(10-07-2014, 09:10 AM)Snak3 Wrote: What problem is there if we are utilising ID that allows our RP to be as close as possible to unexistant ID?
Again, stop relating this faction/group to any indie Xenos out there. It's not related.
The only problem is that you can not simply *snip of* the part of an ID you do not like.
Or ignore a player because you can not shoot him for ooC reasons ( ID rule ).
It would be more elegant to find a solution in the existing ID frame or to get a adjusted ID.
Actually I like the Idea you are building here, and am looking forward to some interaction.
I asked for clarification about the related / unrelated part and got it, fine there too.
No need to snap at me.
If you can find a solution to the ID related problem with other Xeno players I mentioned, I see no reason why this idea would not work.
And I like the idea of a counterbalanced vigilante group at the *other end of the spectrum* from the PLI based \V/.
Hm... what about taking a sub-faction status to [XA] , defining you own contacts and RP in game ? You would have your docking rights, weapon and material support, and the XA angle would not be an issue any more ?
Or at least find a inRp reason why you *ignore* Xeno criminality.
Then all my points are resolved.
It's funny how people become all sceptical when a group wants to use a pretty bad unlawful ID alternatively, but when someone wants to use a pretty good (TLAGSNET) lawful ID, it's npnp.
I really don't see the issue, as long as this group won't be targeting transports excessively.
Their group has nothing to do with XA- if you read the posts by this group, as well as posts provided by XA-.
By the way, there's an interesting Xeno base in Minnesota that is hardly used by XA- (at least to my knowledge). It might be a place to operate out of.
(10-07-2014, 09:10 AM)Snak3 Wrote: What problem is there if we are utilising ID that allows our RP to be as close as possible to unexistant ID?
Again, stop relating this faction/group to any indie Xenos out there. It's not related.
The only problem is that you can not simply *snip of* the part of an ID you do not like.
Or ignore a player because you can not shoot him for ooC reasons ( ID rule ).
It would be more elegant to find a solution in the existing ID frame or to get a adjusted ID.
Actually I like the Idea you are building here, and am looking forward to some interaction.
I asked for clarification about the related / unrelated part and got it, fine there too.
No need to snap at me.
If you can find a solution to the ID related problem with other Xeno players I mentioned, I see no reason why this idea would not work.
And I like the idea of a counterbalanced vigilante group at the *other end of the spectrum* from the PLI based \V/.
Hm... what about taking a sub-faction status to [XA] , defining you own contacts and RP in game ? You would have your docking rights, weapon and material support, and the XA angle would not be an issue any more ?
Or at least find a inRp reason why you *ignore* Xeno criminality.
Then all my points are resolved.
1: Backread and you will see I addressed most of these issues on behalf of XA-
2: Get the tag right if you're going to write it out
(10-07-2014, 09:48 AM)Mímir Wrote: By the way, there's an interesting Xeno base in Minnesota that is hardly used by XA- (at least to my knowledge). It might be a place to operate out of.
(10-07-2014, 09:23 AM)FynnMcScrap Wrote: The only problem is that you can not simply *snip of* the part of an ID you do not like.
I will give example that you are most familiar with then:
Is T&T hunting bounties as FL ID allows to? No.
Is J/T&T hunts Hogosha and Xenos anywhere? No.
So I guess you can simply not use specific ID allowances, as those are allowances, not mandatory activities.
Xeno ID is as simple ID as all others. You can see Vigilantes using LPI and claiming not to be LPI, which I see problem with, but I understand that some loopholing is required to achieve some freedom for roleplay that is not conventional and streches bit further than regular one.
(10-07-2014, 09:23 AM)FynnMcScrap Wrote: Or ignore a player because you can not shoot him for ooC reasons ( ID rule ).
" I guess this Xeno has his reasons for dealing with this pilot. I will leave it at that"
(10-07-2014, 09:23 AM)FynnMcScrap Wrote: It would be more elegant to find a solution in the existing ID frame or to get a adjusted ID.
I am sure that you of all people utilising two IDs for one faction understand the problem, that you cannot adjust ID so swiftly, without any effort behind it.
My question (a fwe pages ago) remained unanswered due to some off topic D&D alignment discussion.
I'll shorten and rephrase it:
How do you keep everybody from attacking your group because they scan your Xeno ID and therefore treat you as a Xeno?
I expect that you'll never get the chance to explain "But I am not a Xeno! I just use the ID!" and in most cases - especially in Liberty - you will be shot on sight, and not unlikely without many words at all.
That's where I sadly see the concept fail (except if you want to pvp everything and everyone - then it will be the perfect ID).
Well, most vigilantes are treated as criminals, or rather- vigilantism is usually treated as a criminal act, so they would have all reason to shoot us on sight.
The actual question here is how do we respond to that assault. Can we run away or do we have to fend off the attack or reason with them. It will depend.
EDIT: I mean, that is sort of the idea here. Do lawful acts outside the boundaries of the law. Be bad for doing good. Or rather, what the characters think is good.
(10-07-2014, 02:50 PM)Some Blokes RP Alt Wrote: Well, most vigilantes are treated as criminals, or rather- vigilantism is usually treated as a criminal act, so they would have all reason to shoot us on sight.
The actual question here is how do we respond to that assault. Can we run away or do we have to fend off the attack or reason with them. It will depend.
EDIT: I mean, that is sort of the idea here. Do lawful acts outside the boundaries of the law. Be bad for doing good. Or rather, what the characters think is good.
There is lot of space for RP. I can imagine situation when you will for example see police or military fighting criminals like rogues or indie pirates so you help them. Then the officer(s) might start to recognize you and if you meet again, let you go (though they should not openly cooperate with you since you still will be criminals by laws, despite with good intentions). Then you can make your name so lawfuls might silently turn blind eyes when they see you. But that is up to every faction and every player to decide.
But only time and ingame experience will show if this is possible or it will turn mostly in "Xenos on scanner, engaging!"
I always enjoyed true-story vigilante groups, myself supported one a while back. Maybe I will drop in Liberty one day with Order, other way it's not very likely we will meet.