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Full Version: Consortium Identification Update
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I have made this thread to discuss and get feedback on the sirius Consortium's 4.85 ID. Previously, we had been using the Golden Chrysanthemum ID, as they are our closest allies in Sirius. However, since the \CS\ isn't based on any NPC faction, we have a degree of leeway in descision making regarding ship use, diplomacy, etc.

The main reason we need a new ID is that the GC and GC guard IDs will no longer allow capital ships or Liners. We currently have two Talarca class cruisers, a Rhineland Pirate Cruiser (which may be changed to something more appropriate), and a few Prison liners and Lux liners. These are important for our factions RP, beyond their tactical viability as combat vessels.

The \CS\-Abyss (talarca) serves as a sector-defense ship, strategic reconnisence asset, and testbed for new technology. The \CS\-Hoshinokatana (also a talarca) is equipped with a built in Sentient A.I. which needs a ship of that size to fit the support hardware. The Robotizer|Alpha (rhineland pirate cruiser) is essentially a mobile factory, converting slaves and prisoners into Consortium soldiers by means of Cybernetic augmentation. (It will be subject to upgrade and modification to fit Consortium needs once it is fully integrated into the faction proper). We also have several armored liners which we Roleplay as Merchant Cargo ships and improvised strikecraft carriers.

Beyond those, most of our ships are Sabres and Falcatas. We have a few Virages which will probably have to be retired come 4.85.

There is anothe issue of the fact that Our being technically unaffiliated with any NPC faction, our diplomacy is variable and differs from established factions. This plays a big role in the Consortium's RP viability, as we are as much diplomats as we are a paramilitary force. For these reasons we have been unable to make a concrete descision on which ID to choose for the next version.

Since the most important part of our diplomacy is our extremely close alliance with the GC, we would need an ID that is as closely allied to them as possible.

There also arises the issue of Zone of Influance. While we are mainly only active in Kusari and it's surrounding border worlds, we do have our talons in factions abroad, and would occasionally need to leave Kusari for RP events elsewhere or interaction with other factions (Bretonia and Rhineland Unlawfuls come to mind). While we do not leave our ZoI lightly, we cannot cement ourselves to Kusari completely.

We have a few choices in regards to new IDs already made, but cannot finalise.

Quote:Blood Dragon ID

Pilot carrying this ID is a Blood Dragon, who:

* Can demand credits or cargo from traders and unallied smugglers or factions
* Can engage pirates, terrorists and lawfuls within their Zone of Influence
* Can destroy on sight any ships carrying a non-allied ID within the Chugoku system
* Can trade and escort smugglers
* Can fulfill bounty contracts
* Cannot ally with any lawfuls except for GMG
* Cannot attack GMG or Kishiro

Allowed ships: Fighters, Bombers, Freighters, Transports, Gunboats

Carrying unmounted IDs in your ship, as well as not equipping an ID, is a serious crime. Your faction tag must match ID wherever possible.

Seeing as the Blood Dragons are the closest GC allies as far as NPC factions go, the Dragon ID would be an obvious choice. It and it's accompanying Guard ID would allow us to keep capital ships and our operations in Kusari would stay consistant. However, we already have a LOT of factions out there using the Blood Dragon ID, and it creates a few practical problems with diplomatic restrictions.

Example being the GMG and Kishiro. Currently, diplomacy with them could go both ways, toward hostility or an alliance. Kishiro on the other hand is going to be treated like any other Commercial entity in Kusari, as hostile commerce and will be subject to the same interdiction as anyone else who feeds Kusari industry. And we have no RP reasoning (though it is not beyond possibility) that we would treat Kishiro any diffrently.

As well, the Dragon ID also comes with it's own set of ZoI restrictions that could severely gimp our modus operandi. Although these are no more significant then the GC ID's restrictions are to us already.

Quote:Junker ID

Pilot carrying this ID is a Junker, who:

* Can trade and escort smugglers
* Can demand credits or cargo from traders and unallied smugglers or factions
* Can fulfill bounty contracts
* Can engage pirates, terrorists and lawfuls within their Zone of Influence
* Can participate in unlawful actions against all non-Gallia corporations
* Cannot ally with any lawfuls except:
o Against the Hogosha or Xeno Terrorists
o With Gallia lawfuls

* Cannot land on any bases belonging to Kusari factions except for Golden Chrysanthemum and Blood Dragon bases
* Cannot use any transport with more than 4,300 cargo
* The Junker ID does not make you immune to piracy; pirates may choose at their discretion whether to exempt you from being pirated.

Allowed ships: Fighters, Bombers, Freighters, Transports, Gunboats, Slave Liner, Prison Liner

Carrying unmounted IDs in your ship, as well as not equipping an ID, is a serious crime.

The Junker ID was an early choice for the Consortium, though it made little RP sense at the time, as we only use the Junkers as a supply source and have not yet done a lot of indepth RP with them (though we had/have plans to do so. The Junker + Guard ID would allow us the nessiscary ships and have a more fitting Diplomatic and ZoI then the Dragon ID. As well, the Junkers and Consortium simply go together more asthetically then the Dragons and Consortium (as we are mechanistic, soulless Cyborgs, not deposed Ronin or Ninjas.)

The biggest problems I can see with the Junker ID is 1: Gallic Lawfuls. We cannot predict which way our diplomacy with them would go, as the Consortium has yet to encounter them. We would have to RP with them ingame to decide for ourselves. 2: "* Cannot use any transport with more than 4,300 cargo" may cause us problems, as we would need some transport ships for use as combat logistics assets, troop transports, and whatnot. However, this isn't a massive hinderance, as we shouldn't have a lot of ships with that much cargo anyway.

Quote:Special Operative ID
This ID requires the possession of a faction Tag/IFF. The pilot carrying this ID is employed by the faction indicated by his/her Tag/IFF, but has been granted special dispensation by his/her governing authorities to use unconventional weapons/equipment/ships. The Special Operative ID requires its owner to behave EXACTLY as described by the normal Faction ID associated with his/her Tag/IFF. The Special Operative ID owner is allowed to use a ship/weapon setup that the normal Faction ID would not allow, but does NOT grant the Special Operative ID owner the right to behave in any way other than the normal faction ID describes.
Allowed ships: Same as the normal Faction ID associated with the character's Tag/IFF.
Carrying unmounted IDs in your ship, as well as not equipping an ID, is a serious crime.

Only given via Admin

Now, if we used a Special Operative ID for our warships and liners in conjunction with our GC ID, that would probably work as far as we need it to. The problem however is obvious, "Only given via Admin". Because I do not want to put unnessiscary strain on the Admins, or have to go through a lot of red tape myself if we ever need more capital ships for whatever reason down the road.

As well, the GC ID may itself prove untenable due to the changes made in 4.85. Hence precluding it's use at all, even with special permission for capital ships.

***

I am also open to suggestions on any other potential ideas to ensure we can smoothly transition and continue our operations while keeping the processes as streamlined as possible. Any feedback that would help us make a concrete descision is welcome.
Well from my encounters with the Consortium, and the things I've heard about you, and the ones I know about you, I find that yes, indeed you have a certain need to define yourself with an ID better.
And rather than to complicate things by having multiple IDs in your faction, or by having to do special RP requests for practically 50% of your fleet, I do believe it'd be logical for you to get a new ID.

From the RP, it seems that you deserve it, and from the standpoint of whether you need it, and whether it'd contribute to better RP, and easier understanding of it, you also seem to be deserving of it.

For what it's worth, I'd be for you getting an ID.
You should wait to see what the admins have to say to the general idea of you getting one, and I am sure a concord of what points it should include will be easy to achieve, providing the admins allow a discussion over the ID and find you deserving of one.
Wrong forum (and wrong time) to post this proposal. :mellow:
You ever see one of those movies where the guy's sitting on the platform watching the train disappear down the rails?

Yeah.

Moved to development! -DL
As enticing as our own special ID would sound. It's not going to happen.

Admins would never go for it. We aren't even an official faction yet. Even if we were, we aren't major enough to warrant an ID.

I wouldn't ask for our own special stuff, because of all the problems that would entail. Even if we were an official faction, unless it was approved by the majority of the community and Admins.

Hence, we have to make use of what Discovery gives us. And we do have plenty of options, but simply need to find the one that works best while sacrificing the least of our general Roleplay and operational :ylove:ness

***

Secondly, this isn't a purposal. This is a request for community feedback, as I would like some outside input to decide before hand what ID to go for Before 4.85 comes out, so we can aquire the nessiscary funding and make preperations now so we can transfer as quickly as possible and keep on RPing.
Give up the Cruisers and Liners just like every other faction that has lost the ability to use them has to. Lots of factions are in a similar situation.
This AI-ID perhaps? Although i don't exactly know it and i'm too lazy to search it.
@ zelot

Keep in mind that this is a RP that is independent of the normal Freelancer factions, something new that is comming into the community's story, much as the Harvesters and the Phantoms came in and now have a perminant foothold in the community due to their RP and players and what not

it's not something you can just say 'oh you have to change your RP' for them

I spent a week bringing RP supplies to the blood dragon shipyards in the guard system in order for them to construct the Abyss


and as for the best ID to use... sadly I am not sure really... as none totally fit what you need, sorry Watsas
We are in a situation where we cannot simply discard our heavy warships. If they were simply for the sake of having capital ships for combat purposes, yes we would get rid of them. But in our case, they serve an important use as platforms for our faction's RP as strategic assets and RP institutions in and of themselves.

That is why we are going to the lengths of changing the whole ID rather then getting rid of a few ships.

EDIT: Kikatsu hit the nail on the head.
If your RP is solid enough, get a Special RP Character for the caps, that is what the GMG will be doing for the few they intend to have.
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