I've always thought that certain factions of the Coalition would represent a certain interest to the Xenos.While they're technically as outside of Liberty as one could thing, they do represent a similar ideology.
The Rouges? Lane Hackers? Eh, I dunno. Similar background, vastly different in their goals and ambitions.
But, on the note of the Coalition being outsiders. Well, I guess that's where the term 'desperate' comes into play.
' Wrote:Question, is a Xeno player with a Xeno tag and ID allowed to pilot a gunboat? The Prospectors tales suggest it is so, but i wish to check so i dont get shot for nothing.
Negative. The ID specifically states as such.
Prospector gets to muck about in one due to him being a super Xeno who was granted a terrorist ID.
' Wrote:I've always thought that certain factions of the Coalition would represent a certain interest to the Xenos.While they're technically as outside of Liberty as one could thing, they do represent a similar ideology.
The Rouges? Lane Hackers? Eh, I dunno. Similar background, vastly different in their goals and ambitions.
But, on the note of the Coalition being outsiders. Well, I guess that's where the term 'desperate' comes into play.
Negative. The ID specifically states as such.
Prospector gets to muck about in one due to him being a super Xeno who was granted a terrorist ID.
Thanks:)
Wasnt sure if gunboats fit into the capital ship category:P
It really depends on which gunboat your intending to use.
Personally I'd try to come up with a decent RP story as to how the xenos got it, why they let you have/keep it (instead of heading it over to the guards to defend the guard system) and then post it here on the forums for people to read and comment on.
The next stage would be to PM an admin (or all of them might be better) and ask them. Include a link to your story if possible and then wait for and abide by their answer.
' Wrote:Well as you know Xenos are lower class Libertonians, so I guess a reglar Xeno wouldnt have money for that? Dont want to dissapoint you by saying no, though.
I agree, I only glanced over the ship list so I don't know for a fact what ships would be available RP wise.
Plus there should be a really, really good reason for the xenos to turn control of an extremely valuable, and quite probably rare, ship over to someone.
EDIT:
Ah, forgot that they can't fly capships, oopsy:)
Actually, there was a rumour or news item in the original FL that the rogues don't particularly like either the junkers or the xenos and won't pick a side.
As for the LH, they could ally with the xenos.
But it'll mess up the LH rep with the rogues because the xenos would take over the running of cardamine to liberty. Which'll mean the rogues lose a major source of income, along with the junkers.
It's my personal opinion that the Xeno concept as a whole makes little sense, and is in need of revision.
.. Right now we're talking about an "organization" of Starfliers/blazers who's goal is to combat any and everyone who supports foreign trade. With enemies absolutely everywhere, and no allies, it's very unlikely that the Xenos would've lasted as long as they have.. Currently they're portrayed as merely disgruntled, volatile civilians - they certainly wouldn't of survived this long, considering the odds stacked against them...
I think the Lane Hackers are the only convenient, semi-compatible faction for the Xenos. Problem is, Hackers have a dependency upon Cardamine and also rely on the Outcasts for certain ships and technologies, you'd have to look that over again probably. I'm not so sure how the Outcasts would feel about the Hackers becoming friendly with the Xenos, but I'm pretty certain that the Xenos would never allow the Hackers to remain allied to the Outcasts and them aswell.
So, it's a tricky thing. The Unioners, Gaians, and the Farmer's Alliance could be potential allies for the Xenos, but they seem to be pretty far out of the Xeno ZoI.
.. It would be nice to see a Xeno VHF or Bomber, though. I don't think they should get a GB though, I rather like it fine now how it is. Prospector is the only Xeno I know of with a GB, and that's probably the only thing about Xenos that makes sense to me so far on Discovery. Don't destroy that.:(
Xenos survive this long, because they are far better-organized than the main Outcast Liberty muscle - the Rogues. They also prefer to attack vulnerable targets and run away rather than rogue-style all-out. They just refuse to die :laugh:
Anyway - they are also sometimes funded. by "patriotic" Liberty shipping corporations as a means of fighting foreign competition (Republican, Bowex, Kishiro/Samura, Gateway). By no means should this be understood as being a corporate thug - it's more like a donation. After all - it's Ageira and the slave-driving LPI that need routing out.
As it was said before - the closest faction as per ideology to the Xenos are the Hackers. There are however a few conditions they'd have to meet in order to get along with the Xenos.
1st - Haxers need to cut their drug habits or replace cardamine with synth marijuana. It's sold on Hacker bases, so it would make sense. This might happen if the Outcasts lost their connection to Liberty via the Taus. For that to happen - Bretonia must lose tau-31 to the IMG((possible bias)) and Kusari get an iron grip on tau-29.
2nd - Xenos would have to boot the Junkers out of NY in order to control the smuggling route from the border worlds to Liberty.
Obviously nobody has goals in sync with the Xenos, but the closest faction in spirit I think is The Order. Neither are in it for the money or to affect political change. What motivates them both is the threat posed to their homeland by "aliens"; be they foreigner or wierd blue body snatcher.
It wouldn't take much for a slick Order guy to convince an ignorant Xeno guy that wierd blue body snatchers are bad for the working class in Liberty.
' Wrote:Xenos survive this long, because they are far better-organized than the main Outcast Liberty muscle - the Rogues. They also prefer to attack vulnerable targets and run away rather than rogue-style all-out. They just refuse to die :laugh:
Anyway - they are also sometimes funded. by "patriotic" Liberty shipping corporations as a means of fighting foreign competition (Republican, Bowex, Kishiro/Samura, Gateway). By no means should this be understood as being a corporate thug - it's more like a donation. After all - it's Ageira and the slave-driving LPI that need routing out.
As it was said before - the closest faction as per ideology to the Xenos are the Hackers. There are however a few conditions they'd have to meet in order to get along with the Xenos.
1st - Haxers need to cut their drug habits or replace cardamine with synth marijuana. It's sold on Hacker bases, so it would make sense. This might happen if the Outcasts lost their connection to Liberty via the Taus. For that to happen - Bretonia must lose tau-31 to the IMG((possible bias)) and Kusari get an iron grip on tau-29.
2nd - Xenos would have to boot the Junkers out of NY in order to control the smuggling route from the border worlds to Liberty.
That's one heck of a shopping list.
Wrestling the Lane Hackers away from the Outcasts, whom feed their Cardi addiction, whilst booting the Junkers from New York in order to get their paws on the smuggling trade... Which would largely include Cardi... Would be a pretty difficult trick to turn.
All in the name of restoring labor based industry to Liberty.
Personally, and I enjoy the Xeno faction immensely, I'm of the mind that they're pretty much screwed in terms of any real growth.
You guys are all talking about the storyline impact and reasoning. It all makes sense in the varying ways you swing it, but there is one point missing too.
The xenos terrorist id is a free license to pvp. Even as they are now they somtimes get abused, and the only reason that they are not whored is because of their restrictions.
A xeno id and tag in a bomber with another xeno id and tag is already a traders nightmare in systems all over the map. A not so "area of influence" attached xeno roleplayer decides to fly out of his aoi, which does happen, then they cause alot of uneeded distress.
The xenos are the only "realistic" pirate group in discovery being forced to make small hit and runs, rather than wage full scale war every time the police show up.
If they get an ally that allows them to use capships, then it will change from cap whore to xenocap whore in a moments nottice. The rules say you cannot "pirate" in capships, but you can terrorize....
There is an EXTREMELY good fighter out there for the xenos. Its cheap, its "weak" but it can sustain xenos weapons fire, and smoke the competition. Just gotta find it:D
Im also not saying that all xeno id's are pvp whores. But it is easy to construe a very bad rp into a way to simply just pvp whore using a xeno id. This does happen, and it annoys me to no end because i put so much effort into playing my xenos correctly.
*Wilson shows off his ham sandwich* - Armory.003
*mark placed on Unit-sk855's forehead* - Head hitting the desk as of reading the above
I've thought about this a couple of times, and I'm going to suggest something radical;
Xenos and Corsairs.
Firstly, let's take a look at what the GAME says the Xenos are; disallusioned workers who believe foreigners took their jobs.
The Corsairs despise all corporations, and prey on them to survive. They also, as allies of the Order, and as a provider of a major smuggler commodity into Liberty could gain allot from funding the Xenos to cause chaos in Liberty.
Not only that, but the Corsairs are in dire need of some kind of ally or friendly in Liberty. Their side has no representative in the house, whilst the Outcasts influence almost all crime in Liberty. The closest the Corsairs come to a Liberty ally is are the Junkers, which in my mind, are barely neutral, and not any help.
The rest of liberty already hate them, so friendliness (not necesarily an alliance) with the corsairs isnt going to change the diplomacy within Liberty, except to provide friendly harbour to Corsair-aligned smugglers headed to the cental NY market. Any friendship doesn't even need to be particularly stable; both sides seeing the other as nothing more than a means of aiding their individual struggles to achieve their aims.