Marshal, don't be swayed simply because there are those that don't want it. I personally don't want another Blunt era QCP as it wasn't inRP nor was it fun for anyone but the members of the QCP.
If you want to make a faction that has specific purposes and sticks to those, like the Arvg era QCP does. I will go as far as helping you with the background and other such things.
I am also going to quote Blue again as from your last post you still seem to think that Zoners are one faction.
Quote:The chief problem with this faction proposal is that it rests on the idea that Zoners are one faction.
Zoners are one "NPC faction," a term that is made to suit gameplay dynamics. Storywise, the term "Zoner" is equivalent of a borderworld drifter, vagabond, etc. It's a generic callsign for people who have left the Houses and other prominant factions.
The Zoners on Gran Canaria are completely different from those that live on Freeport 9 or Freeport 1. The Zoner Alliance is a pact between these drifter colonies, but even then the alliances are lose and most of the ZA's job involves resolving loopholes in the gameplay (such as, who permits non-Zoners to buy a Conference?).
Quote:Two factions fighting together has to be an oorp agreement. The Hessians and RM in oorp agree to fight each other if you know what im saying. The Rogues fight the LN and so forth.
Problem is it wouldn't be two factions fighting each other. It would be you (one) faction fighting a collective of other factions (TAZ, ZTC, OSI, ZoE, ZDF). The ZDF is the only linking element there, and it stems from the ZA. An alliance between the other four factions.