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Texas Separatists - Information & Feedback - Printable Version

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+--- Thread: Texas Separatists - Information & Feedback (/showthread.php?tid=121562)

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RE: Texas Separatists - Information & Feedback - Texas Separatists - 10-13-2014

Is it permitted using 2 different ID's for one faction?Cuz using Pirate ID on the trading division make no sense?


RE: Texas Separatists - Information & Feedback - Luke. - 10-13-2014

Depends what you're trading.


RE: Texas Separatists - Information & Feedback - Derkylos - 10-13-2014

Sure it does. Not like anyone on the lawful side is going to let you dock on their bases.


RE: Texas Separatists - Information & Feedback - Mímir - 10-13-2014

It does make sense (to me at least), but with some of the pirate factions' problematic no-dock decision, trading is super limited (thanks for that, official factions). Outcasts and Corsairs haven't requested a rephack, so they are possible trade partners, along with Junkers of course. You can do the pscrap from tex to alpha, and cardi from alpha to that junker base in tex on the way back on a pirate ID np.


RE: Texas Separatists - Information & Feedback - Garrett Jax - 10-13-2014

(10-13-2014, 02:07 PM)Texas Separatists Wrote: Is it permitted using 2 different ID's for one faction?Cuz using Pirate ID on the trading division make no sense?

Nope. Only one ID is allowed per faction.

Quote:Faction Creation Rules
Each faction or group can only use one ID. Official factions may request their own ID based on the original ID of their NPC faction, to allow for a more specialized line of roleplay or to remove certain restrictions applied to their original ID, which would require admin approval before implementation. The faction ID can only be requested if the official faction's roleplay as a whole, or the roleplay of a sub-group of the faction can no longer be played out within the allowances of their original ID.



RE: Texas Separatists - Information & Feedback - Huursa - 10-13-2014

Okay so i guess we will use Pirate ID for the trade division ..


RE: Texas Separatists - Information & Feedback - Wraga - 10-13-2014

The idea is interesting, however trading with a pirate ID would be a little bit hard, but enjoyable. So if you would like to focus on roleplay purposes, it could be a nice idea.


RE: Texas Separatists - Information & Feedback - ~Aro~ - 10-13-2014

Maybe better use ONLY pirate ID or Xenos ID(Xenos more better to my mind)


RE: Texas Separatists - Information & Feedback - Huursa - 10-13-2014

(10-13-2014, 06:00 PM)~Aro~ Wrote: Maybe better use ONLY pirate ID or Xenos ID(Xenos more better to my mind)
Pirate ID fits better than rest suggestions due the freedom of diplomacy .


RE: Texas Separatists - Information & Feedback - Binski - 10-14-2014

I had thought it was ok for unofficial factions to use more than 1 ID if it was not an OP mixture. However, I think the ID that will give you the most RP flexibility is the Pirate ID.

If you plan to trade as the Separatists, you're going to be considered outlaws anyways. Officially the Junkers will always tell you 'no' when asking to use their bases. But they do sell the Pirate ID on Junker bases for a reason, and that's because deep down the Junkers will accept certain kinds of pirates, mainly the ones that don't pirate Junkers, and instead have common enemies (hogosha, xenos, certain bounty hunters/merc groups). But if the navy is chasing you to Junkers bases they'll just come down on the Junkers which won't be good for anyone. Play your cards right for a while first, then work your way into asking for some 'unofficial help' from the locals like the Congress or JM. Any deal you can work out that can't be proven by the Liberty authorities, is the kind of help you'll receive.

So if you're hardcore and trade as TSA you're options are likely to remain limited anyways. I'd suggest asking the rogues but you'll need to earn their respect and that won't come fast. They won't likely support a total independent Texas, that's not rogue lead. However if you hit their enemies or wind up helping them out you might make some friends. Otherwise you can always continue to trade in untagged FL ships as 'contractors'. There are Freelancer groups around that might offer you other kinds of help, like help shipping supplies for a base.

I'd say for now you need to think about Bering or Hudson now instead to launch from. Depending on how many of you there are and what ships you have available, I'd also suggest the possibility of building a hidden base somewhere in Texas (yes it can be done if well planned) or somewhere in the thick mess that is the Bering system. At the very worst, there is the Freeport and Unioners base (are Unioners rephacked to pirate ID? can't remember). I've never seen Zoners turn away even pirates, as long as the action is kept away. Not a good place to get chased to, but could still be used from time to time.

After you get in on some action and prove you can be trusted by Junkers or Rogues, and that you might even be a help to them (pirating xenos or police), that is when your base options might go up. You're going to have to make a tough choice, because even as Pirates you might get support of the Rheinlanders, as a local insurgency. However thats probably going to make you enemies with just about everyone else. The LR ID is also not a bad idea, but I'm not sure how the current official faction will or can react to your goals.