' Wrote:Any 'official' comments required?
This rule was about allowing characters from 1 account to join 2 system-owning factions (1 char belonging to Phantom, 4 to AW for example). Are you saying that we need more than two? I personally think that it might cause chaotic faction memberships... but you decide.
Why? I think that would work perfectly. Think about it, we are on an RP server. Where different character represent an ENTIRE different person from the other.
Lets say I was in both Bs| and SA, Im flying around in the SA character and Bs| attacks. I am not going to just switch to a Bs|, I am going to stand and fight in the SA because it was the character I was in when the battle started.
And in another case, CO/XOs don't just start bossing there members around when there in lets say... Phantoms. Ofcourse not, why? Because in that character, your not the CO/XO. You are the Phantom and the Phantom only.
I don't see why this would be chaos. If people start mixing characters with one another, then there simply not RPers and should not be on this server at all.
Quote:Yes, quite a few of us are in violation of this rule. The ability of a member to 'differentiate' between characters, or keep their goals and interests seperate and play one character in a given session is an item open for debate and not easy to judge.
Not actually a violation, it does say account, I'd call it stretching, though, as I said before, for others, being in two factions is too stretched out. You'd be surprised about some others.
Quote:To paraphrase, in order for [SA] to have any juristiction outside of Virginia, they must declare war on...who? anyone? And when not at war, [SA] cannot demand cargo outside Virginia? (marches off to war because otherwise being lawful is boring)
Not to declare war, to be at war. And of course the SA can demand cargo outside Virginia/Liberty - it is called piracy. Performed by lawfuls but piracy nevertheless.
Quote:Your example utterly confuses me, why is it ok for 2 Zoner factions to be at war, but unacceptible for a Liberty Navy faction to be friendly with Corsairs? The Zoner example is a deviation from both the info card for the faction and the faction ID. The Lib Navy and the Corsairs don't even interact with each other anywhere (that I can think of.) We must be confusing NPC faction affiliation and Player faction status again and it only throws into relief a flaw in our rules. If a player faction can make friends with or war on whomever he/she chooses, why have an NPC affiliated ID in the first place? Why not make all IDs generic: Lawful police, lawful military, unlawful military, mercenary, pirate, bounty hunter etc. and do away with all the NPC faction IDs so we don't confuse the issue anymore?
Why would it not be for two Zoners (or Zoner Faction or whatever other same tag, not necessarily Outcasts vs Outcasts) to go against eachother? They can have a reason whatsoever, say leader of one. The Corsairs on the other hand (read the infocard pls) have no allies. If you read the news on bases about the Anti-Corsair Coalition, you'll note that there isn't any Liberty Navy siding with them. Finally, look at your starting reputations the corsairs are well in the red while you are well in the green with the LiNavy/Police. Or if you want another example, the GoR can ally with the RM then as you put it. They are neutral as they don't get on each other's turf.
I don't see what's not clear? It's all as it is in the game.
If the stars should appear one night in a thousand years, how would men believe and adore and preserve for many generations the remembrance of the city of God? - from 'Nightfall' by I. Asimov The Outcasts consider Siniestre Nube a sacred place for several reasons. Early explorers discovered a jumphole within the depths of the cloud that leads to a strange world of ringed stars and strange craft. All ships in the burrial ground are placed facing that hole to honor the Alien Spirits. - An Outcast rumor
' Wrote:Any 'official' comments required?
This rule was about allowing characters from 1 account to join 2 system-owning factions (1 char belonging to Phantom, 4 to AW for example). Are you saying that we need more than two? I personally think that it might cause chaotic faction memberships... but you decide.
Smuggled goods are goods that the Navy NPC faction scans for: drugs, alien artifacts, pilots.
I use to be in one faction at a time. That allows me to better follow my role and concentrate on it. That's why I'm only in AW at the time.
I always thought that having people on 3+ faction was a mess. In case of a war, you do not know what the size of your forces will be, or if some member is going to be on your side or the other's side, etc.
That complicates things... a lot.
from my point of view, it would be better that people are on a single faction. But many people ges bored by being in a single faction, so they create multiple chars in different factions. That allows more versatility, and the possibility to be always in the middle of the action.
The "two system-owning factions at a time for a single player" rule is ok for me. Now that more factions have picked a home system, some players will have to choose if they stay or leave. Or maybe it's time to rewrite that rule...
(If you find any mistake in my English, please let me know via a PM)
(Really, I speak terrible English, so please, tell me if I make mistakes. I'd like to improve it a bit )
If we stick to the original rule, I have now a decision to make. I've just crept to three system owning factions.
Though two of them have just one char each.
Some people do seem to like having a lot of chars, as well put, it means they can go were the action is all the
time. Not necessarily a good thing, you just see lots of changes on the server chat board, and no continuing
timeline with one char.
This has led in the past to people using one char to 'drum up' (quoted) business for another faction, that ticked
me off somewhat. Thats abuse of the situation. Its been resolved since, but to many chars in too many factions
can lead to that sort of thing.
I've cut back to just 3 main characters now, with seven ships between them. One in limbo while the Alliance/
Coalition bouts were ongoing, one pure roleplay and a spare slot now ... And certainly never more than two
accounts. I'd be a breathless and confused old bugger with anymore to deal with.
Lets keep it the same, and make people concentrate on their main ones, not flit when it suits the fighting.
Hoodlum
Some say he is a proud member of: "The most paranoid group of people in the Community."
I think it should be able to join factions freely. Ya maybe restrict it a bit, but cmon, it should be more then 2 system owning factions.
And no Hood, I wouldn't say we have all these characters for the action. I do it for the Roleplay. Because each one of my characters has a different story, a different tag, and different ship, and entire different RP from all the rest.
Also it helps to keep the Server/Game alive. Think about it. If we were restricted to only 2 factions, I would of quit this game months ago. But I didn't, why? Because there will always be something to do, because there is a lot of RP to go around because you have a variety of characters to roleplay with.
(If you find any mistake in my English, please let me know via a PM)
(Really, I speak terrible English, so please, tell me if I make mistakes. I'd like to improve it a bit )
I cant see how the outcasts can be allied with the rheinland military when, at the same time, outcasts are allied with hessians and the Bundschuh. In the case of a engagement between RM and hessians or Bundschuh, what the said outcasts will do? Will they attack or not? And in the case they decide to attack, who they will attack?
' Wrote:I cant see how the outcasts can be allied with the rheinland military when, at the same time, outcasts are allied with hessians and the Bundschuh. In the case of a engagement between RM and hessians or Bundschuh, what the said outcasts will do? Will they attack or not? And in the case they decide to attack, who they will attack?
They can be friendly/allied with RM in the same way the Corsairs can be friendly/allied with SA - no how. That was my point F Wolf.
If the stars should appear one night in a thousand years, how would men believe and adore and preserve for many generations the remembrance of the city of God? - from 'Nightfall' by I. Asimov The Outcasts consider Siniestre Nube a sacred place for several reasons. Early explorers discovered a jumphole within the depths of the cloud that leads to a strange world of ringed stars and strange craft. All ships in the burrial ground are placed facing that hole to honor the Alien Spirits. - An Outcast rumor
For me personally, sticking to one clan as a person makes things much easier. I don't have to split my attention into two or more.
The least "interesting" situation I can imagine, is having chars in two, warring clans.
Best option, I and many of my m8s used was having mostly BSG chars and one pirate or other non-lawful. So that nobody went nutso with being lawful all the time.
My suggestion: as it is in the book. 2 clans maximum per player.