I may or may not have got slightly drunk whilst procrastinating coursework and used my perk powers accordingly.
In all seriousness, this will allow Zoners to shoot at ourselves and the Separatist without worrying about a sanction. Go mad - go RP some aggressive Zoners under the full allowance of the server rules. Nephilims are left off since they're not warships and they won't fit in the Tanner Belt.
THE SYNDIC LEAGUES
(A co-operative of Rheinland's outlawed trade unions, determined to take the underworld for themselves.)
(05-05-2018, 03:20 PM)Reddy Wrote: this could be interesting. aggressive zoners....very interesting
I don't think these are Zoners any more. We should probably stop calling them such.
The idea came around from the Confederation of Freeports threatening InRp repercussions to the Seperatists and the Unioners for Freeport 2 turning Pirate IFF. Besides, Zoners defending a freeport is something they do all the time. A group of pirates steadily pushing the Zoner population off a station is probably a cause for people to defend themselves.
Edit: The Confederation didn't have anything they could do themselves under their given ID, so there's now an ID through which they can attempt to push the Pirates off. It's deliberately separate to the normal ID to separate those who choose to fight from the primary Zoner ID. Standard Zoners don't need to feel impacted by this.
Unioners, for one, won't be firing at Zoners who don't have this ID aboard unless they actively assist the Zoners that do. Both ingame and InRp not all Zoners are alike; this ID helps recognise that there's those who want to fight for their old home, and those that don't.
THE SYNDIC LEAGUES
(A co-operative of Rheinland's outlawed trade unions, determined to take the underworld for themselves.)
Just to clarify, Zoners are not pacifists. They are defensive. This is one of the threads where you will find people who never read Zoner Infocards claiming Zoners shouldn't have any military assets.