Every faction has a purpose and they have to upkeep that right?
Zoners are meant to be neutral, and they are indeed till now, neutral to most of the factions. Zoners should be neutral chaps, not military fighters. Being neutral, it is an obligation and not a choice. You have to abide by that, and if you don't feel so, you should move onto other factions which are more oriented to what you might want.
Saying Zoners can be militants and can fight for whatever purpose they seem fit is like saying a police character can trade contraband, it is as dumb as it gets, and totally unrelated to the purpose/lore/morale of that police faction.
Or, if Zoners in Disco have been turned into a PvP faction, can you please update me on that info? Zoners were/are still a neutral faction, nothing has changed much from vanilla, apart from the only fact that they got mobile bases in the form of Nephilims (which till today is not used as one, apart from the official factions) and a few more bases around edge worlds.
(06-30-2014, 10:53 AM)Mímir Wrote: No. You have too many hills to fight from already, and that's one of the reason why Zoners degraded from something pretty cool and interesting in Vanilla to the mess we have now.
Currently, very few Zoner players are able to rest on neutrality and diplomacy because they don't have to. That's why idiotic threads regarding expansionist dreams and Zoner military might keeps popping up.
Diplomacy -> neutrality is great for the Zoners.. inrp. But this is a video game/rp environment, and over the long march of time, neutrality is boring. Once you achieve neutrality, then what?
Roll a singleplayer character. Use FL character editor to make all his reps green. Launch to space. That's what our official factions have turned the Zoners into. A game on autopilot.
Unless your neutrality is constantly being threatened, and you are always struggling to maintain it, there's little to do. Except trade, without being bothered by anyone who might want to stop you, so you can then turn around and /givecash to whatever thing you actually want to be doing.
And so this is what our official factions have done. Nobody wants to start trouble with them, for fear of being FR5'd and being locked out of Zoner bases. They either want the Zoners to be a platform to run their own forum RP stories, or because they want the Zoners to be something that might as well exist outside of the roleplay environment, that just puts money in their pocket to fund their other characters.
And this is pretty much what they were in vanilla. Please, tell me what was "pretty cool and interesting" about it.
(06-30-2014, 10:53 AM)Mímir Wrote: Or, mind you, add some lore to justify the fleets, the ships and so on; and let it have plausible consequences for the sake of the roleplay atmosphere. If you want a Zoner empire, you will lose neutrality.
Which is what I've been trying to do for years, and why I'm arguing for these suggested changes to Cayman. Welcome to the thread, my name is Trogdor. Howy'doin'.
If you don't want Zoners to be neutral, you can't do anything about it. It is something that is set in stone. For your attitude, that you are not being bothered while playing, don't have anything to shoot, don't have anything to defend against, you better try Xenos, pirates, or some other factions. You just can't change the gameplay of a faction called Zoner, just because you want them to be aggressive and militaristic.
tl;dr If you want pews, play a faction which offers a lot of pews, instead of trying to force your opinion of Zoners on others.
(06-30-2014, 11:05 AM)Moriarty. Wrote: Every faction has a purpose and they have to upkeep that right?
Zoners are meant to be neutral, and they are indeed till now, neutral to most of the factions. Zoners should be neutral chaps, not military fighters. Being neutral, it is an obligation and not a choice. You have to abide by that, and if you don't feel so, you should move onto other factions which are more oriented to what you might want.
See my above argument to Mimir..
(06-30-2014, 11:05 AM)Moriarty. Wrote: Saying Zoners can be militants and can fight for whatever purpose they seem fit is like saying a police character can trade contraband, it is as dumb as it gets, and totally unrelated to the purpose/lore/morale of that police faction.
Not suggesting we make them 'militant', only able to defend their territory, and give them opportunities to do so, so that they can participate in the ingame playing environment the way every other faction does.
(06-30-2014, 11:05 AM)Moriarty. Wrote: Or, if Zoners in Disco have been turned into a PvP faction, can you please update me on that info? Zoners were/are still a neutral faction, nothing has changed much from vanilla, apart from the only fact that they got mobile bases in the form of Nephilims (which till today is not used as one, apart from the official factions) and a few more bases around edge worlds.
Those 'mobile bases' started out as weapons of mass destruction (from what I remember from my conversations with Jinx, that was their original justification), and they have been wussified more and more ever since. Look at the wiki page for the Nephilim and compare that infocard to what we have now.
(06-30-2014, 11:24 AM)Moriarty. Wrote: tl;dr If you want pews, play a faction which offers a lot of pews, instead of trying to force your opinion of Zoners on others.
That's part of the beauty of my suggestion. Nobody would be forced to participate in the events of the Cayman conflict. It would be an opt-in to associate your Zoner with those people.
(06-30-2014, 11:20 AM)Trogdor Wrote: Diplomacy -> neutrality is great for the Zoners.. inrp. But this is a video game/rp environment, and over the long march of time, neutrality is boring. Once you achieve neutrality, then what?
Then you work on maintaining it, rather than work on taking over the universe. You can trade, make alliances and so on. Perhaps work on some Zoner council that won't fail like the ones of the past? What you could do, for instance, is use the strategic importance of O74 to create realistic drama - you could bar warships from the system, for instance, and then you will have plenty to shoot at when people violate that otherwise reasonable limitation (one that I am sure most regional powers can agree to to some extent, as they themselves don't like the sight of foreign war ships in their homes).
(06-30-2014, 11:20 AM)Trogdor Wrote: Unless your neutrality is constantly being threatened, and you are always struggling to maintain it[...]
Yep that's pretty much my idea of zoner roleplaying: Surviving against all the odds in a very hostile place.
(06-30-2014, 11:20 AM)Trogdor Wrote: And this is pretty much what they were in vanilla. Please, tell me what was "pretty cool and interesting" about it.
The cool part is that they filled a niche that was very "realistic", they were benevolent parasites on the larger factions in the area so to speak, and there was an interesting and cool balance there. Inter-dependence and so on.
(06-30-2014, 11:20 AM)Trogdor Wrote: Which is what I've been trying to do for years, and why I'm arguing for these suggested changes to Cayman. Welcome to the thread, my name is Trogdor. Howy'doin'.
But nobody wants that but you and Tel Aviv it seems.
EDIT: Back on point: No Zoners but plenty of lancers and pirates in Cayman.
Even if it became a Pirate/Lancer haven the Coalition would simply try to invade it. XD We don't like parasites on our doorstep. Just sayin'. =P But all this is rather moot since the choice is not ours, that falls under the Development Team's realm and nolonger the former Reapers. X_X
As for the OP of this thread, it would be nice to see some FL bases, which serves as a hub of smuggling, and piracy, along with one more base of either SCRA or some other faction like sair, hessian.
But as Echo had already cleared some things, I guess, reapers would stay as it is and those bases wont be changed leave alone that system.