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-[SC]- - The Smugglers Coalition

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-[SC]- - The Smugglers Coalition
Offline Leo
03-20-2009, 12:56 AM,
#1
Pathfinder
Posts: 2,793
Threads: 400
Joined: Dec 2007

[Image: SC.jpg]

Tag: Freelancer
ID: Smuggler
Special ID: Slaver ID for those members who have smuggled 750 million credits in contraband and are piloting a Slave Liner or Prision Liner
Base of Operations: Barrier Gate Station, Coronado System (Unoffical)
FactionTag: -[SC]-
Fighter: [F]
Bomber: [ B ]
Transport: [T]
Example: -[SC]-Halloween-[F]


The Smugglers Coalition starts where anyone would guess, Malta. However, the strangest part of this group is that they aren't an Outcast ring group. Infact, they have become friends with the only people who have their hand in everyone's pocket; The Junkers. While the two factions are friends, it is well known that the two are competitors in the smuggling market. The Smugglers Coalition started at Malta, but is no based off the planet, on the date March 12, 817A.S. A group of smugglers had escaped the LPI in Liberty and at that moment it was clear. The Smugglers had to say together. They could not stay scattered as they had been for centuries...and so the Coalition was formed, bonded by the "Smugglers Code."

The Coalition is a number of different ethnicities in their ranks. From Kusarian, to Rheinland, from Libertiran, to Bretonian. There are even a number of Corsairs and Outcasts in the ranks of the Coalition...however, many times when they are within shooting range of one another, normally one, or both are killed in the resulting gunfights.

The Smugglers Coalition have services avaliable to other unlawful factions that might be considered hostile to their enemies. They have been known to haul high-yield bombs to their enemies doorstep, and much much more. Also, the pilots can be hired to haul supplies across trade blockades to their people on the other side, deliver weapons to allies behind enemy lines, and hauling illegal ship modifications to buyers.

The leaders of the Coalition stay to the shadows, and rightly so they should stay. Many groups and indendepdant smugglers are looking to kill the members of the Coalition for cutting in on their profit margins. Their are three leaders of the Coalition, and each run a squadron within the Coalition. They the following:
  • Fighter Squadron
  • Bomber Squadron
  • Transport/Gunship Squadron
Each ties into one another, and is dependent on the other to survive in the parts of space they haul loads. Below is the complete description of the Squadrons and how they tie into everything that the Coalition is.

Fighter Squadron
The Fighter Squadron is the key defense for the transports when hauling cargo. Each transport with over 3500 cargo will have a fighter with them at all times. Each fighter will under go severe training before being allowed to pilot a fighter in any situation that is in the interest of defending valuable cargo. Starting pilots will be allowed to fly anything they believe they are well at and will be tested accordingly. Depending on their performance, they will be given tips and hints on how to fly their ship better and will continue to practice until the Squadron leader gives the green light to start escorting transports. The only ships avaliable to pilots are the Civilian range of ships, such as the Hawk, Eagle, CSV, ect. The weapons will be civilian or any weapons looted off of wrecks (Code Guns).

Bomber Squadron
The Bomber Squadron is also key for the defense for the transports when hauling cargo. Each transport with over 4000 cargo will have an bomber with them at all times. Each bomber pilot will have to under go severe training before being allowed to pilot a bomber in any situation that is in the interest of defending valuable cargo. Flying a bomber is not as simple as flying a fighter, you have to know the weak points of gunboats and other larger craft possibly in the way of the Coalition making profit off a smuggling run. The pilot will continue to practice until the Squadron Leader gives the green light to start escorting transports. The only ships avaliable to pilots are the Civilian range of ships, such as the Civilian bomber, ect. The weapons will be civilian or any weapons looted off of wrecks (Code Guns, Torpedos).

Transport/Gunship Squadron
The Transport Squadron is the money maker for the Smugglers. They haul the cargo to their destination and make money from the buyers. It's pretty simple, but there are rules with in the Coalition that must be abided by at all times. Any transport over 4000 cargo must have a fighter and bomber escort with them at all times. Any cargo more than 3500 must have at least a fighter escort. And any transport under 3500 may trade without an escort. Any smuggler caught without an escort if one is required will be stripped of their flying privilidges for one day. Starting transport pilots must start with a 1000 ton transport for one week until trusted enough to fly more expensive transport vessels. The Smugglers Coalition will pay to outfit the new transport with the most up to date technology once the week is over.

The Gunships are basically souped up transports with better weapons, shields, and armor upgrades. They, for the most part, are simply support ships for running blockades or assisting fighters in combat.

----------------------------------------------------------------------------------------------------

Ship List

Fighters: Civilian or Junker Fighters such as the Hawk, Falcon, and Eagle. Weapons to be used are Civilian or any code weapons looted off wrecks and/or purchased from a gun dealer.

Bombers: Civilian Bombers such as the Civilian Bomber avaliable from the Freeport in Theta. Weapons to be used are Civilian or any code weapons looted off wrecks and/or purchased from a gun dealer.

Transports: No transports over 4200 cargo. Highest transport that is avaliable for this is the Pirate Train. Weapons to be used are the highest you can get for transport vessels.

Basic Transport Information

-1000 Ton Transports are for new smugglers starting out. If the member does not have enough credits to pay for the transport, the faction will pay for it.

-No Faction Tied Transport Vessels such as the Corsair or Outcast freighters. The reasons behind this is to not show favoritisms towards any of the pirate factions, which could lead to a hostile status. A simple rule of thumb, if the name of the ship and or discription has any faction name in it, don't use it. If a joining member has a faction transport, we will pay for the difference to get into a new one.

-Slave Liners and Prision Liners are to be used by those members who have done a SIGNIFIGANT amount of smuggling (750 Million Credits) and must be given the Slaver ID in order to use it. They cannot be escorted by any other smuggler with a Smuggler ID because of the restrictions on said ID.

----------------------------------------------------------------------------------------------------

The Smugglers Code

-Always aid another Smuggler in need.

-If allies require aid, we will give it to them.

-Do not kill any lawman or pirate, unless your imediate life is threatened.

-If your life is threatned by any person not willing to take a bribe of any kind, defend your cargo with your life.

-Do not land on any lawful base when there are lawmen present. If they are distracted with a pirate or anything else, make your rounds quickly and leave as soon as possible. If they are not distracted, land ona nearby Pirate base and sell your cargo for a little less profit. If no pirate bases are avaliable that can give you a decent amount of profit from your goods, double back to the starting base and pick up other cargo to take to another destination.

-You will be IC at all times in system chat and on occasion group chat. At least try to participate in fourm roleplay stories.

-If you break any rules and have a character imprisioned or banned. Consider your self removed from the faction guild roster. I will not have any rule breakers in the faction I am trying so hard to build. SOME exceptions are allowed, such as a mistake, or maybe you let a swear word slip, that's fine. But any kind of ID mismatch, being out of your ZOI or mounting the wrong guns on your ship will be met with swift boot from the faction. This includes any known alt characters.
----------------------------------------------------------------------------------------------------

Ranks

Ranking up in the Smugglers Coalition is no easy task. You must earn a signifigant amount of credits, or be noticed for your fighting skills to rank up any in the tree. Below are the ranks within the Smugglers Coalition. Some are very difficult to get starting from highest to lowest:


Faction Leader (Three Positions Only)
Squadron Leader (Transport, Fighter, Bomber)
Squadron Commander (Transport, Fighter, Bomber)
General
Major
Captain
Veteran
Pilot
Rookie

----------------------------------------------------------------------------------------------------

Alignments

Allied - The Smugglers Coalition treats these members as their own. They respect them and give them protection if they need it.

Friendly - The Smugglers Coalition will aid these people in need if they request it. We supply them often with goods from the House systems or vice versa.

Neutral - The Smugglers Coalition treats these people with respect and dignity, as most of them are the people we trade with. However, if attacked by a Neutral party, they will quickly switch to Hostile.

Cautious - The Smugglers Coalition keeps their distance if they can from these factions. They have been known to hunt Smugglers and have been known to request we drop our cargo if it is contraband, which most of the time, it is. There are other factors that count into this such as strong military presence that could threaten our smuggling.

Hostile - These targets are hostile to every member of the Smugglers Coalition and will be shot on sight.

War - Even Smuggling factions can war over smuggling rights in Sirius. We will go out of our way to attack these people. If they are smuggling on our routes, we will seek them out, and destroy them.


Allied
N/A

Friendly
The Junkers Congress

Neutral
The 101st Outcasts Guard
Alster Union
The Artisan Farmers Alliance
The Benitez Family
The Black Dragon Society
Border World Exports
The Brotherhood
Gateway Interstellar
The Golden Chrysanthemums
The Hellfire Legion
Hessians Tears
Landwirtrechtbewegung
The Lane Hackers
The Liberty Rogues
Molly Republic
Nature's Last Hope
Nova Power Generation
Omega Pirate Guild
Reapers of Sirius
The Red Hessian Army
Republican Express
Shadow Outcast Brigade
Synth Foods Inc
Temporary Autonomous Zoners
Volksfront


Cautious
The Order
Bretonian Armed Forces
The Bretonia Police Authority
The Colonial Remnant
Gas Miner's Guild
Independant Miner's Guild
Interspace Neuralnet Division
The Liberty Navy
Liberty Police Incorporated
King of Fighters
The Kusari Naval Forces
Liberty Security Force
The Mandalorians
The Rheinland Military
Search / Destroy Agency
Xeno Alliance


Hostile
Harvesters
The Keepers
The Phantom Empire
Die Wilden
Sirius Coalition Revolutionary Army


War
N/A

----------------------------------------------------------------------------------------------------

KOS
None at the moment

----------------------------------------------------------------------------------------------------

Active Members
Game/Fourm

Faction Leader / Fighter Squadron Leader: -[SC]-Halloween-[F] / Trick
Fighter Squadron Commander: Position Open
Faction Leader / Bomber Squadron Leader: -[SC]-Xanadu / Zapp
Bomber Squadron Commander: Position Open
Faction Leader / Transport/Gunship Squadron Leader: -[SC]-Kain.And.Billy / Exile
Transport/Gunship Squadron Commander: Position Open
Major: -[SC]-Ezekiel_Jefferson / Quorg


Inactive Members
Game/Fourm

-[SC]-Cheetahs.Envy / ??

----------------------------------------------------------------------------------------------------

Discuss

~Leo

You fear oblivion. Yet you forget. The universe remembers every atom of your being. Even dust hums your name in the dark.
Roleplay is dead. Long live Powertraders and PvP I guess.
Reply  
Offline Leo
03-20-2009, 01:42 AM,
#2
Pathfinder
Posts: 2,793
Threads: 400
Joined: Dec 2007

*bump*

You fear oblivion. Yet you forget. The universe remembers every atom of your being. Even dust hums your name in the dark.
Roleplay is dead. Long live Powertraders and PvP I guess.
Reply  
Offline Weedalot
03-20-2009, 01:49 AM,
#3
Member
Posts: 2,364
Threads: 38
Joined: Oct 2008

:Palright if i must, its a nice idea need more details like ship lists and weapons. you seem not to ally yourself with anyone. not sure if its the best choice. makes you open for business if you know what i mean

♠ Because we can ♠
  Reply  
Offline Leo
03-20-2009, 01:52 AM,
#4
Pathfinder
Posts: 2,793
Threads: 400
Joined: Dec 2007

Ship lists are included inside the paragraph under the fighter squadrons, but can provide individual listings in a seperate section.

~Leo

EDIT: Done.

You fear oblivion. Yet you forget. The universe remembers every atom of your being. Even dust hums your name in the dark.
Roleplay is dead. Long live Powertraders and PvP I guess.
Reply  
Offline Weedalot
03-20-2009, 01:59 AM,
#5
Member
Posts: 2,364
Threads: 38
Joined: Oct 2008

looks good. i know you will hear that there are many of that type and go join one of them, but if you gonna make ti work i will be happy to see you guys around, and i wish yo u good luck

♠ Because we can ♠
  Reply  
Offline Leo
03-20-2009, 02:22 AM,
#6
Pathfinder
Posts: 2,793
Threads: 400
Joined: Dec 2007

If anyone will even look at the post, or reply to it...

*bump*

You fear oblivion. Yet you forget. The universe remembers every atom of your being. Even dust hums your name in the dark.
Roleplay is dead. Long live Powertraders and PvP I guess.
Reply  
Offline Weedalot
03-20-2009, 03:01 AM,
#7
Member
Posts: 2,364
Threads: 38
Joined: Oct 2008

yea that is strange

[font=Arial Black]BUMP

♠ Because we can ♠
  Reply  
Offline Supern0va
03-20-2009, 03:13 AM, (This post was last modified: 03-20-2009, 03:14 AM by Supern0va.)
#8
Member
Posts: 46
Threads: 5
Joined: Feb 2009

Incoming Transmission:
Comm ID: -[SC]-Malta's.Finest

Alright folks for all you who want to join the Transport/Gunship squadron please post here. When you post please specify what squadron you would like to be in and me and -[SC]-Halloween will see what rank you should be.

Safe flying.

ooc: Trick, I have about 150 mil for the clan startup. PM me or talk to me ingame.

<span style="font-size:12pt;line-height:100%">My Chars:
<span style="font-size:10pt;line-height:100%"><span style="font-size:8pt;line-height:100%"><span style="color:#FF0000">Marcus.Aurelius(XIII) - Advanced Train


[RoS]Manuel.Sanchez[V] - Falcata

[RoS]Manuel.Sanchez.[V] - Sabre

[RoS]Westphalia[V] - Outcast &quot;Trident&quot; Gunship

[AoF]Animosity - Raven's Talon

HCS-Equlibrium - Hacker Spyglass</span></span></span></span>
Reply  
Offline Leo
03-20-2009, 03:16 AM,
#9
Pathfinder
Posts: 2,793
Threads: 400
Joined: Dec 2007

This is only the feedback Malta:P

But I'll log in on Halloween after the update to the new Beta is up and we'll move it to the Bank.

Come on folks, give us some feedback on the document, I want to make sure it's perfect for when we have the credits to actually throw it into the request forum.

~Leo

You fear oblivion. Yet you forget. The universe remembers every atom of your being. Even dust hums your name in the dark.
Roleplay is dead. Long live Powertraders and PvP I guess.
Reply  
Offline Xing
03-20-2009, 03:17 AM,
#10
Member
Posts: 5,274
Threads: 147
Joined: Oct 2007

do you really need that mass spam of bumps... if people are not interested... they are not...

tbh, nothing special here. To me its just another junker faction. Why two liberty navies when one can do?

[Image: audrey03a.png]
  Reply  
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