now - that is a response to players who come up with the catchphrase "in vanilla [insert faction] does its job..."
- Police factions: they patrol civilian stations, tradelanes and jumpGATES. they conduct cargoscans and fight minor piracy attempts.
- military factions: they do similar things to the police - but in a larger scale. they are mostly present as stationary warships
- trading cooperations: they entirely fly LANES and jumpGATES - and are never really seen at jumpHOLES or off the track in vanilla.
- bounty hunters: they do exactly the police job ( scanning for contraband and patrolling ) but they do it off the track - around jumpholes and closer to supposedly hidden bases. they form a symbiosis with the police factions because they dare going further into space - and they also know the location of many jumpholes that the police does not know.
- outcasts: they fight with the IMG in the Tau systems - and its quite a balanced fight. - they have the permanent and major war against the corsairs who they fight in the sigma and the omicron systems. they are extremely low on numbers - because the cardamine reduces the birth rate - but they are fairly rich - so in contrast to many other pirate factions, they value LIFE a lot higher than GEAR. thankfully the cardamine gives them the edge in piloting their ships.
they are not expert shipbuilders - and that is why they use the civilian borderworld design. but they are expert pilots, pushing the gear to the maximum level. they do not deploy ANY capital ships, cause they cannot do it ( no shipbuilders - not enough men/women to use them )
- corsairs: they fight the hessians in the omega systems which is quite a balanced fight - and they have the permanent and major war against the outcasts ( sounds familiar? ). they are extremely low on numbers, cause their barren world does not allow a large population. - the corsairs are good pilots, by far not as good as the outcasts, cause they lack the cardamine, but they are ace shipbuilders!
in contrast to many other pirate factions, they value LIFE a lot higher than GEAR. thankfully they have superior ships to give them the edge in combat.
( mirror of the outcasts much )
they do not deploy capital warships, cause they live in a system that does not really allow large ships to enter/exit efficiently - and they don t really have the men/women to crew them anyway. many of the corsair ships are build from spare parts put to perfect use.
outcasts/corsairs: both follow honour codes - which are partly historical - partly necessary to reduce casualties. - the "duel" is favoured before mass engagements. it reduces casualties, which both sides want to avoid - and it the pinnacle of personal valor for an ace pilot ( fighting instead of an army for his side ).
- img: they fight the outcast not cuase they particularly dislike them, but cause they mine too close to the outcasts territory. - the IMG is quite ruthless there, profit over safety. - but the img has good pilots and most of all - many of them compared to the outcasts - who can stand their ground - but the img is a thorn in the side of the outcasts. IMG does not deploy capital ships, cause they are mostly small bands of miners.
- hessians: the third largest pirate group in sirius and the largest pirate group in sirius that is located in the core house systems are both, powerful and numerous. they fight against the corsairs in an expensive stalemate war - and are possibly hated by the corsairs more than the outcasts. the outcasts share many of the traits the corsairs do ( as pointed out above ) - and they both employ some code of honour, the hessians are based on different traits. they have the numbers but lack both, shipbuilding capabilities AND piloting skills. by having the numbers though - they cannot relate to the root problem of both hispanic factions. - they are fighting a mass material battle - as evident in the ship graveyard and the vast minefield.
hessians do not deploy capital ships, cause most of their bases are located in asteroid fields and their main battleline is littered with wrecks and mines - furthermore - they wouldn t be a match for the rheinland military, nor able to invade into gamma in warships, cause the almost the entire omicron region between them and crete is one large asteroid field.
- zoners: they are everywhere, and let everyone buy their stuff. they employ relations to nearly everyone and are not allied to anyone. they are useful - not cause they are no problem for most - but because they allow trade with everyone. they are mostly civilians - but really, they are all sorts.
zoners do not deploy capital ships or even large transports cause they do not require it - however they do make the greatest use of the LARGEST possible transport ship available in vanilla! ( available for players )
zoners do NOT ship their goods to other! ( they are not seen doing it!) - they LET OTHERS BUY IT AT THEIR STATIONS. - zoners ARE seen taking artifacts and cardamine into the re-distribution bases in the core though ( or close to the core - like hawai )
thats just a small list of factions. - compare them to the factions that we have today.
almost no discovery faction "does its vanilla job" anymore or is based on the root characteristics. - anyway ... its morning, i did not have my coffee yet - and i might have made some mistakes there - but the general idea stands.
basing a faction too much on vanilla is like basing it too much on real life.
don t they still do that? - despite rogues being significantly stronger than they are in vanilla - they re still pretty much "rogues" - or so it seems.
The only reason the Outcasts don't have a shipline of their own is due to time constraints put on the developers of the game, so you can't base lore on ships... lest we begin saying the same about all other factions which got rushed.
' Wrote:I wouldn't mind removing capital warships from both hispanic houses as well as the hessians.
Gunboats are acceptable, but our two factions really shouldn't have as many battleships, cruisers and dreadnoughts as we do now. So yeah, I agree.
I agree with all Jinx wrote, but if we are to consider the natural evolution process (a rather slow process), from the end of the Vanilla storyline to the current Discovery year, i think either of the hispanic nations, the hessians even, would have furthered their research enough to be able to build Gunboat sized warships. Perhaps even Cruisers.
' Wrote:- bounty hunters: they do exactly the police job ( scanning for contraband and patrolling ) but they do it off the track - around jumpholes and closer to supposedly hidden bases. they form a symbiosis with the police factions because they dare going further into space - and they also know the location of many jumpholes that the police does not know.
Lose your caps and get out of the Omicrons please:P
So you are saying we remove all Dreadnoughts and cruisers from the corsairs and the outcasts and also the hessians and IMG.
I would like to add that the orders will get rid of their Osiris. (Only one was build as a prototype and was stolen from liberty)
The order is a small group of pilots.
The bases on Toledo were actually destroyed in the campaign.
So maybe make the Osiris a base and let the order operate from there in the nomad infested stations.
Now to say something else if you look at the world of vanilla freelancer it's obvious the houses have grown to a huge size in those years that they are in Sirius. New developments needed defenses. The colonies started to live more on their own although still depending a lot of each others resources. So all the houses started building fleets. And soon battle occurred. The 80 year war for example and the Nomad wars.
Now those houses are all in vanilla 4 to 5 systems big. and only they had battleships only because they had the people and money to get them.
So in fact it makes no sense IMG as a corporation would be able to even build battleships let alone any house would let them make one.
Also no house would allow a guild like the bounty hunters to make capital ships. Really the bounty hunters can't just build a shipyard out of nothing, their just some pilots who earn money by doing jobs for corporations and houses. Although their success made them want more and more as soon as they encountered their first nomad they wanted what they had but got stopped by the order. When the core was formed to do this purpose only. The BHG has high tech gear although not much damage they are all favored by range and speed. Although they use to much energy and the nomads got a solution on that (me things) (Also the discription on the Mako says to defend bases not to attack, so it really has no purpose since the BHG doesn't have to defend any base and if they do have to defend one for a job then they got their experienced and high tech fighters and bombers. But thats a side note)
- So in a short summary remove all major capital ships from any non-house faction and let the houses use it against each other, and since every house in Sirius is at war with an other House it makes perfect sense.
- Make the major house capitals faction only. (If you wanna fly a cap show you are worthy and join a faction and build up you character so that he or she gains experience and is true worthy to fly those things)
Really if you ask me the discovery mod got a bit to much 'me want big stuff' Although I respect Igiss his view on that.
But think about it for a second. If this is an RP server that should be close of how could it all have been happening after the campaign then some things really make no sense.
So in short I agree with Jinx about some factions having stuff they shouldn't have.
Maybe grow the mod to things like more kind of fighters even more kind of guns. Since everyone wants to be the best I think their could be more change the gun market. And really pirates are scared to see any battleship and wouldn't dare to come close to it.
Thats all I got to say atm.
PS. And yes I do own a Mako. and I feel it makes no sense. together with all guard systems.
IMG uses the gate the BMM has.
And I don't think any house would let 2 corporations fight each other even outside their space. It's still money thats earned for houses. Taxes etc.
But ofcourse the BMM could block IMG progress and the other way around by talking or non-force things.
Maybe Java should go when the BMM decided IMG transport can't use the JG anymore.
Or the IMG should in RP pay the BMM to use the gate.
But forcing the IMG to use jump holes?
And Falkland is actually kinda odd.
It's more a research base that can be reached by small transports and fighters who examine the fields for important good.
But INRP jump holes are to unstable for big transports to use. No gambling with those kinds of money you know.
So before corporations start mining they need a Jump gate and boys or lanes to the mine fields. Think about it.
Edit:
About the zoners.
Indeed they use small crafts. And when they need a huge amount of goods shipped they book it at at a corporation like Maersk I mean USI or something.
"Zoners: Yes we would like you to ship 2 containers for us"
"USI: We are able to pick them up next week"
Ya know those companies do not their own transportations but those of companies. They just bring stuff to places, 90% no their own stuff even if some bases are from them.
The developers of freelancer made a mistake here and Discovery went further on that mistake.