Posts: 6,895
Threads: 414
Joined: Aug 2007
Staff roles: Story Dev Economy Dev
The only thing I have to ask, is do you absolutely have to create a faction? Currently, I can attach your name to the Bretonian Army Air (Space?) Corps, the same for Liberty (I think), the Orks, and this. At the very least, two rapidly aborted factions doesn't bode well for this one.
I can understand that leading a group is cool and all... But try to come up with something that'll stick before you commit to posting. With that out the way, crack on.
Also, consider dropping the Slaver ID. It's the single most gimped and useless one in the game. It carries all the worst aspects of the Pirate and Smuggler IDs, with none of the benefits. Violent power schisms aside, there's a reason the Slavers Union imploded.
And Andre - he has a point. Provide some reasons or don't post. 'No' on it's own isn't particularly helpful.
' Wrote:The only thing I have to ask, is do you absolutely have to create a faction? Currently, I can attach your name to the Bretonian Army Air (Space?) Corps, the same for Liberty (I think), the Orks, and this. At the very least, two rapidly aborted factions doesn't bode well for this one.
I can understand that leading a group is cool and all... But try to come up with something that'll stick before you commit to posting. With that out the way, crack on.
Also, consider dropping the Slaver ID. It's the single most gimped and useless one in the game. It carries all the worst aspects of the Pirate and Smuggler IDs, with none of the benefits. Violent power schisms aside, there's a reason the Slavers Union imploded.
And Andre - he has a point. Provide some reasons or don't post. 'No' on it's own isn't particularly helpful.
the BAA was the birthchild of the National Guard. BAA never happened, was just on paper. The Orks did fail I'll give you that, but thats not due to lack of Leadership or anything that I could have solved, was just down to anti-ork chants from the community. This, I do feel i'll make up. Its needed in the community, and is a personal soft spot for me. (I've always some smuggling and slave runs, it's my cup of tea) have confidence, this will work.
' Wrote:Also, consider dropping the Slaver ID. It's the single most gimped and useless one in the game. It carries all the worst aspects of the Pirate and Smuggler IDs, with none of the benefits. Violent power schisms aside, there's a reason the Slavers Union imploded.
Sure? The ID looks pretty good to me when I first saw it. It allows the Slaver/Prison Liner, allows human piracy, allows us to engage lawfuls and has no transport cargo restrictions like its sister ID, the smuggler. Although smuggler and pirate ID could work, I just don't have plans of this group becoming a camp the lanes...
Z Line ships are the Werewolf, Greyhound and their ilk.
To clarify, they're not classified as general pirate vessels, instead being specific to the Rogues and Mollys. I'd suggest running something by the various faction leaders or posting a request in here before you start using them.
As to the faction itself, it's a decent idea, but in my opinion you could do with a bit more depth. A faction needs to provide something that the player can't do as an independent and, at present, I can't see anything a player could gain through joining. In giving them such a wide area of operations and objectives without a specific focus, I'm concerned you could see stagnation kicking in pretty quickly.
' Wrote:Z Line ships are the Werewolf, Greyhound and their ilk.
To clarify, they're not classified as general pirate vessels, instead being specific to the Rogues and Mollys. I'd suggest running something by the various faction leaders or posting a request in here before you start using them.
As to the faction itself, it's a decent idea, but in my opinion you could do with a bit more depth. A faction needs to provide something that the player can't do as an independent and, at present, I can't see anything a player could gain through joining. In giving them such a wide area of operations and objectives without a specific focus, I'm concerned you could see stagnation kicking in pretty quickly.
Anywho, that's my two cents.
Forgive the error, I was just under the impression the hyena, greyhound, werewolf and Bactrian along with pirate transport and train were open for pirate and unlawful use. I thought this because on these ships it says "Pirate Freighter/Heavy fighter" etc etc. Also in their wiki descriptions they all generally say something like "Popular among pirates" And the greyhound I think states "It -became- popular with the liberty rogues/Molly's. Also the bargest I'd titled "Liberty rogue/Molly Bomber" instead of "Pirte Bomber" leading me' to think that the bargest needs permission to fly whilst others don't. Sorry for any errors, on mobile at school. Commissar, I'll reply to the rest in 5-6 hours after my history exam.