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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Merc ID

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Merc ID
Offline Dab
03-15-2007, 12:32 AM, (This post was last modified: 03-15-2007, 12:33 AM by Dab.)
#21
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Posts: 9,570
Threads: 320
Joined: Aug 2005

First, its not a terrorist act to shoot SF and SA (and allies) if your at war with them.. We joined this war too. On HF's side, when the SF joined on SA's side.

We agreed on Zoner ID a long time ago, and everyone who posted in that thread agreed that that NPC faction fit us best.

Plus, we aren't mercs much anyway.. Mostly just war contracts nowadays, not bounties or other types. A few escort contracts is about it.

[Image: DFinal.png]
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Offline Ant
03-15-2007, 12:42 AM,
#22
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Posts: 413
Threads: 18
Joined: Oct 2006

' Wrote:First, its not a terrorist act to shoot SF and SA (and allies) if your at war with them.. We joined this war too. On HF's side, when the SF joined on SA's side.
I seem to recall you posted in SF message dump about taking civilian prisoners and threatening to execute them if your demands were not met. That is pretty much as terrorist as you can get.
10 civilian pilots were collected off your Dreadnaught when it was destroyed in Cambridge. Another 5 Civilian pilots and several Liberty Navy pilots were taken off it when you were destroyed in Cali.

Quote:We agreed on Zoner ID a long time ago, and everyone who posted in that thread agreed that that NPC faction fit us best.
Military and Merc ID didn't exist then.
I don't care what faction rep you have. Zoner ID is the thing that doesn't fit, at least from my perspective.
You were going on about how SCRA was acting in a non-RP way. Is it the old "one rule for us and another for them" policy?

Quote:Plus, we aren't mercs much anyway.. Mostly just war contracts nowadays, not bounties or other types. A few escort contracts is about it.
There's a military ID as well you know. Change your faction statement if you're not Merc.
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Offline Dab
03-15-2007, 12:50 AM,
#23
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Posts: 9,570
Threads: 320
Joined: Aug 2005

At the moment we are still mercs. Gotta take a faction vote about taking that off.

Also, military ID doesn't fit us either. We don't go out and being lawfuls. We don't police or kill pirates. We are neutral to everyone unless provoked (such as when SF joined the SA against HF. We came in to even the sides, thats called being provoked into the war by SF.). Very rarely will you see us declare war before getting shot ourselves first, except for RP reasons (such as vs. Phantoms) and alliances. (Such as current situation.)

Zoner ID DOES fit us best. We remain neutral to everyone. Its not unlawful technically for us to help HF against SA and SF. We were allied to them and SF helped SA attack our allies. According to us, that was unlawful of the SF to attack our allies, and is lawful for us to shoot back.

SCRA had used completely out of RP IDs/tags when they were going (though the Corsair tag would actually work nowadays, since you are hostile to most people, but when Aeon was in charge it didn't fit what you were doing.). AW uses Zoner ID because we fit the Zoners. Neutral to all unless provoked in some way. The only thing that DOESN'T fit between us and Zoners is our mercenary background, which is arguably dead, as no one hires mercs anymore except for wars.

[Image: DFinal.png]
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Offline Malaclypse 666
03-15-2007, 01:36 AM,
#24
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Posts: 3,634
Threads: 87
Joined: Sep 2006


..I am reminded of the old children's tail of Bre'r Rabbit.

Likin' that thorn patch, Dab?

You should have dropped by to visit the Zaftigers on Canaria, Dab. Now THERE were true Zoners.. not this abominated version you've concocted to fit your own whims.

One of your AW boys whinged when [ELF]Fishin'_Fool joined (by invitation) an engagement at Los Angeles.

I have dutifully changed the F'F's tag to KNF, with a beautiful KNF alignment heavily weighted to Liberty second.

What's good for the goose..

Think about it.

Think Hard.

The Fool,
Soon to be
[KNF]~Chuushin~

[Image: malsig_alt1.png]
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Offline Ant
03-15-2007, 01:38 AM, (This post was last modified: 03-15-2007, 01:46 AM by Ant.)
#25
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Joined: Oct 2006

Quote:...We are mostly unlawful and as such, have clashes with house factions regularly. Our expertise is war, and we have much experience in such. We operate as allies of the Zoners and peacekeepers of Omicron Theta.
I can't see the problem with AW having Merc ID and Zoner tag, apart from the terrorism thing.
That would explain that you are just allied to Zoners and as such Neutral... but still operate in support of your [unlawful] allies. Does this not make sense?
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Offline Virus
03-15-2007, 02:49 AM,
#26
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Posts: 4,311
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Joined: Oct 2005

' Wrote:So your saying, if, say the AW, shot a merc faction. Since that faction can only JOIN a war, and AW only shot them and did not declared war, the merc faction cannot shoot them later on. That doesn't work.

The already existing factions rules would fall into this category. You get shot at, you can shoot back. Period. The Mercenary faction has the right (and obligation) to declare war. If it was a single player, a similar thing would happen, except it would not be a war, it would be perfectly acceptable RP revenge.



' Wrote:We don't go out and being lawfuls. We don't police or kill pirates. We are neutral to everyone unless provoked Very rarely will you see us declare war before getting shot ourselves first, except for RP reasons.

Right here. I've removed the irrelevant portions. This is the mercenary ID I am proposing, almost exactly.

No fighting with RP reasons (i.e. mucho dinero) or being shot at, which would then be self-defense/revenge. Mercenaries should not shoot ANYONE without reason. A reason could even be, if a fight has already started, "I bet they'll pay me." or, in a private message, "I could help you win, for a small fee of, say, X credits.."

Besides that, mercenaries don't (and shouldn't) make alliances. They aren't going to start a war, they only thing they do is fight for other people.

No policing. No pirating. Of course, black mail is always on the menu. Such as, "I see you have a load of contraband, there. You will pay X credits or I'll report you to the authorities." or the mercenary could go to the authorities first and say, "I've found a smuggler. I'm following him. You pay me or I let him get away."

Only thing is, its really, really hard to say that without going hugely into depth or people like Dab over analyzing it.

[Image: virussig3.png]
Into the Maelstrom - A Measure of Salvation - Reaver Company Database
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Offline Mickk
03-15-2007, 11:12 AM, (This post was last modified: 03-15-2007, 11:19 AM by Mickk.)
#27
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Posts: 1,445
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' Wrote:If it was a single player, a similar thing would happen, except it would not be a war, it would be perfectly acceptable RP revenge.
Right here. I've removed the irrelevant portions. This is the mercenary ID I am proposing, almost exactly.

No fighting with RP reasons (i.e. mucho dinero) or being shot at, which would then be self-defense/revenge. Mercenaries should not shoot ANYONE without reason. A reason could even be, if a fight has already started, "I bet they'll pay me." or, in a private message, "I could help you win, for a small fee of, say, X credits.."

Besides that, mercenaries don't (and shouldn't) make alliances. They aren't going to start a war, they only thing they do is fight for other people.

No policing. No pirating. Of course, black mail is always on the menu. Such as, "I see you have a load of contraband, there. You will pay X credits or I'll report you to the authorities." or the mercenary could go to the authorities first and say, "I've found a smuggler. I'm following him. You pay me or I let him get away."

Ya know what?

What Virus has written above pretty much describes exactly the way I play NOW.... except for the blackmail thing, I hadn't thought of that and probably won't stoop to doing it.

I don't go around shooting people for the heck of it, but if someone asks (with a good possiblilty of receiving $$$) I'll help them out.

I jumped at the Merc ID right from the start for all of my ships bar my Trader..... funny that huh :P

On a similar note, I was questioned about one of my ships being Rheinland, but mounting Liberty weapons by a player.

My response is that as a Mercenary, I purchase the best equipment I can get my hands on, by whatever means possible.
If that means buying things 2nd hand (including ships), looting old wrecks for weapons or using weapons 'salvaged' from the remains of ships I have destroyed, then that is what I do.

*note: not the full quote used..

Mickk: One orginal, 4 clones. Telp..teleh....mind comu...comi..come...talking ability.
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Offline Igiss
03-15-2007, 02:03 PM,
#28
Discovery Creator
Posts: 3,180
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Joined: Jun 2005

AW should have the Zoner ID. It was initially offered by me, as I find it the only possible solution (back then and now).

Merc ID factions cannot have systems, do you remember? like any other "general" ID factions. That's a price you pay for freedom.

Regarding the Merc ID itself. I agree that it will be sold on different bases and planets, not only BH bases. But I'm still sceptical about allowing non-lawfuls to have this ID. By mercenaries (for Merc ID) I meant lawful mercs, bounty hunters who don't join the Guild. If you do wish to work for unlawfuls, just get Pirate ID or ID of any pirate faction. It allows to fulfil bounty contracts, as far as I remember, and it will represent your identity more clearly. Come on, you cannot be lawful and unlawful at the same time... we are on RP server, and you do have to choose.
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Offline Denelo
03-15-2007, 02:15 PM,
#29
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Posts: 1,816
Threads: 77
Joined: Feb 2007

' Wrote:AW should have the Zoner ID. It was initially offered by me, as I find it the only possible solution (back then and now).

Merc ID factions cannot have systems, do you remember? like any other "general" ID factions. That's a price you pay for freedom.

Regarding the Merc ID itself. I agree that it will be sold on different bases and planets, not only BH bases. But I'm still sceptical about allowing non-lawfuls to have this ID. By mercenaries (for Merc ID) I meant lawful mercs, bounty hunters who don't join the Guild. If you do wish to work for unlawfuls, just get Pirate ID or ID of any pirate faction. It allows to fulfil bounty contracts, as far as I remember, and it will represent your identity more clearly. Come on, you cannot be lawful and unlawful at the same time... we are on RP server, and you do have to choose.

Igiss is noticing... that's always good:)
But I don't think anyone was suggesting being both lawful and unlawful, they were suggesting being neutral...
which makes sense, as you generic merc is generally neutral, and doesn't care who hires him/her, as long as s/he get's plenty of cash for it.

But, what do I know, don't want to argue with Igiss or anything... just a thought.
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Offline Ant
03-15-2007, 06:24 PM, (This post was last modified: 03-15-2007, 06:28 PM by Ant.)
#30
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Posts: 413
Threads: 18
Joined: Oct 2006

' Wrote:AW should have the Zoner ID. It was initially offered by me, as I find it the only possible solution (back then and now).
...
Come on, you cannot be lawful and unlawful at the same time... we are on RP server, and you do have to choose.
The Zoner ID says that those using it cannot be involved in any unlawful activity.

I'm just wondering how that fits in with the actions of AW on the server and in the forum.
AW have allied with pirate, terrorist and unlawful groups as well as attacking civilian targets in a way that can only be described as terrorism.

All I'm asking is some consistency.
How can one group can get away with pretty much anything they please while criticising everyone else for relatively minor things?

Aren't Zoners supposed to be Neutral to everyone?
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