Guide to Coalition Role-Play - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery General (https://discoverygc.com/forums/forumdisplay.php?fid=3) +--- Forum: Discovery RP 24/7 General Discussions (https://discoverygc.com/forums/forumdisplay.php?fid=23) +--- Thread: Guide to Coalition Role-Play (/showthread.php?tid=148585) |
Guide to Coalition Role-Play - Tabris - 03-10-2017 The Noob's Guide to the Coalition
Chapter I: Who are they? The Coalition are the remnants of the original 'bad guys' of Freelancer's prequel game 'Starlancer'. In Starlancer they were comprised of Russia, China, and other major Middle Eastern & Southeast Asian powers. In Freelancer they were the reason the Alliance (In this case The United Kingdom, Germany, The United States, Japan including whoever could be crammed onboard the Hispania Sleeper Ship) left the Sol System having thrown in the towel when the war became un-winnable and wanted a 'fresh start'. The Coalition managed to uncover the Sleeper-Ship Project and sent in agents and saboteurs to do what they could to stop the Houses from escaping which eventually led to many agents taking places onboard several of the ships, the majority having an easier time infiltrating the Hispania which later was sabotaged by the agents onboard and prevented the formation of a united 5th House. The Modern-Day Coalition are descendants of these saboteurs in addition to men and women who defected from the Houses to join their cause who eventually settled in Omega-52 to become their own 'Nation'. Chapter II: What is the Goals of the Coalition? The Coalition's primary goal is to over-throw the governments of each House and either take direct control of them or put into power sympathetic organizations to the Coalition. The Coalition has several other 'short term' goals that may change as time marches on, depending on the story and what changes in Sirius creep forwards that change the game. One firm 'short term' goal is to consolidate their power in the Omega Systems and secure their 'territory' from hostile entities such as the Houses , the Nomads or even the Corsair Empire. Their secondary short-term goals include aiding their allies in the various Houses secure power which in turn may accomplish their primary goal. Such as the Red Hessians movement in Rheinland or the Mollys of Dublin. Aiding these organizations weakens the Houses and in the long-run makes their primary goal much more simpler due to dealing with a much weakened opponent. Chapter III: Diplomacy The Coalition's diplomacy tends to be geared towards aiding terrorist organizations such as the Red Hessians and the Mollys. However the Coalition also conducts business with several other factions, here is a rundown of some of the factions the Coalition has encounters with. House Militaries: The Houses are considered the 'ultimate enemy' of the Coalition, as such they seek to topple the Militaries of the various Houses to pave the way for the eventual overthrowing of the local governments and either install organizations sympathetic to the Coalition into power or seize ultimate power for themselves in the House. House Police : The Police forces of the various houses consider the Coalition a Terrorist Organization which has led to many instances of armed combat against one another. The Coalition themselves consider the police forces merely an extension of the "Tyrannical Houses's muscle" and seeks to dismantle the various police forces to ensure either a smooth transition for their 'partners' or themselves in the event of a House take-over. The Red Hessians: The Coalition views them as their best shot to getting a Coalition-sympathetic government into power in the House of Rheinland, as such they openly aid the Hessians in their assaults in the hopes of weakening Rhienland in order for the Red Hessians to eventually seize power. The Mollys: The Separatists are a second ally of the Coalition, not just merely for their hate of Bretonia but also due to their intense hate of the Corsair Empire, a divided Bretonia is seen as a boon by the Coalition and actively seeks to further this divide and eventually fracture Bretonia. They are also seen as natural allies against Corsair expansion in the Omegas and Bretonia and will aid the Mollys against Corsair incursion. The Corsairs: Once a majority of the Coalition lived amongst them, eventually tensions rose which turned into outright warfare, causing the Coalition to move it's entire population to Omega-52 where they continue to fight the Corsair Empire's influence in the Omegas, Bretonia and Rheinland. The Corsairs are seen as a major threat that is to either be eradicated or taken control of. Independent Miner's Guild: The IMG are seen in a sympathetic light due to mainly the history of exploitation by the major corporations of the Houses having a major part in the formation of the IMG. Officially the IMG and the Coalition are neutral with the IMG refusing to allow docking rights on any facility to appease the Houses. However the IMG and the Coalition enjoy under the surface good relations and may quietly aid one-another against mutual threats such as the Corsairs. Nomads/Wilde: The Nomads/Wilde widely seen by the Coalition as a major threat to their power in the Omegas and actively seeks to wipe them out, in secret they hope to gather technological advances from intense study of these creatures in the hopes of creating new weapons to counter the Houses. The Order: The Coalition and The Order have a mixed history. For a time the Coalition and the Order were hostile to one-another due to 'betrayals' by several individuals in both the Coalition and the Order which eventually culminated in a 'Cold War' for several years. It is only recently that there has been a 'thaw' of relations and both organizations now cooperate against the Nomad threat in the Omegas and Omicrons when possible. The Core: Seen as megalomaniacs by many in the Coalition at best, the Core and the Coalition both have aspirations of control over the Omega systems and a mutual hatred of each-other. The Core is seen as ironically a 'Terrorist Organization' to be stopped and crushed under their heel. Auxesia: There is mis-trust of this organization due to their origins as former members of the Core, for now it remains neutral despite Auxesia's hostilities towards The Order. This stance may or may not be subject to change as both sides encounter one another. Chapter IV: Government/Ideology The Coalition's primary ideology in the past has been a form of War-Communism, however it eventually evolved into what those in the Coalition call 'Katzism' which utilizes ideas from China, the Soviet Union and Cuba. The Government is structured partially after that of the Soviet Union. The leader of the Coalition is the Premier while the parliament of the Coalition is called the State Duma. There is only one Party in the Coalition, the Communist Party of the Sirius Coalition. The Duma is divided into it's own 'factions' which are as follows: The Katzists: Moderates, seeks the use of 'soft power' mixed with Military Action to topple the Houses and take their place. The McIntoshists: Radicals who seek power over the houses through Military Power and Terrorist actions. Re-Unionists: Seeks peaceful co-existence with the Houses, strongly Anti-War and pro-House. Chapter V: Role-playing a Coalition Pilot. Role-playing as a Coalition citizen is difficult at times, you can choose to be either a defector from the Houses who joined the Coalition or one of the Coalition's descendants of the original saboteurs and spies. Recently the ID has been modified by request of the Official Player Faction to give the indy-ID a greater range of freedom concerning targets aside from simply having House Police/Militaries as targets. With the new additions pirate, terrorist and other organizations hostile to the Coalition may now be pursued and put down (with the exception of transports, only those who refuse to give up the listed contraband on the ID may be attacked and ONLY after a refused demand). One may also engage in anti-smuggling operations across Sirius as long as you ONLY go for items listed upon the ID as contraband. This goes hand-in-hand mostly with the Coalition seeing themselves as the 'liberators' of the working class and protecting them from dangerous substances/slavery/items. Some folks may ask "Why can't I use the Carrier?". When the Coalition ID for the public came out there was a severe worry over the ID being abused to harass lawfuls through cap Swarms. Thus only Gunboats were permitted at first with cruisers being added later (after a series of nerfs on the Destroyer). Only the Official Faction [In this case the Sirius Coalition Revolutionary Army] are currently permitted to use anything above cruiser-rank. Another activity one can indulge in is the spreading of propaganda to players they meet, encouraging them to join the 'People's Republic' or be an 'undercover agent' of the Coalition against the Houses. Your success depends upon how skilled one is at role-playing but can still be fun. Furthermore the Coalition ID is capable of trading up to a specific cargo-limit, the Coalition has two primary exports at present which may be traded across Sirius. Volgograd Ordinance and Vodka are the two exports currently which have their own trade-routes and profits. Chapter VI: Naming Convention For snub-pilots it depends on the character's origins. If they come from the Houses or outside. For those who come FROM the Coalition it tends to be a name from one of the nationalities that originally made up the Coalition [examples: Russian, Chinese, Middle-Eastern etc etc] Warships go by the prefix designation of "CPW-Shipname", CPW meaning Coalition People's Warship. Transports operate under "CPS-Shipname", Coalition People's Ship. Ship names tend to be either city names from the member nations. There are ships using names of famous individuals (mostly Communist themed) such as the CPW-Karl.Marx or the CPW-Kurt.Eisner. Should players have further questions/suggestions they want to ask/say in private they are free to contact myself via PM. I will help you out wherever I can. RE: Guide to Coalition Role-Play - Jeremy Hunter - 03-10-2017 I just want to add that many characters' positions are based on merit, not origin. My Zoner turned SCRA is a General who was awarded the Shield of the Hammer once, while other, more Coalition born characters have not risen as high. Even if you want to be more racist in your selection , aka pure Coalition, in the end your character would be where they are through merit. RE: Guide to Coalition Role-Play - Tabris - 09-29-2017 - Updated due to ID changes - |