Quote://500 million fee paid to [Admin] Xoria in game at 9:50PM EST
Easy-to-read version here: Preview
AMENDED
- The "internal" structure of "How Congress Sessions and Membership Works" is elaborated more fully.
- A little closer to turning the "official" website on. It will have a chat room and forum: Site
(the delay here is I am having to debug a lot of things I previously used and replace them and some of it is requiring hosting tweaks)
Identification
Tag: .:j:. Naming: prefix: .:j:. with character or ship name. IDs: Junker Reputations: Junker Guard, Junker
History
Where theres junk, there are the Junkers. Theyve been around since the earliest days of the Trade Lanes. Descended from the working classes, they developed within the House systems as a sort of necessary evil, handling the dirty work that no one else would. They do well salvaging valuable materials from the ever-increasing debris fields throughout Sirius, with the notable exception of Kusari. To this day they remain held at bay by the Hogosha. Anyone who deals with Junkers knows they live by a strict code; if you're not a Junker, you're not part of the family. A Junker will double-cross a non-Junker without a second thought, and they're fiercely protective of each other. Most House corporations consider the Junkers to be simple criminals, but Junkers will occasionally do favors for the police, turning in the odd, mid-level criminal or letting them know about the occasional drug shipment. So despite some harassment, the police stop short of shutting them down. The infrequent police cleanup operations are little more than exercises in public relations, though there's no love lost between the two groups. The Junkers make their official money from salvaging debris within the fields, but also have a good deal going with various criminals, who like their "no questions asked" policy. Tolerated by the governments, Junkers sometimes deal in contraband, but they are extremely hard to catch red-handed. They are frequently patronized by the criminal element for the refuge they offer within the often hostile territory of House capitol systems. Liberty has two groups: a major population in the New York system, and a smaller enclave in Texas. The Junker base of operations in New London is located near the shipyards within the Southampton Debris Field. In New Berlin they scavenge the remaining pockets of industrial waste and scrap within the asteroid fields. A more recent foray -- a departure -- is a base in the Border Worlds. Attracted by the ALG operation in Sigma-13, they have set up shop near the facility and do most of the dirty work, picking off the best loot from the old ships for themselves. It also serves as a convenient launching point for Cardamine and Artifact runs into New Berlin. Long-distance smuggling has now become well established within the faction, and has led to the opening of yet another far-flung station, Bornholm Depot in Omega 15. Bornholm serves as a gateway from the Rheinland systems to the Omegas and also provides employment for skilled Junker labor rebuilding captured and salvaged warships into the ubiquitous "Pirate Hessian Cruiser". These vessels are primarily recovered Red Hessian wrecks left behind from clashes between Red Hessian and Corsair Forces in Omega 41 and even Omega 5 and also salvage from the occasional Bounty Hunter -- Red Hessian encounter in Omega 15 itself.
The need for additions to the Junker's CSV fleet has become more clear as more powerful ships and weapons have been fielded throughout Sirius and as the concern over the Nomad and Wild threats become more relevant to Junkers who now trade and work in territories where these hostiles are frequently encountered. In addition, Kusari dislike of all things Junker has only increased and given more confidence to groups such as the Hogosha, Farmer's Alliance and even the Kusari naval and police forces -- which has resulted in increased aggression against Junkers traveling through Kusari space. Against this tableau, many independent bounty hunters and mercenaries have felt it is an acceptable option to engage Junkers at will when encountered away from house authorities. Nomad "Keeper" incursions have reached Manhattan itself and this has been a great concern to many Junkers as have Wild attacks right on the doorstep of Yanagi Depot. And -- of course -- the Xeno threat continues to be in the Junker's laps in Liberty as even more skilled and aggressive fighting groups spring from their ranks with better weaponry than the simple Starflier.
In response to these threats, Junkers have fielded ship designs such as the Turanic Raiders Freighter and the Collector fighter. The Puerto Rico system --off of Texas system in Liberty -- has been fortified as a Junker military system (and home of the Junker Guards Party and Junker Congress). Shipyards, smelters and command bases have been built there to build the next generation of Junker ships. Plans have been presented and are being considered for a new hybrid fighter-bomber and a transport-salvage vessel. Several ships have been brought there for custom refitting though specific types and purposes are not known.
With the rise in threats, Puerto Rico and the military guards have become important to Junkers as a symbol of hope and strength and as a promise of refuge if trouble should ever come to them. The uncertainty and danger in Sirius today makes relying on the protection of houses that barely tolerate Junkers unreliable and has prompted some Junkers -- the Junker Guards Party -- to begin to consider real change.
Four commonly-held primary principles govern the operational motives of the Junker Congress:
Power -- Profitability -- Security -- Freedom.
Objectives
To provide security for all Junkers throughout Sirius by creating a unified front to all houses and independents. To give meaning to the phrase, "They are a family...and they are fiercely protective of each other." To establish bulwarks against possible hostile actions from other factions by bringing Junkers together and providing communication, public action, intelligence and maintaining assets for mutual support and defense. Particular emphasis and concern over future actions of the Kusari/Hogosha, the Wild, the Xenos and the Nomads. The Nomads -- and their proxies, the Wild --are considered the greatest threats to a secure Junker future. To end reliance on other parties as the only means of self-preservation and to begin building a new future where all Junkers are free to do as they chose without threat from others.
Objectives
- Present an independent force (Junker Guards Party) to deal with independent lawfuls and criminals who
attack Junkers and to enforce Junker base rules with non-Junkers.
- Develop an effective defensive force to make Junkers more appealing as allies or supporters and to deter
aggression from enemies and their allies.
- To establish a political party system that all Junkers can participate in and benefit from while still retaining
their independence.
- Develop covert and overt intelligence and prepare countermeasures to possible future hostilities by the
Nomads (with the Keepers as an example), the Wild (das Wilde as an example) and the Phantoms.
- To aggressively operate within the Kusari economy as a show of presence.
- To strengthen ties to and support for the Golden Chrysanthemums and Blood Dragons.
- To deter Hogosha and Farmers Alliance operations outside of Kusari space and to hinder their operations
within Kusari space even with military force.
- To develop greater cross training and shared construction projects with Red Hessain ship engineers.
- To demonstrate the ability of the Junker Congress to encourage reliable and responsible behavior by
Junkers within house space.
- To provide a forum for Junkers and non-Junkers alike to express grievances with one another in.
- To provide for overall security of Junker life throughout Sirius by providing for its defense and interests.
- Secure Puerto Rico as a "capitol system" for all Junkers and to contribute towards its growth and
development.
- To establish Junker Guards Party headquarters at Yanagi Station in Sigma-13 and to resist and monitor
Wild incursions there and then broaden salvage activities to new areas made secure.
- To encourage the development of new Junker-centric ship types and lines.
- To assist other responsible Junker groups in trade, building, security, diplomacy and self-defense.
- To generate funds through trade, combat missions, bounties, escorts and other practices throughout Sirius.
//Objectives
- Form the political arm of the Junker Guards Party, the Junker Congress and oversee, develop and
support it to facilitate increased role play amongst Junkers and other factions.
- Create difficult missions for players that develop teamwork, exploration, trade and fighting skills while also
teaching the faction's role play.
- Help new players (not just Junkers) find a way to begin easing into role play with an open faction.
- Provide a mature group that values having fun playing well with others over ego and personal game
agendas.
- Fill in the role play of Junkers with particular regards to Blood Dragons, the GMG, the IMG, Xenos,
Hogosha, the Order, Nomads, Wild and Phantoms.
- Develop the "next level" evolutionary direction of advancing Junkers as might occur in light of current
events.
- Have a solid group (not necessarily "large") that can help other factions with their role play.
- Make a faction composed largely of individual role play shared against a common background created by
the faction.
- Develop and expand on the Junker Guards concern about the threat of Nomad and Wild invasion and
infiltration amongst Junkers.
//Faction Rules
Role Play
- In Character chat must be used publicly at ALL times with the exception of asking for persons to assist
with immediate technical or administrative help.
- Our Characters are assumed to be known to one other and to have firmly established a "sold out" life to
the ideals of Junker independence and the Junker Congress. A brief bio describing personal origin and
goals is desired.
- the chain of command must be respected within the faction and on the server.
- Ships above bomber size must have role play with a member of the appropriate faction who is not a
member of the Junker Congress to obtain it. Any "house specific" ship not sold on a Junker base must be
negotiated in the same way.
- Hardware (Ships, Guns, Etc.) must match. No Outcast guns on a Corsair ship. No mixed weaponry from
opposing factions. Some role play exception may be made if a majority vote of the Congress finds it
acceptable.
- A player's reputation must be in line with that of a Junker and they must equip a Junker ID. Characters
may be hostile to any faction they wish for role play reasons but may not be friendly to a faction normally
hostile to Junkers.
- Unique personal role play of a .:j:. character using non-standard devices or methods must be approved by
.:j:. faction leaders and/or a Congressional majority vote.
- Faction diplomacy and agreements undertaken by member characters must be pre-approved by .:j:.
leadership and/or Congress, as applicable.
- .:j:. tagged units must conform to ship/weapons selections and rank/role play requirements. .:j:.
members will not cooperate in trade or combat with Junker ID vessels exceeding the ship/weapons
limitations of the Junker Congress.
- .:j:. members with Guards reputation must conform to more strict (uniform) ship restrictions and follow
faction given guidelines for activities and behavior in "house" systems.
Communication
- All members are welcome but may not be required to use a skype/teamspeak account and are not
allowed to create in-game role play requiring it. The online player page can be used in either case.
- All members are obligated to use a forum account on the .:j:. forums and to make that account and all
it's associated .:j:. characters known.
- All members are obligated to report in .:j:. message Dumps within a reasonable time on the Discovery
Forums if ordered to do so.
Recruitment
- Discovery Members are free to apply, and are allowed to join if sponsored by a member.
- .:j:. Party leaders and/or a Congressional action may terminate membership of any member at any time
at its sole discretion.
Achieving Rank
- Promotion will be awarded to those who demonstrate the most reliability and helpfulness towards
contributing to good role play for the faction and its members.
- Disobeying the listed rules of the server or faction can result in demotion or ban from the faction.
- Your JCATS (Junker Congress Aptitude Testing Score) will determine and affect initial rank and position.
- Junker Congress Leaders and/or Congressional action may reduce or raise ranks at its sole discretion at
any time.
Command Structure
The Chief Arbiter has decree/veto power that can only be overridden by a full vote of seven Adjudicators and the Deputy Arbiter combined. The Chief Arbiter can also be voted out of office (not the faction) by a full vote of seven Adjudicators and the Deputy Arbiter combined.
The Deputy Arbiter has decree/veto power that can only be overridden by a full vote of seven Adjudicators and/or the Chief Arbiter. The Deputy Arbiter can also be voted out of office (not the faction) by a full vote of seven Adjudicators and the Chief Arbiter combined.
A member can be voted out of the faction by the vote of the Chief Arbiter or Deputy Arbiter or by a vote of four or more Adjudicators.
Adjudicator's can be appointed by the Chief or Deputy Arbiters or by a vote of at least four Adjudicators and the Chief Arbiter and/or Deputy Arbiter.
An Adjudicator may be removed by the agreement of the Chief and Deputy Arbiters jointly or by being voted out of office (not the faction) by the vote of no less than six Adjudicators and any decree he or she makes may be overridden in the same way.
Adjudicators may pass faction binding decrees regarding their own bases with a vote of at least four Adjudicators so long as they are not overridden by the Chief or Deputy Arbiters.
"Decrees" in all the above include "promotion" and "demotion" as well as declarations of hostility towards specific groups or individuals, base policies, distribution of commonly held funds or equipment, trade/diplomacy agreements and invitation to private sessions of Congress.
Adjudicators may be of any unlawful faction not hostile to Junkers and/or the Junker Congress. While holding office, they will follow faction restrictions on their vessels and represent Junker interests and role play in their behavior. They may resign at anytime.
The Rochester adjudicator office may only be held by a Junker. The Puerto Rico Adjudicator may impose regulations or decrees on the Puerto Rico system only with the majority approval of all seated adjudicators and only so long as they are not overridden by the Chief or Deputy Arbiters.
Voting Rights in Sessions of the Congress
All registered Junker characters (member and non-member alike) have a right to cast a vote regarding general issues proposed in public Junker Congress sessions (only members and invitees may vote in private sessions). Active .:j:. tagged guards characters may cast up to a number of votes equal to their rank in such general issues. Non-guards tagged members may cast a single vote. Additionally, Junkers and non-Junkers (non-lawful factions not hostile to Junkers or the Junker Congress) may purchase proxy votes at a rate of 10 million credits per such vote for non-Junkers and 5 million credits per such vote for Junkers. Any registered Junker may make a proposal to be brought to vote in a Congress session and any non-Junker can bring a proposal to be heard in session for 25 million credits. Proxy vote purchase fees must be paid to the Chief or Deputy Arbiters. Congress sessions may be declared by the Chief or Deputy Arbiters or by a unanimous vote of all seated base Adjudicators. Registered Junkers are simply those who inform the Congress they are active Junkers and who respond to role calls before elections where they may vote.
Congressional Commendations
Congressional Commendations confer varying additional votes to the holder. Non-Congress member commendations may only be used once for the purpose of voting and are held until used in such a way. Some commendations are restricted to Junkers or guards tagged Congress members only.
Unfriendly
Bounty Hunters
House Corporations
House Military and Police
Neutral
Pirate ID
Trader ID
Smuggler ID
Mercenary ID
Independent Miner's Guild
Friendly
ALG
GMG
Zoners
Corsairs
Outcasts
Blood Dragons
Golden Chrysanthemums
Other non-Kusari Unlawfuls
Allied
Harvesters (limited--see faq)
Zone of Influence
- Puerto Rico We maintain our primary headquarters here though it is used primarily as a resupply,
equipping and staging area. The Congress polices non-Junker access within Puerto Rico and actively
discourages visitation by non-Junkers as it is a Junker military system
- Trade Runs Cardamine, Artifacts, Synthetic Marijuana, Slaves, Counterfeit Software and captured
Pilots and Nomads as chief sources of smuggled contraband as well as legal products to provide cover to
our illegal activities. Junker Trade runs cover the houses and Border worlds and salvage interests take us
to wrecks in various systems.
- Intelligence All Junker bases are located in systems with keen access to intelligence information on
major factions and activity there. Additionally, Nomad/Wild activity is of great interest to the Junker
Congress and diplomacy efforts with the Blood Dragons and Golden Chrysanthemums are part of ongoing
efforts to pressure the Hogosha and maintain Junker activity in Kusari as a show of force. Sigma 13 is one
area of crucial interest.
- Liberty Systems The hub of most smuggling and trade efforts as well as end-routes for some of the
most profitable runs and access to our "headquarters system". New York is also central for recruiting and
training and covert Nomad missions.
- Sigma-13 The actual staging base and center of field operations for the Junker Guards Party is at
Yanagi Station in Sigma-13. Yanagi is the is the spear point for Wild surveillance and assessment. Such
study is to provide experience to resist Wild infiltration attempts amongst Junkers. Additionally, covert
research ships periodically monitor the Alaska and Omicron Systems as well as Tohoku, Phantom, Outcast,
Corsair systems and the Omega Wild systems. The primary threat to the future security of all Junkers is
seen as a possible resurgence of Nomad-Wild expansion with assistance from other cooperative factions
in Sirius--the Outcasts and Phantoms being of greatest concern.
Hardware
Ships
- Freighters/Transports
The list is open. Junker Congress characters can purchase freighters and transports within any area with
the exception of Kusari unless obtained through approved faction role play with applicable groups.
Disallowed ships would be the Royal/Luxury Liner (without approved role play with applicable
factions such as the slaver Servus Lictor's floating elite slave trade "palace"), The Container Transport
(Kusari sold), Samura Transport (Kusari sold), Bumblebee (Kusari sold), Drone (Kusari sold), Kusari
Cruise Liner (Kusari sold)
- Allowed Standard Ships for General Members (non-Guards members)
Any Civilian line vessels.
Any independently manufactured ships obtainable from non-hostile Kusari locations with role play
restrictions if applicable.
Armored transport
Arrow Light Fighter
Corsair gunboat class and lower (requires role play with a group member of an appropriate player faction
to obtain).
Zoner gunboat class and lower (all other faction gunboats require role play with a group member of an
appropriate player faction to obtain).
Outcast gunboat class and lower (requires role play with a group member of an appropriate player faction
to obtain).
IMG gunboat class and lower (all other faction gunboats require role play with a group member of an
appropriate player faction to obtain).
Liberty Rogue gunboat class and lower (requires role play with a group member of an appropriate player
faction to obtain).
Lane Hacker gunboat class and lower (requires role play with a group member of an appropriate player
faction to obtain).
Harvester gunboat class and lower (requires role play with a group member of an appropriate player
faction to obtain).
Junker specific/designed ships.
Waran Bomber
- Rheinland Pirate Cruiser (Sixth Rank is required for operation of a cruisers and is reserved for the Base Adjudicators and Directors only. Limited to Pirate Hessian Cruiser.)
- Battleship (Seventh Rank is required for operation of a battleship and is reserved for the Chief and Deputy
Arbiters only. Type to be determined by acceptable role play.)
- Allowed Combat Ships for Guards Members (Guards reputation)
Armored transport
Arrow Light Fighter
Pirate Train
Pirate transport
IMG gunboat
Junker specific/designed ships.
Waran Bomber
Rheinland Pirate Cruiser (Sixth Rank is required for operation of a cruisers and is reserved for the Base
Adjudicators and Directors only. Limited to Pirate Hessian Cruisers.)
Battleship (Seventh Rank is required for operation of a battleship and is reserved for the Chief and Deputy
Arbiters only. Type to be determined by acceptable role play.)
- Disallowed Standard Combat Ships for General Members (also applies to non-Guards reputation member
ships with some exception possible for faction-specific role play ships)
House faction-specific combat ships.
Hogosha specific ships.
Xeno specific ships.
Note: Rank determines a members ship use and rank is awarded by faction leadership. There will be no self promotion and consequently no self-determination of member ship class use. Accepting membership means accepting this and all other restrictions of the Junker Congress.
Weapons
- Junker Barrager guns and turrets may be used in any variations.
- Civilian may be used in any variations.
- Outcast may be used with Civilian, Nomad, Zoner, Code and/or Outcast weapon mixes only.
- Corsair may be used with Civilian, Nomad, Zoner, Code and/or Corsair weapon mixes only.
- Unlawful Factions weapons usable with role play consent of members of such factions. May be used with Civilian, Nomad, Zoner and/or Code weapon mixes only.
- Nomad weapons may be used from npc drops at the members discretion but would not be a common choice for ships operating in House or Outcast space.
- Code weapons from salvage are fully acceptable.
- Faction "Outlawed" weapons may be used but Congress leaders may inform local authorities of their presence on Congress player's ships if they conflict with local laws or demands and cause incidents. Players will be advised of this pending such action if the need occurs so as to allow them to dismount or dispose of the weapons themselves without incident.
Note: House faction weapons may not be mounted on house/faction ships not aligned in game with them. (No Corsair weapons on Outcast ships, etc., etc. Allied/Neutral weapons may be mixed, i.e., Outcast and Liberty Rogue, Outcast and Bundschuch, Corsair and Gaian, etc., etc.)
Miscellaneous Hardware
Nuclear mines, Supernova Antimatter Canons, Infernos, Nova Torpedoes, Sunslayer Torpedoes, Mini Razors, and Cheetah thrusters may be mounted on Junker Congress ships though the mixed use of some of them may fall under the "faction outlawed" provisions above or may additionally be prohibited.
Capital Ship Hardware
Must be mounted after the use of the flown vessel's faction. If a Corsair gunboat, then a Corsair applicable loadout must be used, etc., etc.
Many Junker (and other) players were and are "worried" about the Harvesters. Here is the official "Junker Congress" view of Harvesters. The Harvesters are an "invasive species" in Junker society. Wanting or not wanting them is irrelevant...they are here now. Fortunately, Harvester and Junker Congress faction development began almost on the same day and immediately collided with one another as both the Congress and Harvesters had begun with the same ZOIs and interests. At that time, the Harvesters outgunned the Junkers in every way and negotiation was the only option. In typical Junker fashion, Junkers negotiated a situation that was disadvantageous to them into one that was advantageous. For this reason, Junkers need take no responsibility for Harvester action as they are fully autonomous faction of their own and can also rely on Harvester defense if attacked by other groups while Harvesters are present. In return, Harvesters receive basing rights and guarantees of non-Hostility by Congress members. Speaker Tinkerbell has the distinction of "knowing" the first Harvester and having dialogued with it since its arrival in Liberty. As a result, a level of "logical" trust has developed between Harvesters and the Congress. So long as that logic and predictability holds, the arrangement remains mutually beneficial. This is little different than the relationship maintained by Junkers with the Outcasts and Corsairs. Essentially, "Do what thou wilt and cause no harm" to Junkers. Having a relationships with the Harvesters is akin to having nuclear weapons. The risks and advantages are understood and never taken for granted but the advantages are used to the Congress (and Junkers) benefit. It is simple, pragmatic reality and "status quo" that makes the relationship viable and the Congress will seek to maintain that in order to eliminate Harvester risk and maintain the benefits of the alliance with them.
The agreement with Harvesters by the Junker Congress provides exclusion from attack by Harvesters so long as Junkers do not attack Harvesters. We are not obligated to defend Harvesters nor take sides in their conflicts--any more than we take sides in dealing with Outcasts and Corsairs. We also will not act to defend Junkers who willfully attack Harvesters for reason other than self defense from an unprovoked attack. If at any time either party violates these terms intentionally, the relationship and terms will be reassessed.
A.I.
As a result of this relationship, the Junker Congress is the first group in Sirius to publicly grant full "legal" recognition to sentient AI in Sirius so long as they produce no threat to and are able to demonstrate acceptable social interaction with humans in a consistently dependable manner. This does not imply that the Junker Congress is automatically allied with or friendly to such groups, only that it recognizes them as peers to human groups. AI's not demonstrating these traits will be deemed dangerous and responded to accordingly.
All other faction gunboats require role play with an appropriate player faction to obtain
To clarify, this means if there is no player run faction to represent the game faction at time of acquisition, the ship cannot be purchased--no exceptions.
Non-Junker Adjudicators
Non-Junkers who accept appointments as Junker base adjudicators for the Congress accept a role play position in game. They are not formal members of the Congress and will not be "tagged". They must come from non-hostile (to Junkers and the Junker Congress), unlawful factions with a native ZOI for their ID's faction adjacent or active in the area where the Junker base they will adjudicate is. So Gaians could be adjudicate Trafalgar base in New London--or Mollys. Corsairs, Blood Dragons or Outcasts could adjudicate Yanagi, any Rheinland criminal groups could adjudicate Kruezberg or Bornholm. These are examples, not a conclusive list. The Puerto Rico and Rochester adjudicator seats are restricted to Junker IDs only.
During their term, they may resign at any time and must voluntarily restrict themselves to a personal ship of cruiser class or smaller with weaponry appropriate to their own ID. They must represent the interests of Junkers and the Junker Congress and may not violate their laws or rules of behavior and activity. Conflict with factions not friendly to the adjudicator's faction is allowed but only if the other party initiates combat. Attacks on seated, lawful adjudicators will be seen as attacks on the Junker Congress.
//Credits
~Since the initial proposal for the first Junker Congress, over one billion credits have been given unsolicited from other players. Thanks and you know who you are!~
and...
Kudos to the VolksFront (VF)...as I shamelessly ripped off their wonderful faction document to serve my own laziness! (Hey, I'm a Junker -- what did you expect?)
So tell me, is the he Congress? or the Guards party? it has always been a curiosity to myself, because if they are both intertwined without a difference, the congress seems kinda one sided....Nevertheless, good luck with that, hopefully i'll catch you around on my Junker.
Looks good however, skimmed through it as i dont really have the time right now to read/
When a faction is being created, leader chooses an ID that all its members will equip. Having this ID is essential for all characters of the faction who reached level 40.
' Wrote:Ok, I am alittle concerned that you forgot AFA/FA on your diplomacy list, as we are one of the few factions actively fighting you.
Also, Why is the IMG GB on your list? I am not sure if IMG and Junkers work together.
Last, just a editing note, you say Allowed ships, instead of not allowed ships.
Corrected--lot of writing there and importing my text lost most of my formatting so I lost a line and word there.
We will indeed be hostile to the AFA and in fact the Farmers Alliance overall. Just for you sweetie ; )
Quote:So tell me, is the he Congress? or the Guards party? it has always been a curiosity to myself, because if they are both intertwined without a difference
The Junker Guards Party is a political group that "is" the Junker Congress but it will voluntarily abide by the rules of the Congress like any other "party" participating with it. The distinction is so that the JGP still can voice its views in voting sessions and debates and make the distinction in those cases it is simply speaking for itself and not the official "Junker Guards Party". Just as a prime minister or president can speak for his political group but also speak as president of the nation. Just a role play detail.
//Thanks for the feedback. Been doing plumbing and working all night and kids!--need the help. Sleepy guy here. The dog drank out of the toilet yesterday and spent from 11pm until 8am puking with me having to watch him.
' Wrote:Ok, I am alittle concerned that you forgot AFA/FA on your diplomacy list, as we are one of the few factions actively fighting you.
Also, Why is the IMG GB on your list? I am not sure if IMG and Junkers work together.
Last, just a editing note, you say Allowed ships, instead of not allowed ships.
Edit:
Also using diffrent ID's for diffrent ships as it looks like you want to do is against the faction creation rules.
Okay first off, you'll have exactly the same trouble with the pirate ID, as no ID states you can demand credits, it's always cargo.
As such cargo/credits are interchangeable on the ID. You can do as you want with the Junker ID.
Secondly Rogue relations with the junkers are not so cordial we will simply allow you to wander off and use our tech. The GB is solely Rogue kit despite only being sold on a Molly base. Ergo I'd like to see any Gunboats authorized for use, requested from the Rogues. Seeing as the relationship between Junkers and Rogues is mutually beneficial, I don't see a problem authorising it. This is more for RP regarding diplomacy rather than an attempt to restrict the GB. Culebra is an exception as his is already authorised.
Saint Del is considered a holy healer of diseases of children, but also as a protector of cattle.
- Civilian may be used in any variations.
- Outcast may be used with Civilian, Nomad, Zoner, Code and/or Outcast weapon mixes only.
- Corsair may be used with Civilian, Nomad, Zoner, Code and/or Corsair weapon mixes only.
- Unlawful Factions weapons usable with role play consent of members of such factions. May be used with Civilian, Nomad, Zoner and/or Code weapon mixes only.
- Nomad weapons may be used from npc drops at the members discretion but would not be a common choice for ships operating in House or Outcast space.
- Code weapons from salvage are fully acceptable.
I'll give the whole post a much stronger read through before posting my whole thoughts. But before I post my full assessment I thought I might point out that you should think about incorporating Barragers in there.