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[MG]-The Mercenaries Guild - 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: [MG]-The Mercenaries Guild (/showthread.php?tid=14985) Pages:
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[MG]-The Mercenaries Guild - AceofSpades - 01-05-2009 First, let me begin with some OOC. There are a number of reasons such a group should be here, but haven't been established. 1. Many people have clamored for such a "unlawful BHG" 2. Many BHG have been disappointed that their "mortal enemy", the only true faction at which they are at war, The Order, is not extremely prominent. 3. Mercenaries, by choice or not, are typically scattered and lack allies/coordination. 4. The largest problem, while Bounty Hunters are tolerated by all houses, the war between the Corsairs and Outcasts makes it hard for a mercenary to operate without angering another side. Unless you use a Taiidan with all codes, you either have to use a Falcata or Praetorian.... or at least a Taiidan with Corsair or Outcast weapons. Thus, I present a faction with a well-thought RP that will: --Rival, in some ways, the respected S/D; --Present a system designed to succeed despite the Outcast-Corsair war (by holding neutrality, limiting equipment usage, and refusing to openly aid one side more than another) --Provide a useful RP purpose to Discovery, not just some "group up and kill things" faction. Providing opportunity for the BHG (an enemy to combat, outside simply bounties, similar to its status with the Order) --Provide a banner for respectable, trained Mercenaries to fly under. Your name will most certainly be known, elevated, and respected simply for finding yourself here. Most importantly, I have tried to work out the problems that will, without a doubt arise as far as operating on Corsair and Outcast contracts. We will never take contracts against unlawfuls, thusly avoiding having the faction shooting both sides up, and will provide only an anti-lawful service that both the Corsairs and Outcasts can respect. Also, I've worked hard to work out problems with ships and equipment. While the BH have their own guns and ships, mercs do not. Using borderworlds equipment without frusturating either the Outcasts and Corsairs is difficult, and I have carefully designed systems to help alleviate the issue. And lastly, to note, the RP will strictly filter the capital ships. Gunboats will be sparing, bigger caps non-existent, as the unlawful response to the BHG would be far less well funded than the BHG itself. ------------------------------------------------------------------------ The Mercenaries Guild
----- [MG] ----- Since Sirius was established, there have been Bounty Hunters. While some operated alone, others joined the Bounty Hunter's Guild and prospered due to an established order, and the creation of ships and weapons that would serve any bounty hunter well. Bounty Hunters were responsible for reinforcing the strength of houses, and dealing crippling blows to pirates everywhere. Of course, similar guns for hire were found on the side of the unlawfuls, but a lack of organization hurt their impact. Not to mention, the constant fighting between Corsairs and Outcasts made it hard to remain neutral, and many fell fighting other pirates, or even other mercenaries. To this day, "pirate" systems such as Sigma 13 and the borderworld Omegas are plagued by Bounty Hunters that serve to severely damage the ability for pirates to prosper there. In house systems, the assassinations of pirate leaders are often never returned, as hired-guns trained for such work are difficult to contact. Simply the fact that Liberty so easily pushed mercenaries from its borders was a sign of needed change, not to mention the rampant destruction brought by legions of unchecked Bounty Hunter ships. As if house militaries were not enough, Bounty Hunter Destroyers and other ships often proved too much, and the war with the Order had done little to weaken the BHG. Both Corsairs and Outcasts, as well as all other pirates, banner or not, recognized the massive problem wrought by this unchecked force... Thus, the Mercenaries Guild steps forth. Willing to deal with the problem of the lawfuls, and the politics of pirates. A standing of great pilots who do more with less, helping remove first and foremost the swarms of BHG with the use of Fighters and Bombers, sparingly supported by hard-to-come-by gunboats. The Men and Women of the mercenary guild will find themselves called upon by all pirates, respected by all pilots, and feared by all those who support the law Recruitment
First, it is important to recognize the level at which our pilots are expected to perform and conduct themselves. Unlawful we may be, savages we are not. Pilots will apply for recruitment and will be asked of previous experience. Upon acceptance, they will be asked to operate in a Civilian Fighter for the introductory period. While we will not throw you to the wolves (you will fly a Very Heavy Fighter) we will avoid placing you in a ship or setup that requires knowledge of the intricacies of the Mercenaries Guild's precarious politics. In other words, you will not be using Outcast or Corsair affiliated equipment, as use of such requires an important understanding of unique operating areas and touchy diplomacy issues. Being a mercenary who takes a variety of contracts needs a "delicate touch" to avoid being caught up in the Corsair-Outcast conflict. Ships flown by trainees will be equipped with weaponry of either the Junker, Zoner, or Civilian type. While not the strongest, and while a mercenary typically has access to most weaponry, we will iterate once again that you will be "kept out of harms way" as far as dealing with the Outcast/Corsair issue until you are deemed ready. Advancement into the regular force will require at least a week's worth of suitable behavior (// show of responsible RP) and at least one test to show basic combat proficiency-though higher combat ability is preferred, we are not an "Aces only" organization. Equipment and Zone of Influence
Obviously, the equipment of mercenaries is quite varied, especially considering that while the BHG has its own guns and ships, mercs do not. Also the issue of Corsair-Outcast hatred means simply flying the ship or using the gun of the other side can put you in a bad place. However, the Mercenaries Guild has careful limitations set to avoid such problems.
First, as far as equipment goes, there are three paths for a member of the Mercenaries Guild. Each has its own set of conduct, please see the corresponding ZOI for each group. Classification 1: Neutral Mercenary The mainstay of the [MG], and what most pilots are asked to seek. The Neutral Mercenary, unlike an "affiliated", holds the largest zone of influence-being free to seek contracts throughout Sirius. Pilots of this type will find themselves using ships and equipment from factions that do not openly take a hardline stance in the Corsair-Outcast conflict. Here we find Civilian class ships, along with a few supplied by other groups such as The Order who have a similar disinterest in the BHG, yet a removed enough role from the Corsair-Outcast conflict. Usable Ships Bombers Civilian Bomber Taiidan Bomber (//We will ask that the community please be accepting of this until 4.85 makes the Civilian Bomber a usable, glitch-free ship. At that point this ship will be promptly removed from service) VHFs Eagle Stinger Nephthys Raven's Talon Virage Light Fighters Hawk Griffin Slipstream Other IMG Gunboat* To be noted here is the IMG Gunboat. This ship will, in fact, not be operational in the full ZoI, and will be operated by a select few pilots. These ships will be support units, armed with Solaris turrets and missiles, that will be used primarily as cover for bombers. These ships will not be seen wandering alone, but will instead be brought upon when larger targets (Bounties on Capital Ships) require groups of bombers, which in turn provides a need for anti-VHF covering fire. Usable Weaponry These include weapons of Neutral Parties and the Order. Pilots are allowed also to use any missiles and torpedoes, but due to a limit on resources, all ships will be limited to a maximum of one missile. Any use of multiple-missile setups will result in discipline. Guns Civilian Class Junker Class Zoner Class Order Class Bundschuh Class* Unioner Class** CODENAME Class *The Bundschuh, and its corresponding leadership the Volksfront, have made it apparent that its outside ties are quite remote. It's main focus is its "word of the people", and if not mistaken, it seems apparent that the Corsairs have a limited interest in the Bundschuh **The Unioners have proven themselves pirates, as unhappy laborers. While not allied strongly with any other factions, they are dissimilar from the Xeno Terrorists in not being enemies (and terrorists) to everyone. Thusly, the weapons of the Unioners are acceptable for use, and the weapons of the Xenos are not. // Please note the addition of the Order, Bundschuh, and Unioner class weapons are to broaden our RP opportunities. As said, codes are hard to come by, but Junker and Civilian weapons are quite underpowered. Using these "mostly neutral" faction's weapons provide an opportunity to avoid all-code setups everywhere (which is pretty over-the-top expensive, ooRP for most mercs), while giving us somewhat-respectable weapons, and also staying a neutral seating with Outcasts-Corsairs Torpedo Slot Any Cruise Disruptor Any Torpedo Mini Razor Supernova Cannon Classification 2 and 3: Affiliated Mercenary (Corsair/Outcast) These are mercenaries of the [MG] who choose to fly a ship that is produced by the [color=#FF0000]Outcasts or its Allies/Corsairs or its Allies, or uses the equipment of the Outcasts or its Allies/Corsairs or its Allies. NEVER, MAY EQUIPMENT/SHIPS OF EITHER SIDE BE INTERMIXED, you must choose one or the other. Of course, we do not look to encourage extreme usage of either Corsair or Outcast equipment. Thusly, a pilot of the [MG] is asked to use a limited amount of affiliated equipment, and will be restricted in its ZoI. Limitations to ship/equipment are: Affiliated Ship and Torpedo: this means that a Falcata with an Inferno needs to use non-affiliated guns Affiliated Ship and Four Guns (VHFs and LFs): this means a Corsair or Outcast affiliated fighter-type vessel has a limitation of four affiliated-guns, and cannot use an affiliated torpedo (Inferno). Affiliated Ship and Two Guns (Bombers): this means that an affiliated bomber-type vessel may only use two affiliated guns, meaning two of its weapons slots must be filled with non-affiliated guns/torpedoes Affiliated Equipment: Use of equipment affiliating yourself with either Corsairs or Outcasts means you fly a ship listed in the Neutral Mercenaries Shiplist yet use affiliated guns/torpedoes. If using such, ships are free to use up to four affiliated guns and an affiliated torpedo (Inferno). Classification 2: Outcast ZoI Limitation: Due to the touchy nature of Outcast-affiliated equipment (this including Outcast, Lane Hacker, Liberty Rogue, Red Hessian, Blood Dragon, Golden Chrysanthemum, Molly), Classification Two Pilots are not to operate within Omicron Gamma, Omicron Kappa, and all of the Omega systems. Of course, any Outcast-Affiliated pilot can still use any equipment or ships usable by Neutral-Affiliation Pilots [color=#FF0000]Usable Ships Bombers Falcata Thor Waran Barghest The Catamaran, due the Dragons being protective, and unhappy about foreign use of the ship, will not flown VHFs Sabre The Blood Dragon fighter, for similar reasons of the Red Cat, will not be flown Light Fighters Scimitar Loki Hyena Usable Weaponry Guns Any Neutral-Affiliation Pilot allowed guns Outcast Class Hessian Class Lane Hacker Class Liberty Rogue Class Molly Class Dragon Class Golden Chrysanthemum Class Torpedo Slot Any Neutral-Affiliation Pilot allowed Torpedo Slot weapons Inferno Classification 3: Corsair ZoI Limitation: Due to the touchy nature of Corsair-affiliated equipment (this including Corsair, Hogosha, Gaian, IMG), Classification Three Pilots are not to operate within Omicron Alpha, Omicron Beta, Omicron Eta, and all of the Tau Systems. Of course, any Corsair-Affiliated pilot can still use any equipment or ships usable by Neutral-Affiliation Pilots [color=#3333FF]Usable Ships Bombers Praetorian VHFs Titan Light Fighters Decurion Usable Weaponry Guns Any Neutral-Affiliation Pilot allowed guns Corsair Class Gaian Class Hogosha Class Torpedo Slot Any Neutral-Affiliation Pilot allowed Torpedo Slot weapons Diplomatic Status, Bases of Operation Bases of operation will include Zoner and Junker stations. Skillful masters of neutrality, they should be looked upon as role models for keeping both sides happy.
Affiliated Pilots are still not advised to land upon "affiliated bases". There are, fortunately, Junker and Zoner stations almost everywhere. [size=small]Diplomacy Allied None Friendly Friendly Factions provide weapons, ships, and other equipment. Assist these people if they are in need and if doing so would not result in engagement with "unlawful" forces. Zoner Junker Order [color=#FFCC00]Neutral Neutral means neutral. Do not engage these forces, but respect your distance. No need to cause trouble with either side of the Outcast-Corsair conflict Outcast Corsair Hessian Hogosha Dragon Gaian GC Molly Lane Hacker Liberty Rogue LWB [color=#FF6600]Unfriendly These are the people, for the most part, that we take contracts on. Do not engage unless there is a contract available, or unless you are threatened excessively/fired upon House Militaries House Police House Corporations Traders* *Note that traders may be the targets of some bounties, usually these saps have angered pirates or have set large bonuses for bounty hunters. If there is a bounty on a trader, feel free to let loose. Just let them know why they are being busted before you shoot. [color=#CC0000]Hostile Kill these targets on sight, feel free to actively hunt these targets if you wish Bounty Hunters* *Note that outside of taking bounties, our main practice is reducing the number of bounty hunters out there. While we are around to make money, we are also here, as said before, to actively counter the overbearing strength of the BHG, which is suffocating our pirate clients everywhere. The exact ZoI for each type of pilot has been explicitly described in its corresponding section. However, when not hunting bounties, try to remain outside House space. Also, while we do have active aggressions towards the BHG, it is to keep them from overrunning pirate systems, such as Sigma 13. Avoid tearing through house systems to destroy Bounty Hunters, 90% of our engagements with BH's should be done outside the House Systems. Not to mention, authorities are not happy with us, and will likely actively engage us at will. Mission Statement[size=medium]
Here is the explicit mission statements and parameters of the Mercenaries Guild's operations -Create an effective fighting force, contracted mercenaries, with the use of Fighters and Bombers, therefore maximizing efficiency -Actively reduce the number of BHG, especially capital class ships, that are currently beating back pirate forces everywhere. Especially in the Borderworlds. -Become a center for contracts against lawful forces, rivaling the Bounty Hunter's Guild, but exceeding them in effectiveness and use of resources. -Drive the BHG from Sigma 13 -Offer, if needed, active escorts for Smugglers. -Create an organization that will finally provide mercenaries with opportunity to focus on exterminating contracted lawfuls, and help cope with the problems presented by the Outcast-Corsair conflict ID: Mercenary IFF: None, and avoid Outcast/Corsair IFF's for certain, remove these at once. The only IFF deemed "acceptable" (if you really can't get rid of them all for the time being) is Junker, and should be removed completely ASAP // I hope I have created a group that will be both acceptable and within RP. That has a purpose and will be respectable in both RP and Combat. We will contribute to discovery and hopefully the gameplay of everyone. Members will have great freedom and opportunity, but will definitely be carefully kept within stong RP. It will be tricky, with the Corsair-Outcast conflict, but I feel an "unlawful BHG" that is kept in check by strong RP is very necessary. Please be free to comment. Please avoid excessive flames. Any major offers to edit-please PM me. Anyone interested in joining, please post, and contact me in game on [IND] Underpaid [LN] Zachary Ryans [OPG] Muerte Hermosa Anthony Ryans -Thank You [MG]-The Mercenaries Guild - Zelot - 01-05-2009 I think this is a decent idea, but it will be very difficult to implement. To start, I would remove the whole affiliated section as that will cause problems when a Corsair see's one of your guys in a Falcata or the OC see one in a Titan. My main suggestion is to start simple in terms of ship lists and weapons list. I would use only the Civilian line for ships (Eagle, Hawk, Crow, Griffin, Roc) and maybe Taiidin bomber till the Roc gets fixed. Same with guns, yes civilian guns are not the best, but they are very usable. It seems you are using weapons from groups not because there is an actual rp reason but instead because they are not closely allied to the Corsairs or the Outcasts. Stick with Civi, and Zoner weapons, you'll feel better about it later. Oh, and you forgot the Farmer's Alliance. Hope it helps. [MG]-The Mercenaries Guild - AceofSpades - 01-05-2009 Alright, sounds interesting. The idea was it was for mercs and mercs do use a wide range of guns. Maybe some solid RP types would still join if it was Civ only. I added a poll to respond to this comment. [MG]-The Mercenaries Guild - ProwlerPC - 01-05-2009 ' Wrote:Taiidan Bomber (//We will ask that the community please be accepting of this until 4.85 makes the Civilian Bomber a usable, glitch-free ship. At that point this ship will be promptly removed from service) I have seen the GMG bomber used in place of the civ bomber regularly. Since I've been doing GMG I do know why. I understand that the Civ bomber is glitchy (I use one for my [NLH]-Lurue) and as such I've only posted the odd time here and there on my opinion of GMG's key ship being found all over Sirius, but finding that ship in Sigma-13 shooting up lawfuls would be a heavy hit to the suspense of disbelief. GMG lost half it's number when it defeated Rheinland in the 80 year war. They also lost more when The Wilde came storming through the Sigmas an into Kusari (stopped at Honshu). Under logical circumstances they would have and continue to produce their Taiidan line to replenish the one's they lost, not sell them off like it's as easy to produce as H-fuel. For an unlawful mercenary group who does contracts for Outcasts and Corsairs against lawfuls in the Sigmas I really don't see GMG opening it's manufacturing doors with wide arms, sorry. Edit add: Oh I noticed poll, I choose other. There are still ships that can be used for the Merc group that can be peppered in with the Civ line. [MG]-The Mercenaries Guild - retnuh - 01-05-2009 when i started out, my first instinct was to become a merc, but the lack of a player faction and clear objectives for the character discouraged me. I think this is an excellent idea as now when not being hired (which is alot) mercenary characters can always hunt bounty hunters! [MG]-The Mercenaries Guild - RipShredder - 01-05-2009 I think this idea is very good and i'd love to register my pilot with you. Character: .:Mercenary:. [MG]-The Mercenaries Guild - AceofSpades - 01-05-2009 Please continue to vote and comment so that I can improve and refine this. [MG] Tagged Ships will start appearing soon. Edit: <strike>I have opened a recruitment page. http://discoverygc.com/forums/index.php?showtopic=29657</strike> Please note that due to the (so far) votes toward us using a Civilian line, it is likely that our ships and gear will be reduced to the "Neutral Affiliated" status. However the ships of that class are plenty strong, and the weapons as well. Not to mention, we will at least have a limited ability to acquire CODENAMES for our pilots, thus avoiding being seriously outclassed. A strong RP will come before combat, and this move would fulfill that goal while still leaving us with very good equipment. Here is the Application Form, Please PM me if you wish to join RP Information Character Name: Age: Planet of Origin: One or Two Paragraph Character Biography: Combat Experience: In what part do you wish to benefit the [MG] the most (fighting BHG, getting contracts, etc.: Do you prefer to fly a Fighter or Bomber: OOC Information How long have you been at Discovery RP?: How long have you been active on the forums?: Have you ever been sanctioned?: Do you prefer to work alone or in teams?: Are you willing to sometimes, have combat take a backseat, using ships or guns that might not always be the best, in an effort to RP more strongly?: Even after being accepted, please note that ooRP behavior and/or sanctions or multiple reports from other players may lead to removal from the [MG]. We will be strict in our roleplay, mirroring the S/D, so keep sharp out there. [MG]-The Mercenaries Guild - Cosmos - 01-05-2009 there are good civi guns and codes out there for use, and civi anti sheild weapons, therefore you could do this and not have too choose a side via corsair or outcast. other than that yeah, looks great, you've thought about it, i can read you're typing unlike other new faction requests, and i think it will work. Goodluck. [MG]-The Mercenaries Guild - AceofSpades - 01-06-2009 I am officially in the process of working to move to a complete Civi line. Obviously the people say it is best, and many who have interest in the MG agree to a Civi-line RP. Expect a revised copy shortly. [MG]-The Mercenaries Guild - sovereign - 01-06-2009 Similar idea, check it out. Gotta run, can't post more now. |