• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Role-Playing Unofficial Factions and Groups
« Previous 1 … 288 289 290 291 292 … 392 Next »
The Black Marketeers

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (3): « Previous 1 2 3 Next »
The Black Marketeers
Offline jammi
06-13-2011, 10:05 PM,
#11
Badger Pilot
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.

[Image: redon.gif]
[Image: f0D5b.png][Image: O2Zu5.png][Image: IlS2I.png][Image: yNeaK.png][Image: 9zbjr.png][Image: D7RGg.png]
News article library, feedback and content requests.
Reply  
Offline Dwarf
06-13-2011, 10:05 PM,
#12
Member
Posts: 188
Threads: 38
Joined: Jan 2010

' Wrote:you'r on my turf now body, dont expect warm welcome any time soon.**

//good luck you gona need it.

Not much of a feedback but thanks for the good luck;)

[Image: BMlogo.png]
  Reply  
Offline Andre
06-13-2011, 10:06 PM,
#13
Member
Posts: 33
Threads: 4
Joined: Jun 2011

If you think I really get used of that chat ...It was nice to spam there..And your kick didn't affected me.. I have went through worse things
  Reply  
Offline Dwarf
06-13-2011, 10:08 PM,
#14
Member
Posts: 188
Threads: 38
Joined: Jan 2010

' 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.

[Image: BMlogo.png]
  Reply  
Offline Dwarf
06-14-2011, 07:20 AM,
#15
Member
Posts: 188
Threads: 38
Joined: Jan 2010

' 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...

[Image: BMlogo.png]
  Reply  
Offline SnakThree
06-14-2011, 07:25 AM,
#16
Member
Posts: 9,085
Threads: 337
Joined: Mar 2010

Z line ? How you got it?!

[Image: rTrJole.png][Image: LJ88XSk.png]
[Image: ka0AQa5.png][Image: QwWqCS8.png]
  Reply  
Offline Dwarf
06-14-2011, 08:24 AM,
#17
Member
Posts: 188
Threads: 38
Joined: Jan 2010

' Wrote:Z line ? How you got it?!
Border world ships? Sabres and all that? It's open use for freelancers...

[Image: BMlogo.png]
  Reply  
Offline Commissar
06-14-2011, 08:44 AM,
#18
Member
Posts: 641
Threads: 89
Joined: Sep 2010

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.

May you live in interesting times.
| Sarah McFarlen | Jane Hartman |
Reply  
Offline Dwarf
06-14-2011, 09:26 AM,
#19
Member
Posts: 188
Threads: 38
Joined: Jan 2010

' 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.

[Image: BMlogo.png]
  Reply  
Offline Dwarf
06-14-2011, 03:21 PM,
#20
Member
Posts: 188
Threads: 38
Joined: Jan 2010

Am I incorrect with what I said above? Need a yes/no and some details so I don't make the same mistake later.

[Image: BMlogo.png]
  Reply  
Pages (3): « Previous 1 2 3 Next »


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2026 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode