We are currently using 2 ID : Main faction ( Tinker&Transport ) is using the Freelancer ID for several reasons, but as we focus on scrap trading as our main economic basis we employ Junker ID scrap miners on a regular payroll, offering them security and health care and a lot of other bonuses ihn the deal. This is accepted by both official Junker factions ( .:J:. and JM| ) even though the diplomatic stance of T&T is different to their rep sheets. This is also the main and focal point in the RP background for T&T , and can not be changed without sacrificing the whole RP idea.
T&T is the nearly - lawful side of the Junker Trinity
I have no real problem to use the Junker ID, but it is important to us that we work with a different rep, as we work FOR a different rep as major RP aim of the faction.
So by using the Junker ID ( and we currently do use the junker ID with the J/T&T/ transponder ) we immediately get the rephack for it.
Quote:Allowances are not obligatories, not limitations. Just because you can pirate, you don't have to pirate. I understand that you do not need them to carry on with your faction, but I don't understand how you couldn't carry on with your faction with them around.
We could carry on, but they are contradictory to our RP.
ID rules are paramount, and if an ID allows something it WILL be used by somebody. So why should I greet having them in the aimed for ID ?
Quote:You said more neutral rep, but then you want to align yourselves with CR and Council, which is in turn gonna align you against most of Kusari, the only thing you seemingly don't want from the Junker ID rephack. That sounds contradictory.
Nope, that sounds like complicated diplomacy. And that makes up about 50 % of our RP. Where is the problem ?
So if we do not set a "pewpew this / that faction out of existance" goal but set a difficult and complicated diplomatic balance as a goal and work hard to keep it it´s not oK ?
Quote:Again, Junker background and diplomacy includes said neutrality limits you want to get rid of with not using the Junker ID. Do you want to start out with Junker background and diplomacy, only to later evolve your own from it through roleplay? If yes, you can do that with the Junker ID itself. If not, then don't say you do.
We started with Freelancer rep and Junker rep, openly stating our affiliation. And all our RP so far has worked with this difficulty, LWAYS openly stating that we have members that use Junker ID , and members who use Freelancer ID. We now want to grow together to a single ID, to simplify things and RP a process that has been going on in RP since we started the faction.
Again : why is this a problem ?
Quote:"We are building" is in continuous tense, you talk about a continuous process, but want to have the effects of it in the form of a Tinkers ID with it's own Tinkers rep sheet right at the beginning of said process. The two things are incompatible, either you get the effects of a continuous process continuously, our you get done with the process immediately to get the effects immediately. There has to be a correlation.
We are building, and we will continue to build, to react, to play.
The process started with Fynn building the Haven together with Tukker ( oK, both my characters ) and has been continuing since then. And will continue as long as these characters and others who like to play the same sort of game play with us.
LORE is definite but can be developed with timeline advancing.
GAMING is evolving, changing, adjusting.
I see no discrepancy . Every ship / character has a repsheet that can change. Factions have a rep that can change with a rephack ...
We want to take our current situation, tailor a specific rep sheet that can be used by all Tinkers that reflects this situation, and then moove on.
Again : I do not understand your insistance that this is not possible.
Quote:You said you want to start out as Junkers and prove you are not like any of the other Junker factions, didn't you?
I wrote thus as an excemple if you look at it the other way round ... to show another posibility, to further explore options.
Please keep context in mind and do not pick out single sentences and then start hacking out errors or misunderstandings OUTSIDE of context.
Quote:Aaaaaaaand you can be pretty much that, I see no reason why you couldn't roleplay yourselves as "legal" Junkers. You won't prove your surrounding that you are unlike the rest by having a unique ID, you prove it with your actions, roleplay, etc. To me the Junker lore and roleplay looks wide enough to incorporate the kind of roleplay you are aiming to conduct. Not all junkers are the same, evidence for that are both JM and Congress. And now, you.
And Tinkers ID is meant to reflect exactly that.
We do not NEED or WANT certain *allowances* , and the reputation that comes with these allowances. So why should we strive to have them ?
To see some unexperienced player use them, and then get the flames ?
Thanks for luring me into a sheepdog stance and see me running to guard any player using the ID. I´d rather stay inofficial then.
Also : Tinker´s second major goal is humanitarian, and is connected with the Freelance SRO ( Sirius Relief Organisation ) and the Haven Memorial Clinic.
We are in a fusioning process that we want to RP out in the time needed to get official ( 3 months or up to 6 months is it ? ).
By insisting we use Junker ID you completely forget this angle. We do not.
It is part of Tinkers too, like some space born elexier peddler ...
We do not only trade in scrap. We run blokades, work for a better life, use the *tricks of the trade* BOTH Junker and Freelancer pilots learn to survive.
The new ID may not show much here, but adding lines like *may offer medical and mechanic aid to any ship not shooting at them* do not fit into a ID card.