 Which is why you will perish. A mentality like that is going to leave you in a situation not dissimilar to those of the Apocalypse ships. IPG - Elsdragon - 11-27-2009 Yep. Doomed. It is the "JOIN R DIE" that causes these things to utterly perish. THe idea I had before had some tenous alliances, but just being " I AM LONER I WILL WIN" just dosent work And finally, BW line is civillian Not outcast, minus the falcata. And civillian Ships are very good, the guns arent. IPG - jammi - 11-28-2009 Now, I like the idea of this, simply because of the day they wander into Bretonia and meet the unlawful brick wall of the Corsairs, Mollies, Gaians and Buccaneers. I mean yes, the Buccaneers are mostly spineless cowards, but that's only when it comes to larger organisations. And we'd sure as hell outnumber these guys. Which makes for funsies. In other words, poke your nose into our turf, and we'll jump on you. And keep jumping on you until, in your own words, you "joins or dies".:P |