' Wrote:I cannot stress this enough: being a GMG is far from straight forward. You have masses of factions to deal with and you need to know your diplomacy to each and every one of them, diplomacy that frequently consists of much more than "hostile" or "friendly". The GMG uses *no* capital ships at all. Gunboats is the biggest they can get. Their security flies purely fighters and bombers.
If you lot needs help with this, I'm willing to help. Still have a GMG transport, fighter and bomber, so yeah.
Yes this is understood, I am making an unknown char right now to go and map out and read all info card and news that I can in-game on GMG. The info I have so far is based on Wikifirst, and the old faction parts that were approved as secondary. Caps. I see no need for them but I'd sway to a flagship, since GMG territory will take some time to establish order and I imagine we will be under constant hostilities for the first bit. (Sig-13) Good thing I'm not a cap whore, I have 500 mill right now and have spent a few hundred mil before without jumping to cap ships. IMO a BS in my inexperienced, dog-fighter hands would probably be turned to scrap in quick minute heheh. But I am a patient trader.
On the note of taxing "powertraders" and pirates it would need either a constant wing of bombers/fighters being active or the occasional heavy though. I'll have more to think about when I go out there in a flea