(11-27-2013, 06:06 PM)Hidamari Wrote: How is this faction different from the ones that exist now or have existed in the past?
First, it is already more active that any other Outcast factions...combined. I think this is more that enough to be different.
Also, the other groups have a Corsair-like air of elitism and superiority.
okay, well first activity doesnt really mean anything because no faction in this game has activity that lasts.
my OC faction had the most activty of all the unlawful server factions for 4-6 months staying at 14 days roughly, now its calmed down considerably, although i still play almost every day id be lucky to get somebody to come with me.
but thats only because we only fly light fighters, and most people, dont like to fly them.
also My faction is not elitest, nor does it or has it ever claimed to be superior over another faction.
so are there any other reasons where your faction is different without slandering the ones that already exist?
The key word is "had". What is the name of your faction btw ?
It's not just about how active you are, it's about the impact your faction gives on the server and it's players.
And so far, the impact with (MAD) on me has been far from pleasant.
(11-27-2013, 06:06 PM)Hidamari Wrote: How is this faction different from the ones that exist now or have existed in the past?
First, it is already more active that any other Outcast factions. I think this is more that enough to be different.
Also, the other groups have a Corsair-like air of elitism and superiority.
Activity is always second to Rp. The other two outcast factions you dismiss have tens of thousands of paragraphed, server-approved Rp under their collectivised belts, along with epochs of history.
Plus, they've gone through the approval vetting process, so anything they do is bound to be of-quality, or they wouldn't be there. If you want to create a militarised Naction faction, then (MAD) really needs to get some interaction rolling with them.
Several queries:
1) Do you know the laws of the Nacion? Do you stick to them?
2) Expand upon your allegiances - who do you work with and why?
3) Where do you fall in the whole 101'st/Lanceri split, or are you indifferent to them?
4) What kind of ships do you use and why (and how are you going to stop everybody from jumping in the nearest Dreadnaught if you're not going to be cap-intensive)?
5) Elaborate a little on your backstory, it's currently rather stubby and will need some fleshing out. Look for reasons in recent Maltese lore that could trigger your existence. Trust me, if the rest of the Nacion gets fed up with you or considers you Oorp, you're gonna have a bad time of it.
6) Stick well away from any names that utilise 'Commonwealth' as an element. There's already an Independent Apolitical Commonwealth that predates you by about eight months and provides regular bumps to its Rp progression. If you are alluding to the Maltese Commonwealth (a separate entity in entirety), make that differentiation clear if you are going to use Commonwealth in your name.
Edit: removed doubletext, sorry about that.
THE SYNDIC LEAGUES
(A co-operative of Rheinland's Shipping Unions, retired from a life of piracy.)
(11-27-2013, 06:47 PM)Hidamari Wrote: You wanted feedback on your idea, which is being provided to you. can you please answer questions and not ask pointless ones.
(11-27-2013, 06:06 PM)Hidamari Wrote: How is this faction different from the ones that exist now or have existed in the past?
First, it is already more active that any other Outcast factions. I think this is more that enough to be different.
Also, the other groups have a Corsair-like air of elitism and superiority.
Activity is always second to Rp. The other two outcast factions you dismiss have tens of thousands of paragraphed, server-approved Rp under their collectivised belts, along with epochs of history.
Plus, they've gone through the approval vetting process, so anything they do is bound to be of-quality, or they wouldn't be there. If you want to create a militarised Naction faction, then (MAD) really needs to get some interaction rolling with them.
Several queries:
1) Do you know the laws of the Nacion? Do you stick to them?
2) Expand upon your allegiances - who do you work with and why?
3) Where do you fall in the whole 101'st/Lanceri split, or are you indifferent to them?
4) What kind of ships do you use and why (and how are you going to stop everybody from jumping in the nearest Dreadnaught if you're not going to be cap-intensive)?
5) Elaborate a little on your backstory, it's currently rather stubby and will need some fleshing out. Look for reasons in recent Maltese lore that could trigger your existence. Trust me, if the rest of the Nacion gets fed up with you or considers you Oorp, you're gonna have a bad time of it.
6) Stick well away from any names that utilise 'Commonwealth' as an element. There's already an Independent Apolitical Commonwealth that predates you by about eight months and provides regular bumps to its Rp progression. If you are alluding to the Maltese Commonwealth (a separate entity in entirety), make that differentiation clear if you are going to use Commonwealth in your name.
Edit: removed doubletext, sorry about that.
USELESS WALL OF TEXT.
I do not want to make a damn OFFICIAL FACTION. Did you checked the section where this thread is ?
Also, FIRST is the activity, RP come AFTERWARDS.
Yes, RP it's more important, but you can't have it without activity.
Get yourself together. Dii asked you to stop asking counter-questions and to actually answer the questions you've been asked. And you'd be wise to consider the fact that most people replying to you here been around playing Outcasts or in Outcast-contested space longer as you might know about this game actually.
So you should listen to what they've to say, and you should take their advise as something you'll not be given for much longer if you keep up like you're doing right now.
(11-27-2013, 07:30 PM)Divine Wrote: Get yourself together. Dii asked you to stop asking counter-questions and to actually answer the questions you've been asked. And you'd be wise to consider the fact that most people replying to you here been around playing Outcasts or in Outcast-contested space longer as you might know about this game actually.
So you should listen to what they've to say, and you should take their advise as something you'll not be given for much longer if you keep up like you're doing right now.
Go drink something. I do not need your opinion.
I should add in thread title that Divine opinion is null.