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[MG]-The Mercenaries Guild

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Poll: Should the MG
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[MG]-The Mercenaries Guild
Offline AceofSpades
01-05-2009, 04:30 AM, (This post was last modified: 01-05-2009, 04:38 AM by AceofSpades.)
#1
Member
Posts: 491
Threads: 86
Joined: Jun 2008

First, let me begin with some OOC.

There are a number of reasons such a group should be here, but haven't been established.
1. Many people have clamored for such a "unlawful BHG"
2. Many BHG have been disappointed that their "mortal enemy", the only true faction at which they are at war, The Order, is not extremely prominent.
3. Mercenaries, by choice or not, are typically scattered and lack allies/coordination.
4. The largest problem, while Bounty Hunters are tolerated by all houses, the war between the Corsairs and Outcasts makes it hard for a mercenary to operate without angering another side. Unless you use a Taiidan with all codes, you either have to use a Falcata or Praetorian.... or at least a Taiidan with Corsair or Outcast weapons.

Thus, I present a faction with a well-thought RP that will:
--Rival, in some ways, the respected S/D;
--Present a system designed to succeed despite the Outcast-Corsair war (by holding neutrality, limiting equipment usage, and refusing to openly aid one side more than another)
--Provide a useful RP purpose to Discovery, not just some "group up and kill things" faction. Providing opportunity for the BHG (an enemy to combat, outside simply bounties, similar to its status with the Order)
--Provide a banner for respectable, trained Mercenaries to fly under. Your name will most certainly be known, elevated, and respected simply for finding yourself here.

Most importantly, I have tried to work out the problems that will, without a doubt arise as far as operating on Corsair and Outcast contracts. We will never take contracts against unlawfuls, thusly avoiding having the faction shooting both sides up, and will provide only an anti-lawful service that both the Corsairs and Outcasts can respect. Also, I've worked hard to work out problems with ships and equipment. While the BH have their own guns and ships, mercs do not. Using borderworlds equipment without frusturating either the Outcasts and Corsairs is difficult, and I have carefully designed systems to help alleviate the issue.

And lastly, to note, the RP will strictly filter the capital ships. Gunboats will be sparing, bigger caps non-existent, as the unlawful response to the BHG would be far less well funded than the BHG itself.

------------------------------------------------------------------------

The Mercenaries Guild
----- [MG] -----

Since Sirius was established, there have been Bounty Hunters. While some operated alone, others joined the Bounty Hunter's Guild and prospered due to an established order, and the creation of ships and weapons that would serve any bounty hunter well. Bounty Hunters were responsible for reinforcing the strength of houses, and dealing crippling blows to pirates everywhere. Of course, similar guns for hire were found on the side of the unlawfuls, but a lack of organization hurt their impact. Not to mention, the constant fighting between Corsairs and Outcasts made it hard to remain neutral, and many fell fighting other pirates, or even other mercenaries. To this day, "pirate" systems such as Sigma 13 and the borderworld Omegas are plagued by Bounty Hunters that serve to severely damage the ability for pirates to prosper there. In house systems, the assassinations of pirate leaders are often never returned, as hired-guns trained for such work are difficult to contact. Simply the fact that Liberty so easily pushed mercenaries from its borders was a sign of needed change, not to mention the rampant destruction brought by legions of unchecked Bounty Hunter ships. As if house militaries were not enough, Bounty Hunter Destroyers and other ships often proved too much, and the war with the Order had done little to weaken the BHG. Both Corsairs and Outcasts, as well as all other pirates, banner or not, recognized the massive problem wrought by this unchecked force...
Thus, the Mercenaries Guild steps forth. Willing to deal with the problem of the lawfuls, and the politics of pirates. A standing of great pilots who do more with less, helping remove first and foremost the swarms of BHG with the use of Fighters and Bombers, sparingly supported by hard-to-come-by gunboats.


The Men and Women of the mercenary guild will find themselves called upon by all pirates, respected by all pilots, and feared by all those who support the law






Recruitment
First, it is important to recognize the level at which our pilots are expected to perform and conduct themselves. Unlawful we may be, savages we are not.

Pilots will apply for recruitment and will be asked of previous experience. Upon acceptance, they will be asked to operate in a Civilian Fighter for the introductory period. While we will not throw you to the wolves (you will fly a Very Heavy Fighter) we will avoid placing you in a ship or setup that requires knowledge of the intricacies of the Mercenaries Guild's precarious politics. In other words, you will not be using Outcast or Corsair affiliated equipment, as use of such requires an important understanding of unique operating areas and touchy diplomacy issues. Being a mercenary who takes a variety of contracts needs a "delicate touch" to avoid being caught up in the Corsair-Outcast conflict. Ships flown by trainees will be equipped with weaponry of either the Junker, Zoner, or Civilian type. While not the strongest, and while a mercenary typically has access to most weaponry, we will iterate once again that you will be "kept out of harms way" as far as dealing with the Outcast/Corsair issue until you are deemed ready.

Advancement into the regular force will require at least a week's worth of suitable behavior (// show of responsible RP) and at least one test to show basic combat proficiency-though higher combat ability is preferred, we are not an "Aces only" organization.




Equipment and Zone of Influence
Obviously, the equipment of mercenaries is quite varied, especially considering that while the BHG has its own guns and ships, mercs do not. Also the issue of Corsair-Outcast hatred means simply flying the ship or using the gun of the other side can put you in a bad place. However, the Mercenaries Guild has careful limitations set to avoid such problems.

First, as far as equipment goes, there are three paths for a member of the Mercenaries Guild. Each has its own set of conduct, please see the corresponding ZOI for each group.

Classification 1: Neutral Mercenary
The mainstay of the [MG], and what most pilots are asked to seek. The Neutral Mercenary, unlike an "affiliated", holds the largest zone of influence-being free to seek contracts throughout Sirius. Pilots of this type will find themselves using ships and equipment from factions that do not openly take a hardline stance in the Corsair-Outcast conflict. Here we find Civilian class ships, along with a few supplied by other groups such as The Order who have a similar disinterest in the BHG, yet a removed enough role from the Corsair-Outcast conflict.

Usable Ships
Bombers
Civilian Bomber
Taiidan Bomber (//We will ask that the community please be accepting of this until 4.85 makes the Civilian Bomber a usable, glitch-free ship. At that point this ship will be promptly removed from service)
VHFs
Eagle
Stinger
Nephthys
Raven's Talon
Virage
Light Fighters
Hawk
Griffin
Slipstream
Other
IMG Gunboat*

To be noted here is the IMG Gunboat. This ship will, in fact, not be operational in the full ZoI, and will be operated by a select few pilots. These ships will be support units, armed with Solaris turrets and missiles, that will be used primarily as cover for bombers. These ships will not be seen wandering alone, but will instead be brought upon when larger targets (Bounties on Capital Ships) require groups of bombers, which in turn provides a need for anti-VHF covering fire.

Usable Weaponry

These include weapons of Neutral Parties and the Order. Pilots are allowed also to use any missiles and torpedoes, but due to a limit on resources, all ships will be limited to a maximum of one missile. Any use of multiple-missile setups will result in discipline.

Guns
Civilian Class
Junker Class
Zoner Class
Order Class
Bundschuh Class*
Unioner Class**
CODENAME Class

*The Bundschuh, and its corresponding leadership the Volksfront, have made it apparent that its outside ties are quite remote. It's main focus is its "word of the people", and if not mistaken, it seems apparent that the Corsairs have a limited interest in the Bundschuh

**The Unioners have proven themselves pirates, as unhappy laborers. While not allied strongly with any other factions, they are dissimilar from the Xeno Terrorists in not being enemies (and terrorists) to everyone. Thusly, the weapons of the Unioners are acceptable for use, and the weapons of the Xenos are not.

// Please note the addition of the Order, Bundschuh, and Unioner class weapons are to broaden our RP opportunities. As said, codes are hard to come by, but Junker and Civilian weapons are quite underpowered. Using these "mostly neutral" faction's weapons provide an opportunity to avoid all-code setups everywhere (which is pretty over-the-top expensive, ooRP for most mercs), while giving us somewhat-respectable weapons, and also staying a neutral seating with Outcasts-Corsairs

Torpedo Slot
Any Cruise Disruptor
Any Torpedo
Mini Razor
Supernova Cannon



Classification 2 and 3: Affiliated Mercenary (Corsair/Outcast)
These are mercenaries of the [MG] who choose to fly a ship that is produced by the [color=#FF0000]Outcasts or its Allies
/Corsairs or its Allies, or uses the equipment of the Outcasts or its Allies/Corsairs or its Allies. NEVER, MAY EQUIPMENT/SHIPS OF EITHER SIDE BE INTERMIXED, you must choose one or the other. Of course, we do not look to encourage extreme usage of either Corsair or Outcast equipment. Thusly, a pilot of the [MG] is asked to use a limited amount of affiliated equipment, and will be restricted in its ZoI. Limitations to ship/equipment are:

Affiliated Ship and Torpedo: this means that a Falcata with an Inferno needs to use non-affiliated guns
Affiliated Ship and Four Guns (VHFs and LFs): this means a Corsair or Outcast affiliated fighter-type vessel has a limitation of four affiliated-guns, and cannot use an affiliated torpedo (Inferno).
Affiliated Ship and Two Guns (Bombers): this means that an affiliated bomber-type vessel may only use two affiliated guns, meaning two of its weapons slots must be filled with non-affiliated guns/torpedoes
Affiliated Equipment: Use of equipment affiliating yourself with either Corsairs or Outcasts means you fly a ship listed in the Neutral Mercenaries Shiplist yet use affiliated guns/torpedoes. If using such, ships are free to use up to four affiliated guns and an affiliated torpedo (Inferno).

Classification 2: Outcast
ZoI Limitation: Due to the touchy nature of Outcast-affiliated equipment (this including Outcast, Lane Hacker, Liberty Rogue, Red Hessian, Blood Dragon, Golden Chrysanthemum, Molly), Classification Two Pilots are not to operate within Omicron Gamma, Omicron Kappa, and all of the Omega systems.
Of course, any Outcast-Affiliated pilot can still use any equipment or ships usable by Neutral-Affiliation Pilots

[color=#FF0000]Usable Ships


Bombers
Falcata
Thor
Waran
Barghest
The Catamaran, due the Dragons being protective, and unhappy about foreign use of the ship, will not flown
VHFs
Sabre
The Blood Dragon fighter, for similar reasons of the Red Cat, will not be flown
Light Fighters
Scimitar
Loki
Hyena

Usable Weaponry

Guns
Any Neutral-Affiliation Pilot allowed guns
Outcast Class
Hessian Class
Lane Hacker Class
Liberty Rogue Class
Molly Class
Dragon Class
Golden Chrysanthemum Class

Torpedo Slot
Any Neutral-Affiliation Pilot allowed Torpedo Slot weapons
Inferno



Classification 3: Corsair
ZoI Limitation: Due to the touchy nature of Corsair-affiliated equipment (this including Corsair, Hogosha, Gaian, IMG), Classification Three Pilots are not to operate within Omicron Alpha, Omicron Beta, Omicron Eta, and all of the Tau Systems.
Of course, any Corsair-Affiliated pilot can still use any equipment or ships usable by Neutral-Affiliation Pilots

[color=#3333FF]Usable Ships


Bombers
Praetorian
VHFs
Titan
Light Fighters
Decurion

Usable Weaponry

Guns
Any Neutral-Affiliation Pilot allowed guns
Corsair Class
Gaian Class
Hogosha Class

Torpedo Slot
Any Neutral-Affiliation Pilot allowed Torpedo Slot weapons


Diplomatic Status, Bases of Operation

Bases of operation will include Zoner and Junker stations. Skillful masters of neutrality, they should be looked upon as role models for keeping both sides happy.
Affiliated Pilots are still not advised to land upon "affiliated bases". There are, fortunately, Junker and Zoner stations almost everywhere.

[size=small]Diplomacy

Allied
None

Friendly
Friendly Factions provide weapons, ships, and other equipment. Assist these people if they are in need and if doing so would not result in engagement with "unlawful" forces.
Zoner
Junker
Order

[color=#FFCC00]Neutral
Neutral means neutral. Do not engage these forces, but respect your distance. No need to cause trouble with either side of the Outcast-Corsair conflict
Outcast
Corsair
Hessian
Hogosha
Dragon
Gaian
GC
Molly
Lane Hacker
Liberty Rogue
LWB

[color=#FF6600]Unfriendly
These are the people, for the most part, that we take contracts on. Do not engage unless there is a contract available, or unless you are threatened excessively/fired upon
House Militaries
House Police
House Corporations
Traders*

*Note that traders may be the targets of some bounties, usually these saps have angered pirates or have set large bonuses for bounty hunters. If there is a bounty on a trader, feel free to let loose. Just let them know why they are being busted before you shoot.

[color=#CC0000]Hostile
Kill these targets on sight, feel free to actively hunt these targets if you wish
Bounty Hunters*

*Note that outside of taking bounties, our main practice is reducing the number of bounty hunters out there. While we are around to make money, we are also here, as said before, to actively counter the overbearing strength of the BHG, which is suffocating our pirate clients everywhere.


The exact ZoI for each type of pilot has been explicitly described in its corresponding section.

However, when not hunting bounties, try to remain outside House space. Also, while we do have active aggressions towards the BHG, it is to keep them from overrunning pirate systems, such as Sigma 13. Avoid tearing through house systems to destroy Bounty Hunters, 90% of our engagements with BH's should be done outside the House Systems. Not to mention, authorities are not happy with us, and will likely actively engage us at will.


Mission Statement[size=medium]
Here is the explicit mission statements and parameters of the Mercenaries Guild's operations


-Create an effective fighting force, contracted mercenaries, with the use of Fighters and Bombers, therefore maximizing efficiency
-Actively reduce the number of BHG, especially capital class ships, that are currently beating back pirate forces everywhere. Especially in the Borderworlds.
-Become a center for contracts against lawful forces, rivaling the Bounty Hunter's Guild, but exceeding them in effectiveness and use of resources.
-Drive the BHG from Sigma 13
-Offer, if needed, active escorts for Smugglers.
-Create an organization that will finally provide mercenaries with opportunity to focus on exterminating contracted lawfuls, and help cope with the problems presented by the Outcast-Corsair conflict

ID: Mercenary
IFF: None, and avoid Outcast/Corsair IFF's for certain, remove these at once. The only IFF deemed "acceptable" (if you really can't get rid of them all for the time being) is Junker, and should be removed completely ASAP







// I hope I have created a group that will be both acceptable and within RP. That has a purpose and will be respectable in both RP and Combat. We will contribute to discovery and hopefully the gameplay of everyone. Members will have great freedom and opportunity, but will definitely be carefully kept within stong RP. It will be tricky, with the Corsair-Outcast conflict, but I feel an "unlawful BHG" that is kept in check by strong RP is very necessary. Please be free to comment. Please avoid excessive flames. Any major offers to edit-please PM me. Anyone interested in joining, please post, and contact me in game on

[IND] Underpaid
[LN] Zachary Ryans
[OPG] Muerte Hermosa
Anthony Ryans

-Thank You

-
[5:57:11 PM] InfernalTater (Lewis) [Formerly TLI-Inferno]:meanwhile, Aces 'I don't always miss my destinations, but when I do, I'm on the other side of house space.'


Quote: Seriously nerf Junkers.

Shoot to Thrill
Reply  


Messages In This Thread
[MG]-The Mercenaries Guild - by AceofSpades - 01-05-2009, 04:30 AM
[MG]-The Mercenaries Guild - by Zelot - 01-05-2009, 07:51 AM
[MG]-The Mercenaries Guild - by AceofSpades - 01-05-2009, 08:04 AM
[MG]-The Mercenaries Guild - by ProwlerPC - 01-05-2009, 08:22 AM
[MG]-The Mercenaries Guild - by retnuh - 01-05-2009, 09:21 AM
[MG]-The Mercenaries Guild - by RipShredder - 01-05-2009, 12:18 PM
[MG]-The Mercenaries Guild - by AceofSpades - 01-05-2009, 04:22 PM
[MG]-The Mercenaries Guild - by Cosmos - 01-05-2009, 05:11 PM
[MG]-The Mercenaries Guild - by AceofSpades - 01-06-2009, 04:56 AM
[MG]-The Mercenaries Guild - by sovereign - 01-06-2009, 08:00 AM
[MG]-The Mercenaries Guild - by CaltuRe - 01-06-2009, 09:10 PM

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