05-09-2009, 06:24 PM
Quote:Yes...Tinkerbell expands the mighty Junker empire!
All kidding aside...I am ready time wise to start the new phase of my "Junker project" and though I'd lay out where I am coming from (for those who are interested). Its the continuation of the .:j:. and appearance of groups such as the 49ers and [Junkers] who make this possible now. I'm also not trying to be big headed and think my "grand idea" is something everyone will be impressed by--this is my hobby and I do it for fun and this step is something I had planned a year back (almost) when I began.
The "Junker Congress" was always intended to be a political body in-game but the out-of-game politics proved to be waaaaaay more political than any RP I had. In reality though, that out-of-game situation really proved the concept of implementing politics in game as a deeply embedded part of a faction's RP. Read most of my long-ago, early replies (and later one's too)--almost revery response I gave could be used as an actual in-game conversation with little alteration. I have always tried to respond or react to everything in RP and like the challenge--even when it was drunken hate mail and in-game slaying rampages based on personal anger;)
So my co-conspirator Oniros (who defected to Eve and I think had some RL issues simultaneously) and I had always planned the politics as primary. I was told early on that I would have to make a more conventional faction and that some of the things I wanted to do just wouldn't fit. Throw in player politics and the primary goal simply was getting a Junker faction started that wasn't forced to play "Stupid, greedy. short-sighted scrap haulers. Thanks to Rudo and Hawk continuing the leadership (totally on their own by the way) that RP for Junkers is fairly embedded in the RP of Disco now and I am thrilled at the changes in attitudes within the mod by the developers and players. This is actually a fun place to hang out now.
So now I want to move back towards the goal of having things in place for real Junker politics--while still allowing every Junker of every stripe complete freedom to rp as they wish. If you look back at my first posts, I wanted nmo weapons restrictions, no tags, no ship rules, etc. for the Congress...those things had to be done anyway in order for the faction to be allowed. Now I want to take the factions already in existence and start creating things that let Junkers begin to function as a small, fledgling, loosely connected "house". They will be weak and puny next to the bonafide houses but they have flexibility and innovation on their side. Rudo recently mentioned the "Jackal" wing--Junker "punishers who would avenge injustices done to Junkers and provide muscle against adversaries that cross the line with the Congress. I had thought of implementing "Judges" to do the same thing in my original concept but faction guidelines really forced a single presentation of play.