Can attack lawful and unlawful targets in self-defense, to protect another trader, or in defense of Zoner bases.
Can demand contraband, levy fines and destroy ships if they refuse to cooperate, or violate the Pentabarf, within Baffin only.
Cannot dock cruisers, battleships, or transports with more then 3,600 cargo within House Space. except Aomori Station, the Hood and Zoner bases
"Pilot carrying this quasi-lawful ID is a Discordian Zoner, who:
- Can demand contraband, levy fines and destroy ships if they refuse to cooperate, or violate the Pentabarf within Baffin.
- Can attack any ship in self-defense, to protect an allied ship or in defense of an allied base.
- Can attack factions declared hostile, excluding transports, within ZOI
- Can Ally with Enemies of Gallia against Gallic Lawfuls
- Can fulfill any allied bounty or escort contracts, and can treat transports only as combat targets when executing allied bounty/escort contracts against them
- Can mine Scrubbies (Alien Orgs) in Baffin only
- Cannot dock cruisers, battleships, or transports with more then 3,600 cargo within House Space. except Aomori Station, the Hood and Zoner bases
- Recently we've been having a lookover of our entire ID and we've been pondering on what changes we can make that will be able to expand ourselves enough to entice possible new players into the folds of our insane commune.
- The justification for the proposed combat and bounty related lines is several-fold. Firstly, in respect to our long-standing relationships with factions like the SCRA, CR and the Council. Having combat lines will allow us to further grow these relationships, along with furthering relationships with factions that share mutual enemies.
Secondly, the proposed combat and bounty lines will be a step to help disperse the stagnancy, lack of action and lack of interest from prospective new faction recruits that has been plaguing the TAZ for quite some time. By broadening our scope of allowed actions, we can reassert our presence, both in-game and inRP, in the regions that we either reside or operate in with allies. Therefore we'd like to be able to expand upon that as well with the changes going on in the Taus, Upper and Northern Bretonia and Liberty.
- The scrubbies is in fact part of actual TAZ lore and is supported with the very low drop areas in Baffin. I'd like to keep the current drop rate as it is (1-5 units) while having a modest modifier of 2 or 3 in order for us to fullfill TAZ lore while at the same time keeping balance to the current trade areas in which would/could be affected by our ability to mine and sell such.
The Corsairs are one of two criminal factions founded from the descendents of the Hispania. Their economy is based on piracy and Alien Artifacts trade. They are allied with the Hogosha and Farmers Alliance, and cooperate with the Gaians, Samura and the Unioners. Their enemies are the Red Hessians and Outcasts.
The pilot carrying this ID is a member of the Corsairs who:
Is allowed to do the following anywhere:
-Can trade
-Can defend itself
Is allowed to do the following within their Zone of Influence:
-Can attack any ships except transports and allies.
-Can demand cargo and credits from any ship, then attack them if they refuse to comply
-Can collect unlawful bounties
-Can treat ships carrying Blood Diamonds and Cardamine as combat targets.
Is not allowed to do the following:
-Cannot ally with any lawfuls, except with Kusari lawfuls against other against other unlawfuls only.
-Cannot ally with any lawfuls, except with Gallic lawfuls against Bretonian lawfuls only.
The Corsairs are one of two criminal factions founded from the descendents of the Hispania. Their economy is based on piracy and Alien Artifacts trade. They are allied with the Hogosha and Farmers Alliance, and cooperate with the Gaians, Samura and the Unioners. Their enemies are the Red Hessians and Outcasts.
The pilot carrying this ID is a member of the Corsairs who:
Is allowed to do the following anywhere:
-Can trade
-Can defend itself and its allies
Is allowed to do the following within their Zone of Influence:
-Can attack any ships except transports and allies.
-Can demand cargo and credits from any ship, then attack them if they refuse to comply
-Can collect unlawful bounties
-Can treat ships carrying Blood Diamonds and Cardamine as combat targets.
Is not allowed to do the following:
-Cannot ally with any lawfuls, except with Kusari lawfuls against other against other unlawfuls only.
-Cannot ally with any lawfuls, except with Gallic lawfuls against Bretonian lawfuls only. - Cannot bring Cruisers and Battleships outside their Zone of Influence.
- Can defend itself and its allies: the absence of this line would force our escorts to stay passive while they escort an artifact smuggler or a ship bringing supplies to one of our bases, PoB's included.
- Cannot bring Cruisers and Battleships outside their Zone of Influence.: this one is pretty much self explanatory, seeing a Legate trading in Texas doesn't make any sense.
- ZOI: Bretonia, Omegas, Sigmas, Omicrons, Honshu, Frankfurt, Munich, Stuttgart, Dresden, Rheinland: First of all, like someone else suggested, the corsairs should have all of Rheinland to play with, like they used to. But the most important thing is the removal of Honshu from the ZoI and not adding the whole of Kusari like someone else suggested (that can be done for their player faction ID, tho that would also be wrong in my opinion). The Corsair Empire worked for years to improve relations with Kusari. Lots of people worked hard to get Samura as an ally. The Imperialists, in their new set of laws, didn't list the artifacts as contraband anymore and the corsairs are no longer listed as criminals. Not to mention the Hogosha would hate to see us pirating on their turf. For those reasons I think Honshu should be removed from the generic Corsair ID in order to reflect the changes in diplomacy, especially since the imperial forces will likely come back to power, someday.
The Council is a large revolutionary movement in Gallia who want to overthrow the Gallic monarchy and install a republic. They prefer to not attack civilian targets. The Council is allied with the Bretonia Armed Forces and assist Bretonia in the war against Gallic Crown. Also, the Council allied with the Maquis and the Brigands.
Pilot carrying this unlawful ID is a member of Council who:
Is allowed to do the following anywhere:
-Can trade
-Can defend itself and ships with the same affiliation
-Can attack Gallic Royal Navy at will
Is allowed to do the following within their Zone of Influence:
-Can demand cargo and credits from any ship, then attack them if they refuse to comply
-Can attack unlawfuls, quasi-lawfuls and ships which belong to a house or organization considered hostile by the Council
-Can treat Gallic Royal Navy transports as combat targets
-Can defend allied or neutral ships and bases
-Can escort traders
Is not allowed to do the following:
-Cannot leave Zone of Influence while flying Cruiser or Battleship.
-Cannot participate in unlawful actions except as described above.
The Council is a large revolutionary movement in Gallia which wants to overthrow the Gallic monarchy and install a republic in its place. They prefer to not attack civilian targets. The Council is allied with the Bretonian Armed Forces and assist Bretonia in the war against the Gallic Crown. Also, the Council allied with the Maquis and the Brigands.
Pilot carrying this unlawful ID is a member of The Council who:
Is allowed to do the following anywhere:
-Can trade
-Can defend itself and ships with the same affiliation
-Can attack Gallic Royal Navy at will
Is allowed to do the following within their Zone of Influence:
-Can demand cargo and credits from any ship, then attack them if they refuse to comply
-Can attack unlawfuls, quasi-lawfuls and ships which belong to a house or organization considered hostile by The Council
-Can treat Gallic Royal Navy transports as combat targets
-Can defend allied or neutral ships and bases
-Can escort traders
Is not allowed to do the following:
-Cannot leave Zone of Influence while flying a Cruiser or a Battleship.
-Cannot participate in unlawful actions except as described above.
The Golden Chrysanthemums are a revolutionary group who want equal rights for women in Kusari society. They promote Cardamine use in Kusari. They are allied with the Outcasts and the Blood Dragons.
The pilot carrying this unlawful ID is a member of the Golden Chrysanthemums who:
Is allowed to do the following anywhere:
-Can trade
-Can defend itself and ships with the same affiliation
Is allowed to do the following within their Zone of Influence:
-Can attack any ships except transports and allies.
-Can demand cargo and credits from any ship, then attack them if they refuse to comply
-Can collect unlawful bounties
Is not allowed to do the following:
-Cannot ally with any lawfuls
-Cannot use any transports with more than 4,300 cargo
The Golden Chrysanthemums are a terrorist revolutionary group which strives to achieve equal rights for women in Kusari society by seeking to overthrow the government and instituting a matriarchy in its place. They promote Cardamine use in Kusari. They are allied with Outcasts, Blood Dragons, and Lane Hackers.
The pilot carrying this unlawful ID is a member of the Golden Chrysanthemums who:
Is allowed to do the following anywhere:
-Can trade
-Can defend itself and ships of the same affiliation
Is allowed to do the following within their Zone of Influence: -Can attack any ships, except transports
-Can demand cargo and credits from any ship, then attack them if they refuse to comply
-Can collect unlawful bounties
Is not allowed to do the following:
-Cannot ally with any lawfuls
-Cannot use any transports with more than 4,300 cargo
The Golden Chrysanthemums are a terrorist revolutionary group which strives to achieve equal rights for women in Kusari society by seeking to overthrow the government and instituting a matriarchy in its place. They promote Cardamine use in Kusari. They are allied with Outcasts, Blood Dragons, and Lane Hackers.
Description text is altered to give a more broad understanding of the common theme of the faction for beginners who aren't familiar with the faction just yet.
Though, maybe it's better to keep it broad to keep the options of having differently themed (non-revolutionary) factions open..?
-Can attack any ships, except transports and allies
Removing the "and allies" line for special situations that may have a chance to appear, such as having to enforce the Orange Treaty if/when it would come into play. Having the "and allies" line without exceptions would be leaving the GC without a way to enforce their agreements. I'm pretty certain you need a very good iRP justification to attack allies regardless, so this rule is rather redundant to my awareness.
This could be changed into something else though, such as adding exceptions.
ZOI: Kusari, systems directly bordering Kusari, Sigma-19
It's really silly and it's getting tiring seeing random house caps flying around in the Omicrons, or any region that isn't their own respective House for that matter. It makes zero sense for indies to be flying their caps all over Sirius outside of their House, and every time this happens there's either lots of RP hassle where the official factions have to awkwardly deal with the cap or the admins bastille/sanction it. Adding a line like this would seriously help prevent all this hassle. RP-wise these caps shouldn't be taken to other Houses, but I think adding an ID line to stop it completely would be a good idea. This line already exists on the Corer ID, and it does wonders for not causing lots of hassle with our caps being in places they shouldn't be.
Freelancer Pirates are completely independent from unlawful organizations. They are seen as loose cannons by pirate cells and troublemakers by revolutionary groups. These are people who want to make money by extorting it from others by any means possible. An independent pirate acts only for his own benefit, and has no allegiance to anyone.
Pilot carrying this unlawful ID is a Pirate, who:
Is allowed to do the following anywhere:
-Can trade
-Can defend itself
-Can engage Bounty Hunters Guild at will, except for transports
-Can demand cargo and credits from any Freighter, Transport ,and Liner in House Space, then attack them if they do not comply
-Can engage in piracy against any ships while outside House space
Is not allowed to do the following:
-Cannot ally with any lawfuls
-Cannot use any transports with more than 3,600 cargo, except for the Pirate Train
Is allowed to do the following anywhere:
-Can escort smugglers
-Can assist unlawful factions that are not hostile to Independent Pirates
-Can engage in piracy against other Independent Pirates
Pirate ID lacks engagement rights against their main opponents (lawfuls) and other Independent Pirates, who would be the only competition for another Pirate which the Pirate could actually contest, and suggested ID lines do not promote cooperation with other unlawfuls. This results in very limited role-play responses to in-game situations such as being forced to run away from lawfuls harassing the Pirate who are careful to exploit the ID's lack of engagement rights, and being unable to contest their competition due to lack of engagement rights. Cooperating with other unlawful factions also becomes very tedious due to the ID's lack of ability to assist them. Usability of the ID would be improve if the ID restrictions allowed for more intuitive role-playing and allows more role-play opportunities to arise with this very restriction-bound ID, rather than be constantly abused for its lack of engagement rights, resulting in illogical role-play from the user and others interacting with the Pirate simply to fit the ID restrictions.
(07-12-2018, 05:54 PM)Sciamach Wrote: Outcast slavery is actually far better for the victim than the corporate slavery and crime-less imprisonment of the Houses down in places like Liberty Rheinland and Bretonia
Pilot carrying this quasi-lawful ID is a member of Hogosha who:
Is allowed to do the following anywhere:
-Can trade
-Can defend itself and ships with the same affiliation
-Can attack Junkers at will
-Can treat Junker transports as combat targets
-Can demand cargo and credits from freighters, transports, and liners outside Kusari house systems, then attack them if they refuse to comply. Ships belonging to Samura and Farmers Alliance are exempted from this
Is allowed to do the following within their Zone of Influence:
-Can attack lawfuls, unlawfuls and quasi-lawfuls in self-defense, to protect an allied or neutral lawful or quasi-lawful ship, or in defense of a base of the same affiliation
-Can demand contraband and levy fines against ships in violation of the laws of the Kusari, then attack them if they refuse to comply, but within Kusari sovereign house space only. Ships belonging to the Farmers Alliance are exempted from this
-Can fulfill any bounty and escort contracts
-Can treat transports as combat targets when executing a bounty or escort contract against them
Is not allowed to do the following:
-Cannot ally with any lawfuls except for KNF, KSP, and Samura against unlawfuls only
-Cannot use any transport with more than 4,300 cargo
-Cannot participate in unlawful actions except as described above
The Hogosha are a quasi-lawful crime syndicate with a strong influence in Kusari society who wish to repel influences from foreign houses. They oppose the Blood Dragons, Golden Chrysanthemums and Junkers. Considered civilians in Kusari society, they abide by Kusari law within Kusari systems, but can engage in piracy outside of Kusari borders. The Hogosha are allied with the Corsairs and frequently smuggle Alien Artifacts.
Pilot carrying this quasi-lawful ID is a member of Hogosha who:
Is allowed to do the following anywhere:
-Can trade
-Can defend itself and ships with the same affiliation
-Can attack Junkers at will
-Can treat Junker transports as combat targets -Can demand cargo and credits from freighters, transports, and liners outside Kusari, Rheinland, Gallic and Liberty house systems, then attack them if they refuse to comply. Ships belonging to Samura and Farmers Alliance are exempted from this
Is allowed to do the following within their Zone of Influence:
-Can attack lawfuls, unlawfuls and quasi-lawfuls in self-defense, to protect an allied or neutral lawful or quasi-lawful ship, or in defense of a base of the same affiliation
-Can demand contraband and levy fines against ships in violation of the laws of the Kusari, then attack them if they refuse to comply, but within Kusari sovereign house space only. Ships belonging to Samura and The Farmers Alliance are exempted from this
-Can fulfill any bounty and escort contracts
-Can treat transports as combat targets when executing a bounty or escort contract against them
Is not allowed to do the following:
-Cannot ally with any lawfuls except for KNF, KSP, and Samura against unlawfuls only
-Cannot use any transport with more than 4,300 cargo
-Cannot participate in unlawful actions except as described above
The Hogosha are a quasi-lawful crime syndicate with a strong influence in Kusari society who wish to repel influences from foreign houses. They oppose the Blood Dragons, Golden Chrysanthemums and Junkers. Considered civilians in Kusari society, they abide by Kusari law within Kusari systems, but can engage in piracy outside of Kusari borders. The Hogosha are allied with the Corsairs and frequently smuggle Alien Artifacts.
Pilot carrying this quasi-lawful ID is a member of Hogosha who:
Is allowed to do the following anywhere:
-Can trade
-Can defend itself and ships with the same affiliation
-Can attack Junkers at will
-Can treat Junker transports as combat targets
Is allowed to do the following within their Zone of Influence:
-Can attack lawfuls, unlawfuls and quasi-lawfuls in self-defense, to protect an allied lawful or quasi-lawful ship, or in defense of a base of the same affiliation
-Can demand contraband and levy fines against ships in violation of the laws of the Kusari, then attack them if they refuse to comply, but within Kusari sovereign house space only. Ships belonging to Samura and The Farmers Alliance are exempted from this -Can fulfill any bounty and escort contracts (remove, to avoid bizarre situations, retain only the functions provided by the server rules.)
-Can treat transports as combat targets when executing a bounty or escort contract against them -Can demand cargo and credits from freighters, transports, and liners outside Kusari, Rheinland, Gallic and Liberty house systems, then attack them if they refuse to comply. Ships belonging to Samura and Farmers Alliance are exempted from this
Is not allowed to do the following:
-Cannot ally with any lawfuls except for KNF, KSP, and Samura against unlawfuls only
-Cannot use any transport with more than 4,300 cargo
-Cannot participate in unlawful actions except as described above
The Hogosha are a quasi-lawful crime syndicate with a strong influence in Kusari society who wish to repel influences from foreign houses. They oppose the Blood Dragons, Golden Chrysanthemums and Junkers. Considered civilians in Kusari society, they abide by Kusari law within Kusari systems, but can engage in piracy outside of Kusari borders. The Hogosha are allied with the Corsairs and frequently smuggle Alien Artifacts.
Impy (JM) contacted me the other day regarding this new ID reform, and wanted to coordinate the Junker and Hogosha IDs to be a foil to each other, universal out of house pirate (except in houses they are outlawed), and minor allies in their Sirius wide alliances (Junkers to the Outcasts, Hogosha to the Corsairs)
He showed me the piracy line that would allow to pirate outside of the houses where they are legal (and not bound by the zoi), which would make the hogosha be able to pirate in places like Bretonia, Omegas and Omicrons, in addition to the current Taus and Sigmas hunting grounds.
In my opinion, the Hogosha influence should not be able to spread that far without a rp development justifying that. In the second version, I did two changes. One was making the piracy zoi bounded, and expanded the said zoi to include the neighbouring houses. The second change that is linked to that is allowing the Hogosha to escort and bounty in the other houses, allowing for escort of Samura ships for example, and the hiring of individual hogosha to perform bounty works for corporations and likeable criminals alike.
Also received a suggestion of putting the description/flavour text at the end of the file, instead of the top, for more immediate access to the crucial elements.
The Kempeitai is the Kusari covert operations service, who specialise in spying and sabotage outside of Kusari space.
Pilot carrying this quasi-lawful ID is a member of the Kempeitai, The Kusari Police intelligence agency, who :
The pilot carrying this quasi-lawful ID is a member of the Kempeitai who:
Is allowed to do the following anywhere:
-Can trade
-Can defend itself and ships of the same affiliation
-Can ally with unlawfuls
-Can attack ships which belong to a house or organisation considered hostile by Kusari except transports and freighters
-Can demand cargo and credits from ships affiliated with houses or organizations considered hostile to Kusari and destroy them if they do not comply
Is allowed to do the following within their Zone of Influence:
-Can demand contraband and levy fines from any ship, then attack them if they refuse to comply
-Can attack ships which violate Kusari laws or belong to a house or organization considered hostile by Kusari
-Can defend allied, neutral ships and bases against anyone
Is not allowed to do the following:
-Cannot participate in unlawful actions except as described above
-Cannot use transports with more than 4300 cargo
-While using cruisers, can only attack in self-defense when outside their Zone of Influence.
Pilot carrying this quasi-lawful ID is a member of the Kempeitai, The Kusari Police intelligence agency, who :
The pilot carrying this quasi-lawful ID is a member of the Kempeitai who:
Is allowed to do the following anywhere: -Can trade (redundant, should be specified in IDs that "can not" trade)
-Can defend itself and ships of the same affiliation
-Can ally with unlawfuls
-Can attack ships which belong to a house or organisation considered hostile by Kusari Exiles/ Kusari Imperial Government, except transports and freighters -Can attack Kusari Naval Forces at will. Transports are exempted of it
-Can demand cargo and credits from ships affiliated with houses or organizations considered hostile to Kusari Exiles/ Kusari Imperial Government, and destroy them if they do not comply
Is allowed to do the following within their Zone of Influence: -Can demand contraband and levy fines, and attack if ships refuse to comply
-Can attack unlawfuls, quasi-lawfuls and ships which belong to a house or organisation considered hostile by the Kusari Exiles/ Kusari Imperial Government
-Can defend allied, neutral ships and bases against anyone
Is not allowed to do the following:
-Cannot participate in unlawful actions except as described above
-Cannot use transports with more than 4300 cargo
-While using cruisers, can only attack in self-defense when outside their Zone of Influence.
The Kempeitai is the Kusari covert operations service, who specialise in spying and sabotage outside of Kusari space at the service of the Imperial Forces who are trying to retake control of the House.
Necessary conversions into an Imperial sided faction, per development of the story of Kusari.
Laws they follow depend on the Imperial side leadership/government, currently represented by the Kusari Exiles/Imperials. They shouldn't abide by the current Kusari (Republic) laws.
Added line that Exiles have against KNF.
Added Sigma-17 to the zoi, like KNF has. Might be of interest of the Imperials to have some way of operability around Kurile.
The Kusari Naval Forces are the military of Kusari. They maintain Kusari rule in systems claimed by Kusari and assist in law enforcement. They also patrol the systems bordering Kusari.
The pilot carrying this lawful ID is a member of the Kusari Naval Forces who:
Is allowed to do the following anywhere:
-Can trade
-Can defend itself and ships of the same affiliation
-Can attack Kusari Imperial Navy at will. Transports are exempted from this
Is allowed to do the following within their Zone of Influence:
-Can demand contraband and levy fines from any ship, then attack them if they refuse to comply
-Can attack ships which are in violation of Kusari laws or belong to a house or organisation considered hostile by the Republic of Kusari
-Can defend allied or neutral ships and bases against anyone
-Can escort traders
Is not allowed to do the following:
-Cannot ally with unlawfuls or participate in unlawful actions
-Cannot use transports with more than 4,300 cargo
The Kusari Naval Forces are the military of Kusari. They maintain Kusari rule in systems claimed by Kusari and assist in law enforcement. They also patrol the systems bordering Kusari.
The pilot carrying this lawful ID is a member of the Kusari Naval Forces who:
Is allowed to do the following anywhere: -Can trade (redundant, should be specified in IDs that "can not" trade)
-Can defend itself and ships of the same affiliation
-Can attack Kusari Imperial Navy and KPT at will. Transports are exempted from this
Is allowed to do the following within their Zone of Influence:
-Can demand contraband and levy fines from any ship, then attack them if they refuse to comply
-Can attack ships which are in violation of Kusari laws (within Kusari House systems) or belong to a house or organisation considered hostile by the Republic of Kusari
-Can defend allied or neutral ships and bases against anyone
-Can escort traders
Is not allowed to do the following:
-Cannot ally with unlawfuls or participate in unlawful actions
-Cannot use transports with more than 4,300 cargo
Retained Sigma-17 in the zoi, since at this moment, Republican Kusari still has interests in Kurile/ has not forfeited the Samura possession of the planet related space.
Added Frankfurt to the zoi, to (finally) allow KNF to come and collaborate with Rheinland authorities under This Very Old Treaty, that failed to be implemented on the ID so far. RM and BDM IDs should get similar grants to Honshu. Editing the law enforcement rule prevents KNF from applying Kusari law on Rheinland territory
(12-12-2009, 06:49 PM)Bundeskabinett Sekretariat Wrote: §4. All foreign military combat vessels of any size are banned from Rheinland, unless permission to enter is given by a High Command member. All foreign military combat vessels entering Rheinland without permission may be destroyed.
§4.1. Kusari Naval Forces ships up to cruiser size may enter Frankfurt to enforce Rheinland laws.
The Red Hessians are a large revolutionary group in Rheinland who consider the Rheinland government corrupt and in need of overthrowing. They often commit acts of piracy and attacks on Kruger and Daumann. They are also enemies of the Corsairs and are allied with the LWB and Bundschuh.
The pilot carrying this ID is a member of the Red Hessians who:
Is allowed to do the following anywhere:
-Can trade
-Can defend itself and ships of the same affiliation
-Can engage in piracy against Kruger ships
Is allowed to do the following within their Zone of Influence:
-Can attack any ships except transports.
-Can demand cargo and credits from any ship, then attack them if they refuse to comply
Is not allowed to do the following:
-Cannot ally with any lawfuls
-Cannot use any ship with more than 4,300 cargo.
The Red Hessians are a large revolutionary group in Rheinland who consider the Rheinland government corrupt and in need of overthrowing. They often commit acts of piracy and attacks on Kruger and Daumann. They are also enemies of the Corsairs and are allied with the LWB and Bundschuh.
The pilot carrying this ID is a member of the Red Hessians who:
Is allowed to do the following anywhere:
-Can trade
-Can defend itself and ships of the same affiliation
-Can engage in piracy against Kruger and Daumann ships
Is allowed to do the following within their Zone of Influence:
-Can attack any ships except transports.
-Can demand cargo and credits from any ship, then attack them if they refuse to comply
Is not allowed to do the following:
-Cannot ally with any lawfuls, except for IMG and IC against unlawfuls only
-Cannot use any ship with more than 4,300 cargo.
For the longest time a huge source of the indie playerbase was found in Gamma raids, with the leadership mix up in RM and with Rheinland lawfuls barely having a playerbase. As well as the omegas being close to dead, indies should be allowed to partake in raids alongside the official faction for the fun experience. Also, daumann has been the Hessians primary enemy next to the corsairs, the bulk of the Hessians are Daumann workers that seek revenge the major system of operations for the Hessians is Omega-11 that actively opposes DAUMANN mining. So either allow both Daumann and Kruger to be pirated sirius wide or limit it to daumann alone, Kruger doesn't have the same rep with the Hessians as Daumann. Discussions between the BAF and RHA leaders for breaking the NAP between the two are still a WIP, hence the request for Cambridge ZOI. Finally, the Hessians and IMG have worked together on several occaisions including the current supplying of Tangier. IC also have maintained the same reputation and I am working to re-open relations as well.