(02-25-2014, 12:10 AM)Lythrilux Wrote: In terms of gameplay, what did capital ships bring to the Zoner 'faction'?
EDIT: Feel free to give positive and negative answers.
Sorry I downsized your font, hope you wont mind that.
It is true many abused the Zoner capital ship to no ends, but also in the right hands, they made it a suitable colony ships for the edge worlds without any negative experience.
You can also say, what did transport bring to the Zoner faction ?
The answer can be equally the same, in the wrong hands its abused for neutrality power trade and house docking hoping admins wont catch you, on the right hands, it just trades and haul goods?
(02-25-2014, 01:22 AM)Highland Laddie Wrote: Devs are in charge of ship lines, Tel. Not the factions.
When may I ask what are the points of even playing in a official Zoner factions these days ?
You have activity requirement to upkeep, good RP responsibilities to maintain, and the only end of the stick you get 4 out of 7 Faction rights that are restricted because of multiple IDs rule (especially the FR5 when admin ignored when after all 3 Zoner agreed to it), a core 5 that needs Admin approval. All these restrictions sounds more of a work than actual play to me
It is sad that officials factions are the ones that develops the lore which being ruined by developers that clock no hours into playing the faction being changed.