The outcasts definately need a new smuggling syndicate. However, in 85 it was hardly doable due to the very limited amount of destinations to dock with while being outcast ID'ed. So take your time and choose carefully whether you can apply the OC ID or should stick to the Smuggler/Slaver(?) one.
Take that as an advise. Just like the rest of the 101st I'd love to see a new outcast smuggling faction, but I can't guarantee you'll have enough to do (since I don't know the new routes for the outcasts yet).
' Wrote:Go play the game, within the given limitations. That is how role play games are played. Not by trying to work around those limitations or whining about them.
' Wrote:Hmm..... Cardamine Exports... CardEx| ... Sounds good and nostalgic (Coulda sworn i saw em before)
Our name = The 81 Syndicate
No, not the 81st. Though it's not official so we may still discuss this..
' Wrote:The outcasts definately need a new smuggling syndicate. However, in 85 it was hardly doable due to the very limited amount of destinations to dock with while being outcast ID'ed. So take your time and choose carefully whether you can apply the OC ID or should stick to the Smuggler/Slaver(?) one.
Take that as an advise. Just like the rest of the 101st I'd love to see a new outcast smuggling faction, but I can't guarantee you'll have enough to do (since I don't know the new routes for the outcasts yet).
We decided on not having an OC ID. It will most likely be Smuggler. And we will have plenty to do. We've already worked out one route and another we will make soon, along with OTHER things we plan to be doing. This syndicate will turn out being much more than an ordinary smuggling group, at least that's the long-term goal.
I'd be cool to have a smuggling faction that also dabbles in piracy. Cardamine freighter pirate smugglers would be fun to play. If you're going to fly Freighters it'd also help you make cash abit quicker.
The problem with smuggler RP is the lack of diversity in routes, in my opinion.. Hauling freight through the exact same route gets old after awhile. If you want a smuggling faction to be successful it seems like you'd need an extra hook to make the faction appealing. I thought about making a smuggler/pirate faction wherein everybody flies transports/freighters, but I don't really have the devotion to make my own faction.
' Wrote:I'd be cool to have a smuggling faction that also dabbles in piracy. Cardamine freighter pirate smugglers would be fun to play. If you're going to fly Freighters it'd also help you make cash abit quicker.
We're going to fly both, transporters and freighters. But I do not think that piracy will be on our list, since there are really enough pirates around; and this wouldn't really fit our idea.
Quote:The problem with smuggler RP is the lack of diversity in routes, in my opinion.. Hauling freight through the exact same route gets old after awhile.
Indeed, therefore we will use different routes. Gallia seems interesting for smuggling RP, expanding cardamine markets and influence there and stuff.
' Wrote:Maybe I'll join you guys when you start up?
We already started. But i don't know your RP level, so you'll have to wait for the oppurtunity to show it to me. Recruitment thread should be up by the end of this week or the next, along with faction info page and such.
' Wrote:We're going to fly both, transporters and freighters. But I do not think that piracy will be on our list, since there are really enough pirates around; and this wouldn't really fit our idea.
Indeed, therefore we will use different routes. Gallia seems interesting for smuggling RP, expanding cardamine markets and influence there and stuff.