I like the Harvey's: they make being a zoner interesting. I know that it rubs a few people the wrong way cause in interferes w/ them 'zoning out' & trading w/o having to concentrate on anything else.
& I admit, a small part of me misses the easy & peaceful good 'ol days.
That being said, I strongly belive that everyone needs a nemesis, & I made the Gravedancer to deal w/ the Harvey threat, & my character development is slowly improving because of it.
Alot of work has been put into both the [TAZ] & the Harvesters, & both are enduring 'growing pains' The current issues will eventually work out to an acceptable level if we just keep plugging along.
& As far as the flames go, remember this:
We are all part of the same group/family here... & much like every family on the planet, we can't pick & choose 'em.
I'm guilty myself of the occasional flame, & I just try to remind myself that when people start to p*ss me off, it's because we are all human (commonality one) we are all in love w/ the same game (commonality two) we deal w/ ea. other on a great forum (commonalty three) & yes, like it or not, we all have an overabundance of ego.
The way I see it, we need to quit grinding our gears...imho, it's damaging the whole machine.
The issues here can't be fixed if we spend all our time bi*ching at each other.
I have been away, and just getting home now. First of all, as sad as it is we arent even hunting the TAZ or Zoners in practice. I'm not looking for them in the chat screen and saying "Lets get them!"
I've only gone after Zoners I crossed paths with. Lately(last two weeks), some of them come and make sure they are in our path, some wrong place wrong time it happens. Trade ships we scare off, and warships we harvest. We have upped our less than light criuser fleet so, we don't endure any Zoner trade ship ooRP taunts.(they and their cargo will get harvested)
I am trying to spread the feeling of relentless machine in pursuit of them so I send ominous or bot style text as do my fellows.
We play with all Zoners and had a nice battle we were fortunate enough to win last night against some well equiped Zoners and thier allies. We dont just target the TAZ. I would not have coelesed these ideas without TAZ's participation and I credited them numerous times. In this thread too. I have no problem with TAZ and I doubt anyone will find one word of ME bashing them. I have only bashed Mal but, as Marburg stated and now others its pointless to hurl mud. I'm done with Mal and while I loved working with him, I'm ignoreing him now as he asked. The fact is I dont need him anymore. I would have worked with him till kingdom come but he didn't want that.
I had and just excelerated my plans so, even if every Zoner said "bugger off". I'm moveing with it. We do have 14 members about 9 active, 500 million credits, a system design, and all we are doing is getting our buggs worked out and giveing Faction leaders the chance to PM me and get info so I can make sure I mesh with them and not run over their plans. I just want to make sure the politics are ironed out. I'm giveing faction leaders the back story so they can decide with me how to proceed, before I just throw it out there.
If there are any questions please PM me and I'd be happy to get to them. Take care all.
Every mind to think about the JUNKER role-play?
You have created a quasi faction without any approval which is ignoring the role-play given by the Junker ID.
A proper course of action would be a presentation of your interesting faction idea before creating all the chars.
And i suggest you choose a generetic pirate ID. You are definitely no Junkers.
' Wrote:Every mind to think about the JUNKER role-play?
You have created a quasi faction without any approval which is ignoring the role-play given by the Junker ID.
A proper course of action would be a presentation of your interesting faction idea before creating all the chars.
And i suggest you choose a generetic pirate ID. You are definitely no Junkers.
Presenting a faction idea with a back story before making the chars is hard to do when the biggest part of the story comes from what happens in-game. It's also hard to get a faction off the ground and offer ANY suspense, drama, or mystery to the story if you lay it all right out there from day 1.
Having a generic Pirate/Terrorist ID would probably be fine if it allowed the use of gunboat or cruiser class ships. So people starting up have to use other ID's until either A: They get thier own faction ID. or B: They choose a faction to mimick and thus use that faction's ID.
Harvesters have a distinct problem here because there is no ID that states "The owner of this ID is a Sentient Machine Lifeform." Atleast not yet.
' Wrote:Harvesters have a distinct problem here because there is no ID that states "The owner of this ID is a Sentient Machine Lifeform." Atleast not yet.
//Robot ID? Yes Please! I hope if the harvester faction is accepted that the above ID or something is made. And
robot pilots to.
' Wrote:Every mind to think about the JUNKER role-play?
You have created a quasi faction without any approval which is ignoring the role-play given by the Junker ID.
A proper course of action would be a presentation of your interesting faction idea before creating all the chars.
And i suggest you choose a generetic pirate ID. You are definitely no Junkers.
We did but the pirate ID does not fit either. We do not pirate.
We thought about terrorist ID too but, we dont attack everyone.
We do hang in Junker sites, and for most places act quasi legal. Like Junkers.
We fly from place to place collecting everything, exspecially scraps and Zoners. (Like Junkers except the Zoner part.)
We are allied to the Junkers and assist in their recycleing efforts. (Junker.)
We dont collect bounties. We dont pirate. We do not trade anymore.
We take Junker missions (For rep, money, and to RP our alliance) since no Junker factions exist. The Junker congress we were working with but they seemed to have disappeared.
We started with getting ZOner IDs then pirate, then merc, then we found Junker. As we are RP ing Zoner machines from Gammu riseing up. Mal asked we change it and make them red. His points were good and so we did. When we apply we will be takeing steps and paying what ever it takes to get our Own ID.
Now I think if we can add weapons, ships, and systems to this mod, then we can certainly add another faction. The presedence has been set. Keepers, Phantoms, SCRA just to name some off the top of my head. There are more too. I even constructed this of FreeLancer elements so there is no import here. The ship list is completely out of ships added to the mod to enhance the "alien" aspect of these "new" machines. We spend most our time around Junker stations so Im not sure were these accusations can come from.
A little evidence please. On us not being Junker like.
the closest i could think about is "terrorist ID", but its obvious they wont get them, since they are not exactly terrorist, and anyhow do not have much rp on forum (the only ones I saw posting harvester rp is scorn, and myself funnily)
they'd need a harvester specific ID really to function.
' Wrote:the closest i could think about is "terrorist ID", but its obvious they wont get them, since they are not exactly terrorist, and anyhow do not have much rp on forum (the only ones I saw posting harvester rp is scorn, and myself funnily)
they'd need a harvester specific ID really to function.
Thats because they send them through me. I post everyone elses reports. with only one mind it is a little funny for the machine to have many faces. Thats all I didn't write everything.
Here ya go article 15
HARVESTER CODING
***SHIPS*** Collector 1 and 2, Kushan, Taidani, Kith Som Taaw, Turanic, Kadesh, Daumann heavy Tanker, miner ship, Talarca cruiser and Zoner designs are all allowed Harvester designs. All new Harvesters are given 5 million and started in a ship dictated by this list and budget of the players choosing. All money made after that is for your personal Harvesters improvement. You may make multiple Harvesters and are encouraged to do so. However they will be funded by your firsts efforts or assistance from other Harvesters that have topped out or desire no other ships. You may purchase any ship in guide lines if you can afford, up to cruiser. Juggernaughts will be reserved for a 1 Juggernaught per 2 cruisers in the inventory over all so just check first to get clearance.
***GUNS***Junker, Zoner, and Nomad weapons to start any SALVAGED or, bought from friendlies guns after start. They are machines and think purely in practical terms, go for max effect balanced with your style of combat.
1.The lower a Harvesters number the higher its rank, as the closer it gets to the root program. I suggest we all have at least two Harvesters so we can swap command around.
2.Teamwork is the most important virtue to me. As we are playing a single minded machine.
3. NEVER disagree in front of other players, its instant purging of your program. // not really youll be warned but its a bad show. Disagree in private.
4. Tags/Ids Tags now going for Junker the story has progressed where this is best, freelancer, pirate/merc, and miner are ok while working toward Junker
5.If you are destroyed tell the person that a beacon (History of Surius) remains that contains the Harvester Transmission codes.
6.Avoid conflict with major houses. Run, lie, cheat( not literally by server standard), and steal. Fight only if last resort.
7.NEVER FIRE ON (OPG), and only fire on other Corsairs in the same event as houses(last resort).
8.Try to establish relation and alliances with other AI characters fight only for survival, or above stated reasons.
9.Respond to Corsair elite calls for aid//player characters.
10.Resource Harvesters offer money in the amount of 750k per trade circuit.
11.Share Bots/bats with Corsairs.
12.New Harvesters don't speak, unless directly addressed by Bio forms.
13.We always speak in third person in system chat.
14.We speak to each other normally to simulate perfect computer interface.
15.Post on Harvester Transmissions in RP section just cut and paste the other headers and footers so its uniform or, PM the facts to me and Ill post if you want secrecy or are self conscious. Dont worry if you do it wrong it not the end of the world but, let try to put on a show. This is where you will post your reports so that all Harvesters can be up to speed even if they were not present.
Comm codes to quicken typing by cutting the amount of typing down.
PS=pitt stop//docking, refueling, repairing, data upload, or real life needs
FU=form up
FUD=formed up
CD=Cruise disrupted, as in the typist was.
DE=disengaging for what ever reason
AT=attack my target, we should all concentrate on one enemy player at a time.
DT=disable target, keep their shields down and don't let them leave.
adjfbadnfg=when a bunch of this stuff is typed it means help me now!
Id love it if you folks got Teamspeak2, we will make channel called Harvester, the password is "theharvest" all lower case. Even if you dont have mic, its still good to have so you can hear other Harvester chatter and it will allow us to work even faster as a team by cutting the amount of typing down. Contact in game and Ill set it up.
Bots are referred to as spare parts as all Harvesters have permanent nanites on board.
Bats are referred to Harvesters as shield fuses.
Selling cargo and prisoners is considered landing and having nanites reduce the said item to component parts and storing them in energy format//credits
They must land to do this due to the amount of processor power needed.
Let me know before making another Harvester so I can tell you what number we are on.
If you recruit someone have them read the chronicles. As all harvesters have some of Scorns memories on board. Thus complete reading not needed. Council of Zoners has much info as well.
Also have them read this, cut, paste, forward whatever but this is probably the most complete consolidated "rule book there is"
Thats all I have for now this is all our group, I am flattered you folks would play along so, let me know as we go if anything you think of may help we will give it a shot and see how it works in practice.
We should also find quiet places to PVP each other for training, we have a war coming.
Let me know if you have suggestion, concerns, or ideas.
Alliances-- OPG, CYLON collective, Junkers
Friendly-- Corsair
Neutral-- GMG, IMG, Terrorist, Mercs
Unfriendly-- Houses, Pirates, Bounty Hunters, CR
Enemies-- Outcast Due to bias absorbed from Pyriel of the Scornstar, Lane Hackers due to their computer hacking ways and success in interdicting Harvester trade, Zoner players, oppressive keepers of the Alpha code, Nomads for reasons older than mankinds history and, anyone or anything in the moment that tries to make the unit release its captives.
' Wrote:Every mind to think about the JUNKER role-play?
You have created a quasi faction without any approval which is ignoring the role-play given by the Junker ID.
A proper course of action would be a presentation of your interesting faction idea before creating all the chars.
And i suggest you choose a generetic pirate ID. You are definitely no Junkers.
generic pirate id, as far as i know the harvesters don't pirate. Since ive been a member of the harvesters as far as i know we havent pirated any vessel that's not what we do, we add to the collective by adding scrap as well as non scrap (bio matter). True not all of the mining processes are as ah passive as most would like that is a big part of what we do. I see us as sort of a more aggressive form of junker in that we harvest stuff for improvements to the collective as well as normal maintenance(lubricating the machine with bio mass oil, we use the best quality of biomass possible human, baring of course outcast those are just burned as refuse).
as to the first part i wasn't in the harvesters then so i wouldn't know i'll leave that up to harvesters that were around in the beginning to answer.