Discovery Gaming Community
The Snatchers - 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: The Snatchers (/showthread.php?tid=46155)

Pages: 1 2 3


The Snatchers - Primitive - 09-02-2010

[Image: 35548858.jpg]

The Snatchers


The Beginning


If a planet held a population, trash was to follow, and with the trash came the Junkers. Looking for scrap, repairing, and salvage; it all finds its way back to the Sirius Black Market. By Nature, preference, or desire to be alone there is always someone attempting to remain out of sight of the law or other individuals.

Most Junker '€œclans'€ prefer to etch out a meager living from salvage, a few choose to smuggler and only the best survive in that business. The few that do decide to be more than just a meager clan become something far more sinister, cruel, and develop a burning hatred for the mega-corporations scattered through-out Sirius.
This one specific Junker clan had developing ambitions for Sirius and the riches she possessed, with their original members based in smuggling it turned out a nice small profit for the group as a whole but they craved more and dared to get it. Developing their resources this small band of Junkers began a private war against the corporations that looked down upon their kind as a mere nuisance, robbing the occasional vulnerable transport this clan of miscreants and thieves developed formulas to pillage the king pins of Sirius and smuggle the illicit cargo away before anyone was the wiser.
Using the proven formulas of successful '€œshady'€ organizations The Snatchers were born.

The way a Snatcher sees the Galaxy is the more wealth you accumulate the more respect you have and without it you are nothing more than a smear on a ship'€™s hull.

In the clan'€™s hierarchy the Snatcher is the core of the organization with each different branch spreading outward as they intertwine together. If one branch becomes damaged the others will guard it jealously till it is fully healed and ready once more.
Using their meager resources to the fullest the original three Snatchers used their battered craft to the utmost to only trade it away for a superior vessel when available or steal one when the time was right.
Other Junker'€™s took notice of this small band and slowly their man power began to grow as word spread and the Snatchers small armada of vessels took shape.

The Gank

( Gank - to steal or take something that does not belong to you )

During the year of 818 A.S. the Snatchers grew large enough to become an item of interest in the log files of passing Captains or the occasional patrol. With no Junker from this group ever caught red handed the long arm of the law had nothing to grab onto and allowed the Junkers to exist in limbo with piracy and civilization. Using their knowledge of the fields they would go to locations where patrols are few and far between to lie in wait for their quarry. The tactic began to work as the Junker'€™s refined it to precision and the law was never the wiser. Using '€œthe gank'€ to its fullest the Snatchers are able to collect equipment and cargo on the go, never leaving behind more than free floating scrap for other Junkers to collect. Some Junkers believe the Snatchers maintain a mobile base for their families and their most treasured items that moves with them in the shadows.

The shady '€œbusiness'€


Due to the nature of their operations Snatchers typically operate in the independent systems of Sirius where they ferry their illicit goods to the four major houses to unload for the best possible profit.
On occasion to remain alone a Snatcher will tip off the local authorities about a local pirate or a larger organization or '€œgrease the wheels'€ as some politicians prefer to call it. A Snatcher holds respect in the highest of orders amongst the group and to all outsiders; if you do not give it do not expect to have a long and prosperous life. If money is to be made they will lie, cheat, attack, pillage, blackmail, divert attention to you, or hunt you themselves all in the name of profit.
A Snatcher treats all interactions as business and if a Snatcher takes a trader'€™s cargo they will offer something in return of little value to cover theft as a pure business transaction while getting the highest profit from it. A Snatcher will not enter a conflict if profit is not to be made; the only exception to this rule is to help out a brother Junker that is in trouble. Their primary income is from piracy, but they also smuggle, gamble, and sell equipment too.

ID / IFF usage

All members -Pirate ID / Junker IFF
Smuggler ships - Smuggler ID / Junker IFF

Naming convention: Firstname.Lastname[S]; Callsign[S]; ShipName[S]

Zone Of Influence


The Snatchers operate everywhere except for Kusari, the mega-corporations deprive us of valuable salvage and cover by keeping their house clean. The main area of interest for the Snatchers is the independent systems, but piracy in the other three major houses is not ruled out if avoiding contact with lawfull entities is possible.

Piracy ZoI: Independent systems, House systems (except Kusari)
Smuggling ZoI: Everywhere (Only GC and BD bases in Kusari)

Primary role: Piracy, extortion, black mailing...
Secondary role: Smuggling and protecting other junkers from any harm


Rank System


Snatchers:"Familia es todo" Family is everything to a Snatcher, leading the family business known as "The Gank". A Snatcher also maintains the access rights to shared ships and the treasury.
Cleaners: High ranking family member, their main role is to manage the Sweepers and Scrappers.
Sweepers: Sweepers are the main body of the family, their hardened criminals that will defend their fellow Snatcher clan members fiercely. They are allowed access to shared ships
Scrapper: Scrappers are the recruits to the clan, they are required to show their dedication to the survival of the Clan as a whole at any cost.


Technology Usage


Cleaner & Snatcher
Fighters: Sabre, Eagle, Mafic
Bombers: Falcata, Roc


Sweeper
Fighters: Spatial, Raven'€™s Talon, Virage
Bombers: Waran
Transports: Pirate Transport,Behemoth

Scrapper
Fighters: Stiletto, Switchblade, Falcon, Marauder, Moldy Crow
Freighters: Bactrian, Dromedary

Smuggling Ships
Pirate Transport
Pirate Train
Behemoth
Borderworld Transport

Diplomacy Chart


ALLIED

Nobody for now...


FRIENDLY - We do only honest business with them

Junker Congress

Independent Junkers

Zoners



NEUTRAL - We do not pirate,attack only in self defense

Gas Miners Guild

Unlawfuls


UNFRIENDLY - Pirate when you got opportunity,lawfuls are to be avoided

Corporate traders

Independent Pirates

Independent Smugglers

Lawful Forces


HOSTILE - Avoid but attack if don'€™t have a way out

Hogosha

Wild

Nomads

Phantoms

Bounty Hunters

Guidelines on lawful encounters


1. Never pirate in a house system while lawful forces are present
2. If you get caught while doing shady business, attempt to escape and reach saftey.
3. If you are unable to escape, lie, blame, blackmail, bribe, or tip off the lawfull forces to a bigger catch.
4.The Family will not attack lawful forces first, but they will guard your back if negotiations fail.
5. Make yourself look innocent while conducting ordinary business affairs, it is incredibly important as the entire family counts on each other. Do not expect the family to come save you if you went out expecting to find a fight.

Notes:


[color=#FF0000]
Rules of piracy


1. The first step is to disrupt the trader, in the lane or in free flight.
2. You ask him to stop of course if he refuses skip on step 4/6.
3. When the trader/miner stops you start talking, we expect you to be creative with your RP, so the both sides involved can and enjoy the encounter... Well you will enjoy more of course.
4. You ask for his cargo/credits (but we prefer to take cargo as real snatchers, and no you don'€™t take all if you don'€™t have a reason for it, we prefer fair play).
5. If the trader/miner accepts give him something for his cargo, anything you have in your cargo, to make it look more like a business deal, if he doesn'€™t, lower his shields and his hull and ask him one more time.
6. Silent runner - sadly a big part of all traders/miners are silent runners. Silent runner means:
You kill the line, he drops and you start to RP, he try to run away silently, you CD him once, trying again to RP, he responds with dropping CMs and try to start cruise again. In this case you make your demand, and you can shoot him and take his cargo. Since they run fast it is advisable to use /setmsg function - it is a waste when he run away because you try actually to type something in order to RP with him. As pirates we tend not to use the system chat, it is bad for the business.
7. Respect server and this rules at all time.

Shared Ships


There are 4 simple rules for using it:
1. Have a fun time while using them.
2. Don't violate the server rules with shared ships - you will be removed from the faction for breaking server rules.
3. Each ship will maintain 5 million SC with full ammunition. When you are finished leave it with the same amount of credits as you left it along with fresh ammunition. You are not required to leave the ship where you found it but notify your fellow Snatchers where it is left when you can't.
4. You are not allowed to delete or change the loadout of the shared vessels unless you are given permission by a Snatcher ranked member.

The shared ships given to Sweepers must not be used for pirating, they are only for smuggling. The purpose of these ships is to give new family member credits. Snatchers offer loans with 0% interest rates to all family members they need credits to buy ships or equipment.






The Snatchers - FAQ


Question:Who are the Snatchers?
Answer: We are Junker family dedicated to piracy and smuggling.
Q: Why Junkers ?
A: Why not? We use Pirate ID due the restrictions to piracy ZoI with Junker ID, but we act, talk and do business like junkers.
Q: Are you '€œgive me 2 mill or dai'€ pirates?
A: Never, we expect everyone in our group to show at least decent RP, even if the one who is being robbed doesn'€™t want to talk to you. Keep it going, if it comes to shooting, well'€¦shoot.
Q: What is the benefit to join you guys?
A: Currently we possess a couple of shared ships. We would make more shared ships when we expand. The shared ships could be used by new players till they save money for their own ship. Credits with 0% interest rate are available for Group members.
We stick together, we help each other and most important of all we have fun while we do it.
Q: How do you pirate, the Junkers cannot pirate?
A: Junkers can pirate, and they do pirate. Only due the Junker ID restriction on server we use Pirate ID.
Q: What about the lawfuls? If they catch you what would you do?
A: Well the trick is to stay low as much as possible '€“ we try not to be seen, if we got caught we RP out our exit - It wasn'€™t us. Who? Tipping the lawfuls about other pirates and blaming someone else works - you can always say that you had a deal with trader X and he screwed you not giving your 2 mill. (But lawfuls don'€™t go in borderworlds that much where we mostly operate so most situation when you need an RP out is smuggling, be creative)
Q: How much do you charge?
A: Well there is no answer for that question. It depends on the traders attitude, his behavior, his RP and his cargo. We prefer to snatch cargo. It could vary from 10 units to all of it. The same with credits - we try to use our common sense here and not to make unreasonable demands. If the trader is arrogant or refuse to RP we snatch everything.
Q: Why I haven'€™t heard about you till now?
A: Two reasons: We try to stay as low as possible - miners tend to ask me what [S] means. I tell them suppliers,security,secondary etc. It is pity but people metagame really hard- miners or traders just log of when they see our ships entering some system, some of them even come back with their capital ships to get rid of us.
Q: What about faction background? Who can I pirate and who not?
A: Background is in progress, probably more stuff will be added.The faction is new. We established contacts with Congress Junkers achieving deal with them - we don'€™t make trouble to them (running from lawfuls to junker base) and we watch each other back. We will be happy to create interesting faction connections with the most of the Sirius Unlawfuls but we are at beginning and some time will be required in order to clear out the faction diplomacy. Any input of members will be appreciated. We tend to pirate alone smugglers, pirates, freelancers,traders. Corporate targets are more dangerous, so we usually do it in group.
Q: What about Ranks?
A: We have transparent Rank system. However we will like to see good RP from our members. We are junker family and the RP relations between high ranked and regular members is not that strict. We don'€™t boss around, but respect is earned no given.
Q: What about PvP?
A: We are not 100% PvP oriented faction. Some of us are good at it, but if we don'€™t have to shoot we avoid it. We fly transports and rob transports, starting a fight is not good for business. To us the pirate/mafia type of RP is more important than the PvP.
Q: What is required in order to join?
A: We demand from you to be honest with us and not to break the server rules. We will prefer to stay unofficial and will do most of the faction stuff on Skype/PM/in game/Google docs. You will start as Scrapper (Recruit) - believe me, we can easy evaluate you in short period when you hang around with us ( we require you to show as some activity and RP style, if not we will teach you). If you can prove us that you are willing to join and participate you'€™re accepted.
Q: How to pirate in a way that I aways catch my pray?
A: Well we tend not to work alone. Alone pirate is highly vulnerable, depending on his ship choice: Bombers have hard time against fighters and if you destroy the pray you cannot pick the loot so you basically win nothing, VHF'€™s have great survivability but cannot bring enough Dmg in short time like bombers so your pray can go away and even if you destroy it you still have problem with the loot. Transports are great for stand alone cargo piracy but if the pray have bomber escort or capable fighter escort, you kill the pray the escort kills you. Transports are really good and effective against GBs when you have couple of them. If you work as a team with different vessels almost nothing can stop you, even a swarm of escorts with gunboats/fighter and bomber support.Gunboats are not really good pirate ship, if you have to sacrifice your speed and size for something then better take P-transp - it deliver the same or even higher Dmg as GB but you can pick up the cargo so the size and speed sacrifice is worthy here. If you don'€™t know what to do,listen and learn from others and you will be great in our '€œhit and run'€ operations. If you prefer to pirate only alone you have no place among us, we are team.
Q: Well you are pirates, you hit hard you say, so how you share the loot?
A: We send a donation to our bank, and share the rest among those who were in the piracy.
Q: What if I have more questions?
A: Ask, we will answer you.

Concept art


Credits to Evangelist


Logo on top - Credits to Loken
History and description rewrite - Credits to BunkerBob

This is our idea of possible faction. Any advices, proposition,ideas will be accepted. Well...tell us what you think and if you have questions we'll try to answer them. Thank you for you time.

~The Snatchers


The Snatchers - GhostFace - 09-02-2010

Not much of constructive though, but that logo looks awesome. And it makes sense with the wrenches and skull.


The Snatchers - Disparagess - 09-02-2010

I'm not sure if this were a wise idea, especially considering the tensions between the Junkers and house. Even if you are using a pirate ID, you still identify as junkers.

Perhaps limit your piracy once again to desolate house space or independant worlds. Or just keep out of the lanes. This idea could cause quite a bit of trouble between the junkers and the houses.


The Snatchers - Primitive - 09-02-2010

' Wrote:I'm not sure if this were a wise idea, especially considering the tensions between the Junkers and house. Even if you are using a pirate ID, you still identify as junkers.

Perhaps limit your piracy once again to desolate house space or independant worlds. Or just keep out of the lanes. This idea could cause quite a bit of trouble between the junkers and the houses.

Our primary piracy operations are done in independent system, and if it's done in house space it's only during the time when no lawful force is present there.


The Snatchers - Coin - 09-02-2010

Members, ships, tech, DIPLOMACY, 2-3 paragraphs of History... aaaaaaand 500 millions.

DO EET. the junkers need to assert themselves against Liberty's Tyranny. Too long have they suffered under the hand of a thoughtless dictatorship, and been relegated to the fringes of space, surviving from the scraps like a dog at a master's table.


The Snatchers - Tomtomrawr - 09-02-2010

I've interacted with many of your pilots in-game. Killed a few, pissed off the rest because my pirate hates Junkers. I enjoy every interaction with [S] marked ships and am finally glad to know what it stands for. I hope you guys do well and hope to see plenty of your ships in the future.

P.S. Hit the miners instead. They're richer and easier. :P


The Snatchers - Primitive - 09-02-2010

' Wrote:Members, ships, tech, DIPLOMACY, 2-3 paragraphs of History... aaaaaaand 500 millions.

DO EET. the junkers need to assert themselves against Liberty's Tyranny. Too long have they suffered under the hand of a thoughtless dictatorship, and been relegated to the fringes of space, surviving from the scraps like a dog at a master's table.

Yeah more or less everything is here, I need to make rooster. Diplomacy will wait a bit, but expect corporations + hogosha (and such) hostile, lawful forces unfriendly, unlawful neutral or friendly..etc..I want to see from in game actions how will we be treated. And 500M is almost collected but I want to wait some time before we get more people and till we get more active to try compete for official, it takes a lot of work to get there.

' Wrote:I've interacted with many of your pilots in-game. Killed a few, pissed off the rest because my pirate hates Junkers. I enjoy every interaction with [S] marked ships and am finally glad to know what it stands for. I hope you guys do well and hope to see plenty of your ships in the future.

P.S. Hit the miners instead. They're richer and easier. :P

Hehe thanks Tom I enjoy our ego fights beetwen Mickey and Roger:)


The Snatchers - AeternusDoleo - 09-02-2010

Well, as long as the Junker congress doesn't have a problem with this... I suppose. But even with Junker IFF, you guys would not openly be able to identify yourself as junkers if you're going to do in house piracy. For -that- would open up a can of worms that would see junker bases and populations ejected from house space. See: Liberty.


The Snatchers - Primitive - 09-02-2010

' Wrote:Well, as long as the Junker congress doesn't have a problem with this... I suppose. But even with Junker IFF, you guys would not openly be able to identify yourself as junkers if you're going to do in house piracy. For -that- would open up a can of worms that would see junker bases and populations ejected from house space. See: Liberty.

Please read the whole thing, I think it will explain you that things.


The Snatchers - Elven - 09-02-2010

Hey, mate, it looks nice.

Perhaps add some policy on your pirates who were caught? "If you're cought, we won't save you or help you out directly. Of course we may work on bribes a bit, however don't expect us to come to your prison to murder everyone there, since we don't need problem with lawmen".
Sounds "Junkerish".:)

Concerning diplomacy, I doubt it should be so hard. Just another '+' to criminals, though. And '-' to GMG, Zoners, IMG... Whatever.