' Wrote:for disco to survive another 10 years we will need to concentrate on faction recruitment. we need a few factions with lots of players, rather than a lot of factions with a few players.
' Wrote:for disco to survive another 10 years we will need to concentrate on faction recruitment. we need a few factions with lots of players, rather than a lot of factions with a few players.
' Wrote:for disco to survive another 10 years we will need to concentrate on faction recruitment. we need a few factions with lots of players, rather than a lot of factions with a few players.
/two cents off
Actually I take another view on this subject, factions are fluid, non static objects.
As a player, I will join any faction that takes my fancy, and leave it just as quickly if I do not find myself comfortable there for any reason.
Factions themselves are not meant to be around forever.
They change to suit new ideas in the community, expand at certain times when the mod has favourable conditions and shrink when it doesn't.
They can easily just disappear all together if they don't have what it takes to survive, and all of this is a good thing.
It is players that keep this server alive, not factions.
To the OP.
If you plan on making a faction off of a new idea, or even an imported idea, then yes the best way forward is indeed to use a generic ID and prove your factions ability to compete on this server.
If this goes well, apply for official status and wait the timer out while keeping up activity.
While you are doing this, always have a mind towards getting that ID, this will be a lot harder than getting official.
The difficulty involved will be worth it if you are after a lasting faction that may survive on the server for a good length of time.
As has been pointed out above, yes there is a certain level of bias involved in this server, like all others.
That is what happens when humans get involved, you will find that for the most part however, the admin team here will judge your idea on it's merits and how you apply your idea ingame.
So to sum up I say, give it a shot.
' Wrote:Actually I take another view on this subject, factions are fluid, non static objects.
As a player, I will join any faction that takes my fancy, and leave it just as quickly if I do not find myself comfortable there for any reason.
Factions themselves are not meant to be around forever.
They change to suit new ideas in the community, expand at certain times when the mod has favourable conditions and shrink when it doesn't.
They can easily just disappear all together if they don't have what it takes to survive, and all of this is a good thing.
It is players that keep this server alive, not factions.
you will find that for the most part however, the admin team here will judge your idea on it's merits and how you apply your idea ingame.
So to sum up I say, give it a shot.
In my first few months on the server, i tried to do exactly what the OP is trying to do; set up an import faction when nobody knew me. unsurprisingly, it failed to gain recognition, as i had asked for recognition before the playerbase knew who we were.
Later i set up the [garda], but that was shortlived as the mining got switched off. i've not had the time, inclination nor bandwidth to deal with the trials and tribulations involved in running a faction; some days you wont get to play at all, you'll just forumlancer.
players do indeed keep the server alive, but you seemed to miss my point. when im a smuggler fighting for life and livelihood, and i die in combat, i want to jump right back in, but when the fourth wall is broken, im glad that the four hour rule prevents me. its as distracting as receiving a green 'u r rus?' during combat.
imports dont make freelancer better. and if the CR disappeared, it was because they werent meant to be around forever.
but there are some factions that are required to keep FL going. the order/nomads. corsairs/outcasts. lawfuls/pirates. pirates/traders.
im not saying that EVERYONE needs to join the official faction. the BAF manage to control the majority of their HMS- tagged ships quite well. but we don't need to dilute freelancer with characters from other space-operettas.
' Wrote:Actually I take another view on this subject, factions are fluid, non static objects.
As a player, I will join any faction that takes my fancy, and leave it just as quickly if I do not find myself comfortable there for any reason.
Factions themselves are not meant to be around forever.
They change to suit new ideas in the community, expand at certain times when the mod has favourable conditions and shrink when it doesn't.
They can easily just disappear all together if they don't have what it takes to survive, and all of this is a good thing.
It is players that keep this server alive, not factions.
To the OP.
If you plan on making a faction off of a new idea, or even an imported idea, then yes the best way forward is indeed to use a generic ID and prove your factions ability to compete on this server.
If this goes well, apply for official status and wait the timer out while keeping up activity.
While you are doing this, always have a mind towards getting that ID, this will be a lot harder than getting official.
The difficulty involved will be worth it if you are after a lasting faction that may survive on the server for a good length of time.
As has been pointed out above, yes there is a certain level of bias involved in this server, like all others.
That is what happens when humans get involved, you will find that for the most part however, the admin team here will judge your idea on it's merits and how you apply your idea ingame.
So to sum up I say, give it a shot.
I understand, some ideas attempting to be imported cannot be adapted into the original FL mindset. Rp that does requires a lot of story time with a lot of dedicated roleplayers. I would find Discovery to be very boring if we would have stayed with original factions with no room for newly constructed ideas. It all simply takes time with a lot of story writing.
If you're wanting to start a faction from scratch (like the BSG/CR) you'll need to use a generic ID. Admins are on the uppity up on factions who use an NPC faction's ID and don't role play that NPC faction, but isntead role play their own stuff. Supposedly Hellfire was the last to do that. The LE is attempting it now, but it would seem the admins are giving them the silent treatment.
It is entirely possible to do. The VE did it themselves. Serp role played as VE for awhile by himself, building up the groups role play and lore. Eventually enough people pestered him into turning it into an actual faction and they did. They used the Zoner ID as it mostly fit their lore, but worked with the admins to find a better ID and were given the AI ID. Then they got their own ID, but by then they were all inactive; sadly.
So yea, grab a generic and role play and create the lore and if you stay at it there is a chance.
' Wrote:If you're wanting to start a faction from scratch (like the BSG/CR) you'll need to use a generic ID. Admins are on the uppity up on factions who use an NPC faction's ID and don't role play that NPC faction, but isntead role play their own stuff. Supposedly Hellfire was the last to do that. The LE is attempting it now, but it would seem the admins are giving them the silent treatment.
It is entirely possible to do. The VE did it themselves. Serp role played as VE for awhile by himself, building up the groups role play and lore. Eventually enough people pestered him into turning it into an actual faction and they did. They used the Zoner ID as it mostly fit their lore, but worked with the admins to find a better ID and were given the AI ID. Then they got their own ID, but by then they were all inactive; sadly.
So yea, grab a generic and role play and create the lore and if you stay at it there is a chance.
I've never gone with a Freelancer ID before. We've constructed a little bit of what civilian ships we can fly with the ID, will just be uncertain what actions we could take. Such as I went ingame to setup decided to get in some practice RPing a bit. Not to Spoil what we have in store, I went to help my "Allies" fight off an enemy, others basically wrote me off as a mercenary. Does using the Freelancer ID by default make me a gun for hire spite RP?
' Wrote:I've never gone with a Freelancer ID before. We've constructed a little bit of what civilian ships we can fly with the ID, will just be uncertain what actions we could take. Such as I went ingame to setup decided to get in some practice RPing a bit. Not to Spoil what we have in store, I went to help my "Allies" fight off an enemy, others basically wrote me off as a mercenary. Does using the Freelancer ID by default make me a gun for hire spite RP?
Any answers for this? Making sure everything is in order before continuing.
No. Some people will treat you how they wish regardless of how you role play. Something we all have to deal with. Your actions will be limited as the ID itself is rather limited due to its free ZoI. Have fun and develop your group and make the bid for official status one day.