T&T/ Tinker&Transport Information and Feedback - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Role-Playing (https://discoverygc.com/forums/forumdisplay.php?fid=9) +--- Forum: Unofficial Factions and Groups (https://discoverygc.com/forums/forumdisplay.php?fid=67) +--- Thread: T&T/ Tinker&Transport Information and Feedback (/showthread.php?tid=117754) |
RE: T&T/ Tinker&Transport Information and Feedback - nagi - 10-10-2014 i need to apply to t&t my account name: maxtrade I'm freelancer with junker ID my ship serenity with 3600 cargo space i well change my name to T&T/maxtrade and i want to get access to the tankers heaven and password to tag thank you RE: T&T/ Tinker&Transport Information and Feedback - FynnMcScrap - 10-11-2014 (10-10-2014, 11:56 PM)maxjo Wrote: i need to apply to t&t Wrong Thread ;-) Well, not really, we have no fixed application thread so far. ooc ( out of character ) applications can be sent via PM ( and I already replied to your PM, the maxtrade has been added to the Havens docking registry ) All information you need have been forwarded through PM. inRP ( in role play ) applications best in game itself, or in the havens main thread or the cantina. We are a role play faction , and a bunch of individualists. So you decide yourself how and why you join the Tinkers. RE: T&T/ Tinker&Transport Information and Feedback - Tinker and Transport - 10-17-2014 Edit Log #12 : edited offices added chief of Logistics, Chief of Sec., Chief Engineer and Doc Nagger to officials list. Also deleted : "\V/Vigilantes" because of http://discoverygc.com/forums/showthread...pid1592815 A pity Also updated membership roll and did some cosmetics 17.10.2014 RE: T&T/ Tinker&Transport Information and Feedback - Tinker and Transport - 10-31-2014 updated membership roll : http://discoverygc.com/forums/showthread.php?tid=117754&pid=1568490#pid1568490 I will edit it further when I get told ship names. We greet 2 new senior members and 1 new junior member at T&T. Thank you all for your interest and the time spent with the rest of the Tinker´s It´s the best compliment ;-) Greets Rob RE: T&T/ Tinker&Transport Information and Feedback - Tinker and Transport - 11-13-2014 Edit #13 updated diplomacy and linked diplo to here : http://discoverygc.com/forums/showthread...pid1602115 ( build T&T security board ) RE: T&T/ Tinker&Transport Information and Feedback - FynnMcScrap - 11-21-2014 Hi Disco ! I´d like to ask for some opinions and feedback here, before I post my request to ADMIN : Short version : Tinker & Transport will try and get official, I will write the request in the appropriate forum early in December. ( I have full vacation from 1st to 14th of decembre and am looking forward to it ) We have been discussing a single ID for Tinker´s or ceeping the current dual ID build ( T&T/ Freelance ID and J/T&T/ Junker ID ) and would like to switch to a single, official faction ID. Quote:Current aim for our new ID : ( no final version jet ) I must admit that the different scrapping / mining bonuses from the Mining Guide / Mining review baffled me a bit. As described in the affix we would like to get down to 1 ID, NOT using the dual ID makeshift we currently use any longer. Greetings Rob ************* More Information as discussed between Tinkers : As T&T/ will try and get official, starting the process probably in early december, we would bid you brainstorm with us. After all : we do not only need acceptance from both Admins and Community, but we are talking about building the final form we / Tinkers will have . We ( Sturm and I ) have discussed it time and again, and I will present several balanced possibilities for one main faction ID using Junker subfaction or for an official Tinkers ID wich would reform T&T into one unique faction ID without any subfaction any more. Pleas remember : it has to be balanced not only for our convenience, but for game balance towards other factions too, and if we manage to get official with it it would not only be final , but we would take full responsibility for all RP around it too. Even if this is a game, this is not a game ;-) This is a discussion brief, an exposee to let you know about our plans. And we will discuss it in the Haven´s Skype chat. I bid you send serious feedback. This Exposee will be refined and formed through this, before we send it to more Disco members or post it openly before we set the final request. Exposee :
Affix 1 : T&T/ tech chart Affix 2 : T&T/ rep sheet Topic 1 ) Current situation We are currently using 2 ID : Main faction ( Tinker&Transport ) is using the Freelancer ID for several reasons, but as we focus on scrap trading as our main economic basis we employ Junker ID scrap miners on a regular payroll, offering them security and health care and a lot of other bonuses ihn the deal. This is accepted by both official Junker factions ( .:J:. and JM| ) even though the diplomatic stance of T&T is different to their rep sheets. This is also the main and focal point in the RP background for T&T , and can not be changed without sacrificing the whole RP idea. T&T is the nearly - lawful side of the Junker Trinity :
Topic 2 ) current problems and positive + negative feedback We have been critizised for *evading rep rules for Junker ID* and * expanding Junker ZoI through the use of Freelancer ID* . And we have also had very positive feedback, too. But now we are ready to do the next step : to get official. And so we will have to find a permanent solution. Not necessarily one that will make life easier for us, and not necessarily one that will make us well loved. We need a balanced ID / Rep situation that will let the faction continue to grow, and will ensure not only interaction with others in forumlancing RP, but also "inflight" encounters, a clear situation towards allies and enemies, and generally some positive contribution to Disco community. Tinkers : please remember that this is not only about *building a great faction for us* but to fit into existing Disco community as a worthy official faction.
And *Others* : Please remember that we are serious about this, and we are no powermonger or LOLwhut faction determined to *catch as catch can* . We want serious feedback and wish to fit into the community while we build up a faction that is fun to play, and fun to interact with. Topic 3 ) options for dual ID ( Freelancer & Junker ) Currently : T&T/ Freelancer ID : quasilawfull generic ID Pilot carrying this quasi-lawful ID is a Freelancer, who:
Allowed ships: Fighters, Bombers, Freighters, Transports, Gunboats. J/T&T/ Junker ID : quasilawful organization ID Pilot carrying this ID is a member of the Junkers who:
Big differenc in Rep and ZoI between the two ID´s, and we mostely use Freelancer ID for trade.
Sure, sometimes members take the Junker ID with the bigger cargo allowance as an incentive to use some bigger ship, but as the P-Train is outlawed in liberty and we have a strict internal rule NOT to break this law some members had the idea of using the Bison with the slight technerf on Junker ID. A RP attempt to get a technology clearance from USI has failed so far, even if the RP has not been closed jet. Newcomers at T&T have expressed a desire to buy a Bison , too, but have been disencouraged to do so. It´s not worth the trouble. RP link :
Tudorel´s story : http://discoverygc.com/forums/showthread.php?tid=121009 Arne´s request : http://discoverygc.com/forums/showthread.php?tid=121010 Even if this is sometimes seen as a negative point by some members we do not really need a large cargo allowance, neither to make good money nor in a RP sense. We specialize in borderworld trade, blokade running and evading problems, so the 3600 cargo cap lets us use perfectly fitted ships : Serenity, BWT and such. And our second major trade source ( refugee runs and MedEvac / humanitarian aid ) needs liners and freighters, so we stay under the cargo limit of 3,6k here, too. But we need the sirius wide ZoI / flight ability the Freelance ID offers us. That we can only defend / protect allies is no problem, as our RP does not include active fighting. We tend rather to hire escorts or defend ourselves, or to clear such problems through dilpomacy and alleigances. We are no pewpew faction and even if we have some members eager to fight the faction does not intend to opt for active violence. We need Junker ID for the scrap bonus and ship line, not for the ZoI allowance. And even though we base about 75% of our RP on a Junker background we are still a free trade and a Freelancer trade co - operation. So Option 1 is : Tinker & Transport ID based on Freelance ID , mainly just defining Rep and giving us an easy /restart rep ability, while we still continue to use Junker ID for our scrap workers. And ever so often somebody will want to use Junker ID for trade, too. Personal opinion of Rob aka FynnMcScrap & Mr. Tukker ( Faction 1iC ) :
Not my favourite option, more like a default to fall back to. No real sense in getting official then, as I take RP seriously even while not official. It´s more like *let everything as it is to spare yourself the flames*. Option 2 : Theoretically it´s possible to take official ID as Junkers , and switch to using T&T/ Freelancer ID only for trading. A major break with all RP we did so far, but technically possible. Rob : I would vote against this. It does not fit.
AND we would probably loose our acces to Kusari, and quick. Ok, there are other sellpoints, and we are working at them. But even though we always admit that we are a co - op between Junkers and Freelancers, we remain first of all : a Freelance trading company. So far I have read and understood the faction rules, you can have a generic or official ID , and use 1 sub-faction ID . That would not change with officialdom, only the main faction ID would be refined here.Or we might take a different approach to this, as I will continue to describe in the next topic : Topic 4 ) options for single, official Tinkers ID Now comes the interesting part : If we get to run for officialdom , so far I understand it we can also opt to ask for a unique, Tinkers ID. A single faction ID eliminating the need for any dual ID tricks, and eliminating the need for a sub-faction. Sturm and me have been discussing this for a while, and have several suggestions to discuss. This first draft is for informal discussion with T&T/ members and friends and advisors, and if we try and opt for this I will write a final draft for open discussion and official request to Admins. But first we would like to discuss this with you.
I would like to write here that I know exactly how to go about creating such an ID, but the truth is : I do not. I will need lots of help here, from you all. From Admins allowing or disallowing our ideas, from players joining in or giving us feedback. From members willing to work along, taking on the same responsibility that I do : To build up a faction story worthy of being an official faction and an official ID. My thanks and gratitude to you all. Tinkers ID suggestions : None of these builds are definitive, just excemples. We are ready to cut away stuff for more balance, but the core we need are : Cargo up to 3.600 Mining for scrap / PremScrap Freedom to trade and fly as long as no diplomacy prevents it >>> we need no attack capability, and every ID allows self defense , even in a convoi . We do not need more Build A ) Freelance trade net / scrapper ID : ( based on a mix of Junker and Freelance ID )
Build B ) expanded Scrapper / Trader ID : ( based on Freelancer & ALG )
Build C ) expanded Scrapper / miner / trade net ID :
Mining bonus : ( based on Mining Guide v.4.0 / vs / based on mining review ) ( Junker ) commodity_scrap_metal, 4.0, / 3 commodity_premiumscrap, 5.0, / 4 ( ALG ) : commodity_scrap_metal, 4.0, / 3 commodity_premiumscrap, 4.0, / 5 ( ? ) ( Miner ID ) commodity_scrap_metal, 2.0, / 0 ( ? ) commodity_premiumscrap, 2.0, / 1.5 Complete Mining review : https://docs.google.com/spreadsheets/d/1FESVWNvXSfT8-PXllERtAXRKozUpSZXtfq8kwuLneqM/edit?pli=1#gid=0 Mining Guide v.4.0 http://discoverygc.com/forums/showthread.php?tid=71050 Topic 5 ) connected RP and ideas for future projects Tinker & Transport is still young. And we will grow not only in the mebership roll. As stated in our pinning Thread : Response to our License query for medical supplies by Liberty Forces : http://discoverygc.com/forums/showthread.php?tid=117996 We have thus opened communication with LPI : http://discoverygc.com/forums/showthread.php?tid=120114 Bati Legionnes sent the first brainstorming scetches for the Galena Park Resort . http://discoverygc.com/forums/showthread...pid1590424 We plan several long term RP / inGame projects that will take time to develop,
the *Galena Part Resort* only being the first of these projects. Sadly so far I have only got a *not possible because of policy* response from Dev´s and Admins, without further explanation. In this case, we wanted to ask for a SRP new docking place similar in build to the sattelite at Leeds, only at Houston : Galena Park freighter landing pod. I hope to get more Ideas or more response while or after we have managed the time consuming voyage to officialdom. Also we have at least 2 long- term Forum RP stories building up, and several RP interactions with other groups. To name Mr. Walkers search for his Sister as one ( planned perhaps to end in a rescue event later on ) And Fynn´s background also still has questions open, with his lost *sister* MariKiko ( "rebellious Chrysanthemum " ) turning up again in his life. We also encourage other members to spin their own stories, and we will then try to solve all problems together . After all, as stated in our code of conduct : We are family. A new sort of alloy smeltered from scrap and raw ore, and a manifold ready to be formed into a strong and proud hull. - We transport and trade no Contraband. We cherish our reputation, even if we do not condem those who trade in these commoditys.
- We are family. We care for and defend each other. - We will use weaponry to defend our family, or interests and ourselves, but we choose willingly to solve any issue through negotiation or with peaceful means if possible. - We aknowledge territorial or official Law in the systems we inhabitate or visit even if we chose to live in cooperative Consent. - We cherish integrity over lawful conduct. - We confirm that we follow this code of conduct to our best ability. Your Word is your breath. You stand tall and fall with it. Cherish it. It is precious. It is ... your reputation. Allowed is what pleases , without harming yourselve or others. We welcome all interested members of community to join us in our voyage, be it as guest, as friend , as ally or enemy. Or as one of us, IF and WHEN we manage to define us and " Tinkers" officially. Thanks again for your time and interest Rob / FynnMcScrap Affixes : T&T/ tech chart : https://docs.google.com/spreadsheets/d/1CAoBPVYoRJkQ2T7-yn1L22sDxhDjUQqGd7jHYre63Sg/edit#gid=0 ( unfinished ) T&T/ rep sheet : https://docs.google.com/spreadsheets/d/1GLUSMy0Cu48M_Ic-2LDJzWDCwPyi0YuD6tPhbDyIwsk/edit#gid=0 ( unfinished ) Thanks for reading Rob RE: T&T/ Tinker&Transport Information and Feedback - Thyrzul - 11-21-2014 What exactly is the Junker ZoI you are referring to? As far as I know they are Sirius-wide, like Freelancers, at least I can't see any ZoI line in their ID.
And what are the differences between your rep sheet and the rephacks of Freelancer ID and Junker ID? Besides these two things I can't see anything on any of these two IDs that could prevent you guys rolling on with your agenda should you decide to pick one of them to use. RE: T&T/ Tinker&Transport Information and Feedback - FynnMcScrap - 11-21-2014 (11-21-2014, 09:55 AM)Thyrzul Wrote: Ah, well ... ZoI : As we have nobody we want to attack and no laws to enforce we don´t really have a ZoI. But of course if we issue bounty or pay escorts or help allies... the ID always has a predefined ZoI as far as I know, and I would like to ceep the Freelancer ability to fly everywhere. If somebody shoots us, thats risk of the trade. Rep Sheet / Rephack : Most important is that we start neutral to unfriendly with Hogosha / Samura and other Kusari groups. The whole idea behind T&T was originally to enable trade with PremScrap to lawful sellpoints. Even if we sometimes carry scrap to Alpha or Gamma it´s not our main market, and the rep shows it ( or is meant to show it as soon as rephack is set ) The rest developed from there, and even the purpose behind getting a single ID is about diplomacy and rep : We are Tinkers. Not quite Junkers, not quite Freelancers. So as we get friendly with Council , IMG ... perhaps even CR| , we fully expect either to get hostile with Outcasts or at least get the same *nearly hostile but just unfriendly* rephack as with Hogosha / Samura ect. I don´t like the simple Freelancer rephack , too neutral for my liking. And we are developing our rep as we go. I´d like to contact several groups and factions, defining rep and perhaps taking supply or trade contracts. Or just ... getting out of their ZoI fast. That stuff , either inGame in flight or in Forum play , is the reason I play on a RP Server after all. Player count alone doesn´t bring fun. RE: T&T/ Tinker&Transport Information and Feedback - Lumik - 11-21-2014 (11-21-2014, 09:55 AM)Thyrzul Wrote: If I remember correctly, Junker ID is rephacked to no dock with Ageira, Liberty Navy, Samura and Kishiro (and gallic corps but this doesn´t matter for them) and to hostile with KSP and KNF, that´s what they want to avoid (except Samura) while keeping scrap mining ability (and bonuses). EDIT: As for suggestions... Hard to tell. Maybe you should find things you can sacrifice to show you are not just cherry pickers who want only good things from both IDs while getting away from bad things. Being hostile with Gallia is not enough in my opinion. Maybe going to hostile (or at least no dock) rep with Corsairs and Outcats could work, it will belong to your role of "law abiding traders with scrap and other goods" and show you are willing to sacrifice part of junkers abilities (premium scrap/contraband trading routes to Omicron Gamma and Alpha) to get access to lawful stations. RE: T&T/ Tinker&Transport Information and Feedback - FynnMcScrap - 11-21-2014 Not quite correct : We ARE avoiding it currently, by using J/T&T/ ship transponder for Junker ID ships, and T&T/ transponder for Freelance ships. Have been the last ... 5 months or so ? What we now want to achieve is our own ID, freely FR5able by official factions. Pirateable by Hogosha, bannable by Samura, traceable and scanable by Kusari police and so on... |