Discovery Gaming Community
Remove Liberty from the Outcast Zone of Influence. - Printable Version

+- Discovery Gaming Community (https://discoverygc.com/forums)
+-- Forum: Rules & Requests (https://discoverygc.com/forums/forumdisplay.php?fid=6)
+--- Forum: Rules (https://discoverygc.com/forums/forumdisplay.php?fid=25)
+--- Thread: Remove Liberty from the Outcast Zone of Influence. (/showthread.php?tid=113474)

Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19


RE: Remove Liberty from the Outcast Zone of Influence. - Ash - 03-20-2014

Outcast lolboats have been a lulwut phenomenon in Liberty since 4.84. We've been down this road before and all that happens is the Admins get an increased workload in sanctions due to the rebellious few who decide to disregard the ban and go anyway.


RE: Remove Liberty from the Outcast Zone of Influence. - Divine - 03-20-2014

(03-20-2014, 05:42 PM)Achille Wrote: ...
Can they field New York Dreds? I'm not entirely sure - you'd have to consult some OC role-play leads, but I'm pretty sure the answer would be in the negative.
As for answering this one:
Yes, they can.
The question is, would they ever do? To this the answer is no.

Outcast capital warships are a major joint-effort between several syndicates most likely, none of the richer families can roll and build a Sarissa/Ranseur on their own. Even the 101st as they still had been the only naval faction representing the prime military for whole Nacion had to undertake the procedure with gaining financial support to build the Dies Irae. Materials are rare within Nacion, everything that is wasted or scrapped down will get recycled. Snubcraft is heavily standarized to minimize repair-cost and to raise the ability to re-use most if not all parts (if they're not damaged) from ship wrecks.

A ship of Sarissa/Ranseur class needs a crew, counting into hundred+ soldiers. And as every life within Nacion is sacred, no true Maltese will ever risk to lose precious material (the ship itself) and the knowhow on building such a ship, having to explain why hundred+ maltese soldiers died on a foreseeable suicide-run that far from home.


RE: Remove Liberty from the Outcast Zone of Influence. - JunkerTown - 03-20-2014

(03-20-2014, 05:08 PM)Garrett Jax Wrote:
(03-20-2014, 05:04 PM)Divine Wrote: As said, we used to FR5 those caps -raiding- Liberty. Absolutely inRP measure. I question why this isn't an option today anymore, like it seems?
Instead people go all over rules and ID-line-changes when things could easily be resolved with RP.

I dare to say, lets see how many of those independent Outcast caps will still roll into Liberty once we started to actually have them repped hostile to the Rogues and Outcasts too.

And Junkers. There are a lot of Outcast Dreads docked at Rochester.

There are?
Get me a list of names and guncam pics of them so we can deal with them individually.
Be sure we are here to help.



RE: Remove Liberty from the Outcast Zone of Influence. - SnakThree - 03-20-2014

(03-20-2014, 05:42 PM)Achille Wrote: It would be impossible for the Liberty Navy to wipe out the Nacion Maltese, when it cannot even deal with its own pirate epidemic InRp. Additionally, Liberty would have to steamroll through Gallia (highly unlikely), and depend on Bretonia and Kusari to be entirely on-board.

The naciĆ³n however is a financially adept, technologically competitive minor power, which succeeds in rolling this far south due to the complete and total monopoly they have over a drugs war spanning star systems.

Can they field New York Dreds? I'm not entirely sure - you'd have to consult some OC role-play leads, but I'm pretty sure the answer would be in the negative.

Sounds like OCs can raid far houses, while the rishest house, can't retaliate. I think Kusari would lend Liberty a hand to rid of OCs once and for all. So that would be two houses versus one planet and few shipyards.


RE: Remove Liberty from the Outcast Zone of Influence. - Divine - 03-20-2014

(03-20-2014, 05:55 PM)Sabre Wrote: ...
My bad, ment Barrier Gate, not Baffin.


RE: Remove Liberty from the Outcast Zone of Influence. - Sabru - 03-20-2014

(03-20-2014, 06:02 PM)Divine Wrote:
(03-20-2014, 05:55 PM)Sabre Wrote: ...
My bad, ment Barrier Gate, not Baffin.

OC caps out of barrier gate might get the colonials active again........


RE: Remove Liberty from the Outcast Zone of Influence. - Divine - 03-20-2014

Whatever may generate activity or not, this is an issue to be resolved with RP and taking the steps needed to do so.
No more rules needed for that actually.


RE: Remove Liberty from the Outcast Zone of Influence. - SnakThree - 03-20-2014

(03-20-2014, 06:07 PM)Divine Wrote: Whatever may generate activity or not, this is an issue to be resolved with RP and taking the steps needed to do so.
No more rules needed for that actually.

Do you know that majority of those OC caps are actually breaking other rules?


RE: Remove Liberty from the Outcast Zone of Influence. - Thyrzul - 03-20-2014

Why wouldn't a change in the ID be sufficient, Div? Which Libertonian allies of the Maltese are okay with them bringing caps into Liberty that would warrant all the rest having to resort to FR5's? If all are against it, then a simple restriction for OC cap ZoI in the ID could save a lot of hassle around filing, reviewing and then executing all the separate FR5 requests for all factions towards all ships unwanted in Liberty.



RE: Remove Liberty from the Outcast Zone of Influence. - Divine - 03-20-2014

Bc I prefer any sort of Roleplay over Ruleplay.