' Wrote:Er, GC? The ones who use cardamine in their ceremonies? Shouldn't be allied to the Outcasts?
Did you maybe mean Blood Dragons? Because I'd be with you 100% there.
Also, the Bundschuh are neutral in the Outcast/Corsair war. Were you maybe thinking of the Red Hessians?
Despite my nitpicking, I do agree that this Corsair/Outcast war's a bit ridiculous and cutting into RP. Keep the logical allies - Corsairs/Hogosha, Outcasts/GC/Hackers. Rogues, I think, should be neutral. Mollys and Hessians should be hostile to the Corsairs, but I don't think they should be Outcast allies. Drop The Order from the Corsair ally list and leave them at friendly or neutral.
(note: above Corsair logical ally list incomplete. I don't play Corsairs.)
Sorry for the unexplained example. What I meant when I mentioned the GC is that it strikes me like a faction that seriously needs to get out of both Outcast and Blood Dragon influence. Sure, in RP they are still most dependent of the Outcasts, as a good number of their population is addicted to Cardamine (though I really don't like absolutisms). Anyway, despite the obvious political benefits, one has got to step outside of their parents shadows to really conquer something, and that's what I meant when I cited those factions. Even though in RP the GC, for example, may be yes very dependent of the Outcasts, I wouldn't want to see them simplified and summarized by that dependency. They should have something of an identity that supersedes that dependency. Otherwise they have absolutely no reason to exist as a separate faction.
However, those were mere examples. I pointed out the more sensible ones (the smaller and more specifically oriented factions), but that goes for all of them. Even Outcasts and Corsairs. Some things every NPC faction player should ask themselves is this:
How is it that I, through my role, pursue the objectives of the faction I represent? How is it that I reinforce or deviate from the RP "spine" as proposed for my NPC faction's standard role? How can that beneficial to further enhance not only mine, but everyone else's enjoyment and perception of the overall ambiance cast by the faction and all the people that portray it?
' Wrote:I think those are some exceptionally important issues that you raised in your last post, Gronath, and I wish you had brought them to the Development forum a long time ago, but it's not too late in an ultimate sense. Strategic thinking would be a breath of fresh air after months of niggling over details and stats.
From the perspective of Outcasts and Corsairs, I can see both of those groups striving very hard to build hegemony for themselves among the other outlaw groups. I can also see some of those groups chomping that bait, and others pushing back against it. The history of organized crime is one of my areas of personal study, and the main thing it demonstrates is that there are really no hard and fast rules or logic to determine how working relationships pan out. Watching pop culture you might think that the Italian New York five families ran everything, but there was a period of time not long ago when one black guy in Harlem was able to hold major sway over all of them. How? He had the connections that they didn't, and they needed what he could offer. So what "should" happen from the standpoint of reason and the surface level view of organizational structures is not always the inevitable outcome.
Of course, the problem here is that we're just making all of it up as we go along, and the power plays are designed and not the result of actual opposed outcomes. So logic and reason plays a part, but I think there is plenty of room for "weird" outcomes. Truth is stranger than fiction all too often, after all.
I don't know, Xoria. Even though it's interesting to have such matters and decisions hard coded into the mod, we don't really need them. Mollys weren't stopped (for better or for worse) from cutting a truce deal with the Bretonian government, even though their NPCs still shot each other. The Mandalorians weren't stopped from accomplishing diverse and unorthodox deals, even though managing to accomplish and maintain a proper character reputation board to match those deals is very hard. And that happens all around. Players will break this mod in two, canon wise, every next day. It's an exercise of futility to try and keep up, let alone anticipate, what will come up next. But I guess that's not necessarily what you're proposing.
Anyway, I do apologize for not bringing this in a better time for it to be acted upon from a mod maintenance and altering standpoint, but I'd say that if the perception doesn't exist amongst the players, then the mod specifics aren't really important important this or that way, people will just play what they are presented. If they do, then the mod specifics is irrelevant, because they'll become much larger than anything that can be predicted or hard coded.
Again, sure, it's interesting to have some of the mechanics actually supporting what's going on in game, but it's not absolutely necessary.