Haven't talked with anyone about this so this is just my opinion....
OORP it is a great if not even necessary idea. InRP yeah it's a bit of a mess. I think some way of joining the two outside of roleplay would be good. (maybe even the bundschuh too, although cawdor's reappearance on skype might mean something is up)
Merging the two factions in to one is a bit odd, but then again one of my personal hates of disco is people just playing their ships as faction members rather than characters. If the union was done in rp and all the characters were still 'unioners' or 'ellwubz' and still had the same opinions and still disagreed with each other, then i'd be cool with that. but i guess in that case it doesn't mean anything? I don't know, too complex.
But, i've had similar thoughts myself anyway. The non hessian rheinland unlawfuls are dead and/or dying, and the fact there's 3 factions to choose from is a part of that.
' Wrote:(...)
But, i've had similar thoughts myself anyway. The non hessian rheinland unlawfuls are dead and/or dying, and the fact there's 3 factions to choose from is a part of that.
I agree with it and the real question: why? In my oppinion the "revolution union" or what, the full acces to each other technology and the zero self RP is the problem. I met with LWBs sometimes but in the last half year I always met those who fly with Arbeiter and use hessian guns. I always mark to them how I as DHC dont really wanna hurt them but they all times wanna cut my throath, and they just repeat the same things what usuall hessians tell me about corrupt government and revolution. So LWB and unioners dont have self, individual face, and Im almost sure if this 2 team merging all things remain. They talk about the corrupt government and the revolution thats all. Like RHA. But because RHA own some excellent fighter the new potential rheinland unlawfuls of course join the RHA. No reason joining to AU or LWB because as I said no difference already. But for it the merge wont be more than changing faction tag and some new writing on the forum. In game I fear nothing will change.... but hope Im wrong and this will help on you. Really hope.
Jess forces me to say good Stuff now. LWB and Unioners will be in one Faction, yes. But they'll still act as they have before. LWB wont order around the Unioners or vise versa. So it is actually staying the same as before, just as one Faction instead of two Factions.
As I say that, I am for this now. Even without Force.
"Who is it doing this synthetic type of alpha beta psychedelic funkin'?"
' Wrote:I am concerned with one faction representing two npc groups. I also have concerns about the unique points of both factions being subsumed by this new group.
Fully agreed.
<Paradox ensues, wormhole opens>
Ahem. It would be the nail in the coffin for at least one of the two. Furthermore, LWB are more closely aligned to the Red Hessians, not the Unioners, in vanilla, and, considering how the two were set up, with the Hessians expanding, it would be the Hessians taking over, enveloping the LWB (and maybe the Bundschuh), and then maybe getting into turf wars with the Unioners.
I dislike this idea on personal grounds. But factions must evolve. One of my logistic concerns is... is it possible for one faction to have two separate IDs like that? Unioner and LWB? I thought official factions were regulated to one.
I approve of this only if you name it the Arbeitkraftsgruppe. Why? Because it just rolls off the tongue so well! It could even be a superhero group in English! WORK POWER GROUP AWAY!
Also, just use the LWB ID. It makes more sense given that they're more accepted in the Rheinland Pirate area (since the Unioners, you know, fought the Hessians for a while there). Two IDs is confusing.
[8:32:45 PM] Dusty Lens: Oh no, let me get that. Hello? Oh it's my grandma. She says to be roleplay.
[12:49:19 AM] Elgatodiablo: You know its nice that you have all that proof and all, Bacon... but I just don't believe you.
Why can't the Unioners 'unionize' the LWB? Maybe the leaders of the AU convinced the LWB that they would be stronger together and more organized. Create a whole new IFF/ID. Making it unique and shows their new lease on life.
Let's face it. There are far to many factions to choose from and and too many not being played.
I give it a thumbs up. Maybe you would even allow little ol' me to join.
I just want to know what will happen in-game.
And I haven't understood how this will happen.
So a few questions,if you don't mind-
Q. Would the NPC factions completely merge in-game to form a new faction altogether?
Q. What goals would the new faction adopt? Would there be two goals or one goal?
Q. What about independent players playing these factions?
Q. What will be the name of the new faction?
I understand that details are being worked out but if you have got an idea on the answers to some of the questions now, then it will clear up a lot of doubts.
Its an interesting idea and if it can improve things, then why not.
But all mergers mean that all previous identities get diluted.
Also almost 90% of times there is no such thing as a 'merger'. Its one group getting 'acquired' by the other group. Its very rare to see an 'equal merger' with 'equal partnership' from both sides.
So in this case,which faction is slightly more dominant than the other? And which faction is 'absorbing' the other one more?
My suggestions-
-In my opinion, the two should come together. The new faction should have 2 goals reflecting the goals of the earlier factions. But one goal should be given more importance than the other to indicate some kind of dominance from the dominant group.
-They should have one name but the name again should reflect the identity of the more dominant group. One ID as well.
-The organization should split into 2 subgroups or squadrons comprising of members of the two earlier factions and each one would take care of one goal. It could be more loosely organized(indicating incomplete integration) with separate tags for the two different squadrons.