Ok--my only problem is the "Lets be Junkers when we come up with a new Sirius scourge".
This is diluting to Junker role play and forces us to accommodate a group "as our own" when it has nothing to do with Junkers.
The Harvester and Junker interaction was a mutually reached rp that evolved naturally and made a lot of sense logically.
But this (for Junkers) is no different than if someone created a psychotic-homicidal offshoot of Corsairs or Outcasts or Zoners and then said, "We're going to use Junker reps and bases."
Go Freelancer, pirate or Zoner. I know freelancer restricts your options as does pirate. Also consider a terrorist ID but with faction set direections for it (you don't have to be a "pure" terrorist towards all groups.)
Zoners are similar to Junkers but they are a group of people with mutual interests and concerns. Junkers are "socially ethnic" and bound by a tradition and society that binds them together as family and trusted friends.
I know Zoners might be viewed that way but Zoners are a variety of people disaffected by Sirius society, withdrawing from it as a whole and isolating themselves for mutual protection.
The Harvesters would be shock and awe to "everyday Junkers". They might get used to them and work with them once they have proven predictable but it would ne4ver be a completely natural fit. No Junker would ever look at Harvesters and say, "They are Junkers." the Harvesters are present at Junker bases because an in-game relationship developed and a Junker group agreed to allow Harvesters to be present (like we could have stopped them anyway). but Harvesters didn't move in uninvited--they essentially "signed a treaty" and accepted obligations and responsibilities to Junkers as a result. Each side gains an advantage. the Harvesters were powerful machines who could be approached with the logic of cooperation when their own and junker wishes conflicted. They did not have an imperative to adapt and destroy all non-machine life. To make Junkers accept this status would be like forcing them to support Hitler in WWII..or forcing "Doctor Who" to cooperate with "Daleks".
To start just arbitrarily labeling new groups as Junkers because it is convenient is wrong.
I was blasted for the perception I might be making Junkers seem "non-vanilla" and this just stretches it way out of shape.
If actual Junkers opposed this, they would refuse to let them dock and would resist them. Your suggestion makes Junker bases as much your group's as they are the Junkers. Suddenly a "Junker" base isn't that anymore--its a shared faction location. That's not what they are. Yanagi, Bornholm, Kruzberg, Beaumont, Rochester and Trafalgar are not just stations with Junkers on them--they are Junker stations.
Quote:P.S. The group sounds fun and no problem--I'm all for AI and eventually a Machine ID. But twist the Zoner ID, not the Junker one if you have to twist one.
Something else to consider here is a space based faction. One that doesn't dock ships but barters for goods that are brought and sold to them--that is something the Junkers might do. Gammu is obviously available for basic equipping and ships as it is essentially "Harvester Homeworld".
The other alternative is that your group has "assimilated" Primus--having found the monkeys useful servants who aren't an evolving threat, That gives you access to the Crow, Virage, Battlestar, Huntress, Nomad light Fighter and the Kushan Very Heavy Fighter as well as a ton of advanced weapons.
' Wrote:Ok--my only problem is the "Lets be Junkers when we come up with a new Sirius scourge".
This is diluting to Junker role play and forces us to accommodate a group "as our own" when it has nothing to do with Junkers.
The Harvester and Junker interaction was a mutually reached rp that evolved naturally and made a lot of sense logically.
But this (for Junkers) is no different than if someone created a psychotic-homicidal offshoot of Corsairs or Outcasts or Zoners and then said, "We're going to use Junker reps and bases."
Go Freelancer, pirate or Zoner. I know freelancer restricts your options as does pirate. Also consider a terrorist ID but with faction set direections for it (you don't have to be a "pure" terrorist towards all groups.)
Zoners are similar to Junkers but they are a group of people with mutual interests and concerns. Junkers are "socially ethnic" and bound by a tradition and society that binds them together as family and trusted friends.
I know Zoners might be viewed that way but Zoners are a variety of people disaffected by Sirius society, withdrawing from it as a whole and isolating themselves for mutual protection.
The Harvesters would be shock and awe to "everyday Junkers". They might get used to them and work with them once they have proven predictable but it would ne4ver be a completely natural fit. No Junker would ever look at Harvesters and say, "They are Junkers." the Harvesters are present at Junker bases because an in-game relationship developed and a Junker group agreed to allow Harvesters to be present (like we could have stopped them anyway). but Harvesters didn't move in uninvited--they essentially "signed a treaty" and accepted obligations and responsibilities to Junkers as a result. Each side gains an advantage. the Harvesters were powerful machines who could be approached with the logic of cooperation when their own and junker wishes conflicted. They did not have an imperative to adapt and destroy all non-machine life. To make Junkers accept this status would be like forcing them to support Hitler in WWII..or forcing "Doctor Who" to cooperate with "Daleks".
To start just arbitrarily labeling new groups as Junkers because it is convenient is wrong.
I was blasted for the perception I might be making Junkers seem "non-vanilla" and this just stretches it way out of shape.
If actual Junkers opposed this, they would refuse to let them dock and would resist them. Your suggestion makes Junker bases as much your group's as they are the Junkers. Suddenly a "Junker" base isn't that anymore--its a shared faction location. That's not what they are. Yanagi, Bornholm, Kruzberg, Beaumont, Rochester and Trafalgar are not just stations with Junkers on them--they are Junker stations.
Alright, i see your points but im also trying to fix this. Im in the progress of totaly banning all cap ships in the Directive so that we can use Pirate ID's for the time until(or if ever) a Harvester ( Or similar ) ID has been made by the Admins and mod makers.. As im also considering using other Tags or eventually no tags if possible.. But it's hard to keep all factions below friendly.
When it comes to using Junker Bases, well as the directive has no where else to land. In a RP point of view the Directive isnt staying on the bases, they just stay where the Harvesters go. In RP, the entire Directive has it's base of operation outside sirius.. And that's not easy to fix ingame.. The players still need places to sell their stuff, repair and what not. Hell im even making a Drone that is a repair vessel so that in RP we have a reason for the Directive not to (In rp) land on bases. And when it comes to the Directive being friendly to Junkers, dont worry im adding you to neutral.
And im sorry to have used the Junker ID and Tag, i realy am. And i intend to fix this ASAP.
And thanks for your Criticism, as it is also highly appreciated (as is very nice comments and compliments) .
As i said, i want Feedback and recomendations.
Thanks.
Edit: I will take it into consideration about adding primus as a "Infected world. Alltough i need to make up a backstory. But as i dont plan on making this a Official Faction ( Not at this point) it will only be RolePlayed that way.
Vindicator is awaiting commands in New York. I'll be on tonight.
Zealot Wrote:Just go play the game and have fun dammit.
Treewyrm Wrote:all in all the conclusion is that disco doesn't need antagonist factions, it doesn't need phantoms, it doesn't need nomads, it doesn't need coalition and it doesn't need many other things, no AIs, the game is hijacked by morons to confuse the game with their dickwaving generic competition games mixed up with troll-of-the-day.