Thank you.
And i haven't started a thread, I used the old one.
Lucendez Wrote:
It is every Corsair's responsibility to die a beautiful death in defense of Crete, regardless of how OORP or how capwhoring the opposition is. Launch your fighter, joust the battlecruisers and die a beautiful death. Then, drink it down in the bar.
sure, they have superior gunboats, cruisers, battleships - just like most other factions. when its about the pure stats, their stuff is slightly better than others. the battleship is second best ( armorwise ) but very large. their cruiser is - or was hitbox bugged, not sure if thats fixed now. their VHF is quite agile and heavily armed. well, they have two gunboats - but i never saw the keepers use the nomad gunboat, instead they use the wild gunboat, the scorpion - 8 guns, a bit more agile than the corsair GB, i believe - quite a small silhouette from the front - not too easy to hit when you re in turretmode in a large BB.
i haven t seen their bomber in action yet - but there is one, too. all in all, the faction has every ship they need, except a battlecruiser. their weapons appear to be a bit superior to others but they have allmost no beam range for stuff in space. ( no dropping bats/bots then - or at least not as easy ) - not sure if they have all models of CDs - but they have their own line of cruise disruptors.
their ships still use mortars / infernos - cause there appears to be no equivalent in the keepers arsenal.
Jack Handey Wrote:I can picture in my mind a world without war, a world without hate. And I can picture us attacking that world, because they'd never expect it.
Lucendez Wrote:
It is every Corsair's responsibility to die a beautiful death in defense of Crete, regardless of how OORP or how capwhoring the opposition is. Launch your fighter, joust the battlecruisers and die a beautiful death. Then, drink it down in the bar.
' Wrote:Just because you didn't see something doesn't mean that didn't happen. I don't feel like to explain everything to everyone at the smallest question. A lot of things remain hidden for the purpose, it's up to players to discover. The process of finding secrets, discovering new paths and stories, this is what Discovery is about. I can say one more thing: there are lots of opportunities. This is not a cage as some tend to see it as, nor will I make it a cage-faction. Look into the nature of Nomads - they use various means to archive their goals, brute force has never been a single option in their list. There are infiltration, sabotage, persuasion and many other ways. Some of them are waiting to be "discovered".
Come to think: if we put everything into cage, make a spreadsheet of absolutely strict alliances which under no condition can be changed, obligations as to who must kill whom and how many times, make kill ratio for factions, quotas to meet, etc... Will there be a change in the world if all it will do is repeating itself in the short time frame? A foundation for the stories that is based on the events taken in game are the most interesting ones to myself, because they were actually played in game, not made up while listening to music and having much freedom and time at hand. It's being participants, actors and story writers at the same that makes the game enjoyable for many here including myself. Look not how to restrict others but to express yourself within the frame of the game universe. Keepers were created from such opportunity.
Roleplay-wise Outcasts were not involved in the nomad war of 800-801 A.S., that is despite them being the closest house to the nomad worlds. Outcasts call Nomads as "spirits" (there is rumor referencing Nomads in Malta bar from original game). Though never been an allies or friends or even neutral they weren't bent on destroying each other contrary to what some tend to think. Perhaps another mystery to find out...
One more note: we did scan after the fight, there was only one Outcast survivor and he fled very quickly before we could catch him up, perhaps he was afraid of being next target. Nomads took some of the survivors with them and left the rest to the merciful fate. Why and for what purpose? Questions come, yet answers are not necessarily to follow. Perhaps some will find out why, but then again - may be not.
You want to know what to expect from us, so here it is: expect the unexpected. You can find patterns in their behavior but that's about it. Don't base your expectations just on them alone, and certainly there is no point in starting threads whenever the result doesn't match it. Freedom comes at a cost of responsibility and we fully acknowledge it. Patterns are not rules, just because they tend to be common doesn't make them the only possible outcome or a solution, there are many exceptions and many opportunities in using those to enrich our gaming and roleplay experience. Who knows what to expect, but one thing for sure: I'm the absolutely wrong person to ask such questions. Avoid contact or seek it purposely - it's entirely up to you.
Bingo! What creates interesting RP is the unexpected! If everything is exact, planned and right to the letter it leads to boring repetitive RP and it doesn't take a genius to realize doing the same thing over and over is boring as heck.
The best factions in roleplay are those that work behind the curtains, the ones that you know are there but never see act, the ones that are the puppet masters if you will. While it might now appear to the public eye such background work shows absolutely nothing and makes the faction appear worthless/non-rpers. It truly is the contrary and is an expertise in the field of roleplaying. Such a feat cannot be obtained by saying "THIS IS BLAH BLAH FIGHTE #1 ENGAGING PIRATE-8912ALPHA", that's roleplaying in a stream line manner and has about as much imagination as naming your character "Joe Bloggs"
"The best factions in roleplay are those that work behind the curtains, the ones that you know are there but never see act"
only to a very certain extend. acting a way no one else understands means to be very sensitive. it can quickly lead to appearing to act just like you feel. attacking targets that don t know WHY they are attacked raises doubt about ones roleplay more than it helps. there must be basic structures understandable for everyone. just cause you babble in groupchat and claim to have an awesome roleplay ( that sadly only you know about ) doesn t mean it fits in the server and the community well.
so far the keepers provided us with basic circumstances that makes them destroy targets. most of the time it has been true - but some claim that they did not fit into that pattern at all, - and were still attacked / destroyed. there is a fine line between roleplaying apparently random targets and true random targets - and the community must know this line. ( at least in most of the cases )
and you must of course not act against the serverrules just cause it adds to the roleplay of one. in my case i usually knew every time why i was attacked by the keepers. and i hope it stays that way - i wouldn t like to see me being attacked when i perfectly know that i shouldn t be attacked by them. ( like flying a ship with no nomad gear, no weapons, and civilian cargo - not being nosy about them etc. )
I was killed by a pair of keepers when flying through Omicron Kappa (I think)? in my Destroyer. I was told afterwards I was carrying nomad tech, but from what i remember I had a pair of battle razors in my hold which I was going to put into my "bank".
But anyway. Just say I'm flying around in any one of my characters, and I'm not carrying anything even remotely nomad related, keepers will just pass me by, or will they still KOS me?