(10-26-2014, 06:33 PM)Snak3 Wrote: "Leave Texas at once! We do not need your presence here!"
As easy as it gets to make half-arsed demand that abides rules and makes sense in roleplay.
Well i said more than FREE TEXAS but i don't remember it anyway .What you think for the junkers in Texas how we have to act with them as hostile or stick to neutral?
Without Rochester, you will have nowhere to dock but FP2 in Bering.
Junkers have heavy presence in Texas due to scraping operations, so it would make sense to befriend them, perhaps offer escort services for small payment and so on.
Had some interesting long distance RP with one of your group last night when I was scrap mining in Texas (long distance being through private (green) comms in game since the TSA character was in Rheinland.
It was an interesting RP experience and pretty well played so thanks for the time and the RP. As for the faction itself and the RP in game, I have to admit that last night being the first contact with the faction was somewhat awkward. Slave labor on Houston, seeing junkers as the enemy (my character was a tagged Congress ship), and what not. All in all it was a good RP conversation but the whole scenario left my character and me feeling like "whoah another whacko nut job and probably some poor vet suffering from shell shock".
The idea of Texas revolutionary role play after years of war in the system is something that sounds interesting. How you've gone about constructing your RP regarding it just seems off and inconsistent with long time lore and prior role play. So, basically, your group comes off more as escaped mental patients than revolutionaries.
The role play in game was consistent with your faction write up however, and the conversation was well done. How you've put together the concept needs a lot of work and time spent in research - as well as conversations with other factions.
(10-26-2014, 11:57 PM)Tigger Wrote: Had some interesting long distance RP with one of your group last night when I was scrap mining in Texas (long distance being through private (green) comms in game since the TSA character was in Rheinland.
It was an interesting RP experience and pretty well played so thanks for the time and the RP. As for the faction itself and the RP in game, I have to admit that last night being the first contact with the faction was somewhat awkward. Slave labor on Houston, seeing junkers as the enemy (my character was a tagged Congress ship), and what not. All in all it was a good RP conversation but the whole scenario left my character and me feeling like "whoah another whacko nut job and probably some poor vet suffering from shell shock".
The idea of Texas revolutionary role play after years of war in the system is something that sounds interesting. How you've gone about constructing your RP regarding it just seems off and inconsistent with long time lore and prior role play. So, basically, your group comes off more as escaped mental patients than revolutionaries.
The role play in game was consistent with your faction write up however, and the conversation was well done. How you've put together the concept needs a lot of work and time spent in research - as well as conversations with other factions.
- jeni
- tapatalk ate my spelling & grammar
Don't call us mental patients !!We are workers,slaves and unemployed workers united in one cause to liberate TEXAS and estabilish open and clean republic. Better call us freedom fighters!
(10-27-2014, 05:10 AM)xManBG Wrote: Don't call us mental patients !!We are workers,slaves and unemployed workers united in one cause to liberate TEXAS and estabilish open and clean republic. Better call us freedom fighters!
Is that last some sort of threat?
This is OORP feedback, not inRP communication. Threatening my character in role play is fine, threatening me personally is not.
I had stated in my previous message that your in game role playing was pretty well done (staying in character and supporting your thesis for your cause). That the role play given doesn't equate to real (game) history, lore, or events is what makes the character come off as disturbed rather than full of revolutionary zeal.
As I suggested (and others have) research the Discovery lore (history) to better develop your faction idea. Texas separatists is a a good idea. The way you're going about it leaves much to be desired.
Hah well maybe sounds like a threat to don't call us mental patients but dude its bad to call someone mental patient... Otherwise no its not threat huh dont worry .