....it seems there 3 ships carrying the J/T&T/TAG still in existence, all three owned by players who have been inactive for more that 3 months, at least one of them known to me and not returning to Disco ( he doesn´t even have the Launcher anymore and quit completely ).
And that our request has not been processed because of that,
without me knowing and without anybody caring.
Thank you for telling me , Tunicle,
sorry my reply PM was a little angry.
Seems you MUST bug and bicker at Admins to reach anything,
and without the right TS or Skype connections you get : nothing.
I wasted lots of sweat and time here,
and will sleep over it.
To :
Blood
( J/T&T/Mike.Thompson )
Pavel
( J/T&T/Heavy.Metal )
If you read this : pls rename your ships.
Or some Admin do that pls. If its not to much to ask for.
And the J/T&T/Idefix : Player will not return. All Ships and account are lost.
I am rewriting the faction request now,
as so far there has been no reply by Admin to our request.
I would please ask Admins to respond to this request and answer me following questions :
1) The original request was issued on jan.-04-2015.
What is the status of this request, has it or will it be processed ?
2) The money ( 500.000.000 c ) has been taken from the ship T&T/Bursar ( including the ship itself ) , and we have been added to the faction activity tracker. While I do wish T&T/ to remain on the tracker I would ask you specify if the 500.000.000 have been taken as payment for the tracker, or for the official faction ?
To be precise : Is there another fee or another request missing ? Y / N .
I would bid ADMIN NOT TO WAIT 3 more months before telling me that there was something missing.
3) As I am requesting a Tinker ID with different allowances and a different game balance from the generic Freelancer ID, and as I have so far not managed to get ANY response on that from Admins I would like to know if there will be a chance to discuss the ID with you or balancing team. Or will we first have to get official, then request ID, then balance it ?
Please : This is not about QQ or nagging, I want to get onward with our RP and our requests. Tinkers is no caddis fly appearing jesterday, flying today and vanishing tomorrow. But it could wither and die from simple neglegt from the custodians of this Server.
...and in the continuing process of developing RP and faction of T&T :
As 1iC of the so far unofficial faction Tinker&Transport I would like to request gaining official status for the faction, using only the T&T/ tag afterwards and using a single, still permanently to be defined ID and IFF.
Request payment of 500.000.000 cred is deposited on the ship named Havens_Bursar
T&T faction descripton :
T&T is a trade and RP faction combining Junker tech and background with a more Freelancer type of trading. We aim at a clearly defined diplomacy and reputation and balance the pirate- style JM| ID and the smuggler style .:J:. ID with a more civilian *small guy and white collar Junker* type of ID.
So far I have not got much feedback, so now I would bid you for a review or at least some official response.
Faction main goal :
To better life for Junker and Freelancer communities and other unfortunate and not "mainstream" population groups in Sirius.
-Goal is meant to be achieved through offering non-criminal jobs and through support with humanitarian projects.
Populations "targeted" are not only Junker communities : Leeds Refugees, Council rebells, and others. Including even food support to Omicron Gamma WITHOUT automatically trading Artefacts.
Faction secondary goal :
Prooving that Junkers are not a dirty, untrustworthy group and bettering rep for Junkers, Freelancers and Tinkers members alike while opening up trade channels and possibilities so far only reachable through smuggle.
Faction tertiary goal : protection of the members families and friends from the dangers of wartime and corporate trade war
Main theme is the underdog trying to be legal while still clinging onto the outskirts of society. Junkers trying to be legal. Freelancers trying to be accepted. A small firm trying to compete between the Big Three and other major corporations.
And still not quite fitting into the corrupt, organized house sphere of influence.
Integrity over laws, friendship over profit ... and all in a very dangerous and cold space setting. Fun to play, even without lots of pew :-)
Current aim for our new ID : ( no final version jet )
Quote:Tinker´s ID : ( based on a mix of Junker and Freelance ID )
counts as Junker ID ( Organisation ID ) but with differing Rep sheet.
Sirius wide ZoI like Freelancer ID. Can attack any ship in self-defense or to protect an allied ship. ( Not in defense of a neutral ship as T&T/ takes a defensive stance in weapon use )
( Can fulfill any bounty and escort contracts, but may not treat transports as combat targets when executing a bounty or escort contract against them. / discuss this as possible balancing tool ? )
max cargo at 3600
may use civilian ship line & Junker ship line but according to cargo max no P-Train. Allows snubs / freighters / bombers / transports / gunboats
has predefined Rep ( hostile to Xeno,hostile to Gallia, nearly hostile to Hogosha & Samura ect.)
has a scrap and prem_scrap mining bonus
Currently the combination of Freelancer and Junker ID with the PoB as hub works well, but as I have been remembered to change this build I write this post now on the spur. I would have waited till after the Update but for the official faction Information request by Admins and Dev´s.
Our goal is not to have more or unbalanced options, only to play the mix we like and we would greet being identified easily and having any uncertainties cleared.
We would be more vulnerable than we are now, and would loose all cargo max over 3600 to fit into our blokade runner / small game trader image while being sufficiently different from *standard Junker* ID to enable us our very own blend of diplomacy.
I am currently overworking layout, info and diplomacy as we are nearing the end of the 3 months trial phase for our official faction request.
last Edit as shown down below is mainly Diplomacy that developed in the last 3 months.
( still not final as I await some balancing discussion from Admins / Devs or from community and am open to feedback )
(07-11-2014, 05:17 PM)Tinker and Transport Wrote:
Tinker and Transport Information
Tinker and Transport is a community which originated as a cooperation among Junker scrap miners and Freelance traders.
After the first Base built in System Hudson near Cold Bay Depot was destroyed due to military intervention the group formed a legalized cooperation called Tinker&Transport soon to develop into a fully operating trade network.
Faction primary goal : Trade with PremScrap,
legalizing the trade and freeing it from "Junkers are dirty and untrustworthy" stigmata
Faction secondary goal : A better life for all.
Humanitarian aid to those unfortunates in need of this, regardless of affiliation or historic background.
Faction tertiary goal : To aid against tyrrany and oppression, currently seen as royalist Gallia.
Not liberty from tax or rules... Freedom to do the right thing on a personal bias.
There are three layers of this civilian organization:
- junior and senior members
( pilots or captains representing whole crew groups )
- cooperative officers
( Foreman of the base , security officer , secretary of the Board of Trustees )
- The Board of Trustees
( Investors and Supporters not involved in day-to day buisness )
Rights and Priviledges :
Junior members are entitled to full docking rights at the Haven and are part of the everyday live of the scrap rig.
Also they may request startup help (section 2.1 and 2. 2 )
After at least 1 month of junior membership they can call a vote on their recieving senior status.
Vote is decided by the senior members.
Senior members have full voting right on decisions concerning docking rights and day to day buisness.
Cooperation offices and structure :
The Shareholders and Investors form a Board of Trustees not involved in the day - to day buisness of the Faction.
There are several Offices set up by the Cooperative Bord of Trustees.
There is no monthly fee or membership payment involved, the funds for these salarys and the Base itself stem from the accounts of the Investors. The board of Trustees itself is not a closed Institution and full Membership here is possible .
Current Offices and Officials :
- FynnMcScrap : Foreman of the Base
- Phileas O. Tukker : Prime Secretary for the Board of Trustees.
- Sturm Winger : Chief of Logistics , Coordinator of T&T trade fleet
< currently being reassingned >: Chief of Security , Coordinator of T&T defense squadrons
< currently being reassingned > : Chief Engineer at Tinkers Haven, Coordinator of the T&T/ mechanics.
- Doctor Doreen Nagger : Chief Resident of the Haven Memorial Clinic
Income for the Board of Trustees and the group of Investors stems from scrapping or Trading. There is no difference between a not affiliated Guest with docking clearance, a affiliated Member of T&T/ or a Member of the Board of Trustees as far as availability of the Havens resources is concerned, although the Foreman may reserve a minnimum availability of any commodity traded at the Base for the use of a Board Member.
Cooperation Regulations :
1 ) After joining T&T/ a junior Member has a trial period of 1 Month, followed by a vote from all senior Members.
A tie in this Vote can be decided by the Foreman of the Base. If approved , the junior member is awarded full ( senior ) membership.
2.1 ) A junior member has the right to request one of following ships from the Foreman of the Base or the Chief of Security. He will either be issued a ship with standardized equipment or may ask to be issued a one time payment of 10.000.000 credits for outfitting his personal ship.
2.2 ) A certain Ship or ship type is not required to gain the Bonus and the Bonus must not be repayd if leaving T&T, but leaving T&T without repaying the Bonus or checking out the T&T/Bonus Ship without at first gaining senior membership revokes any docking rights at T&T installations. ( This is to prevent misuse )
3.1 ) Gaining junior or senior membership entitles to docking rights at all T&T Installations.
3.2 ) Docking rights can be obtained without membership, but this may be changed in the future.
4.1 ) The Foreman of the Base may revoke all granted docking rights if the code of conduct set by the Board of Trustees is broken or intentionally misused.
4.2) Any senior member has the right to call a vote on docking rights concerning any single ship ID.
4.3) The Board of Trustees has the right to call a vote on docking rights concerning any corporate or group Transponder ID.
5 ) Senior membership entitles to full voting right and to a Veto right against any decisions made by a Cooperation Official. If a Veto right is used a vote of all members is held to decide the issue. The Board of Trustees may set a time limit to such voting, but the minimal time limit allowed is 1 week.
6 ) If a Senior member decides to gain the status of a Member of the Board of Trustees he may be asked to contribute to the Cooperation Holding . All such buisness is private and confidential. Members of the Board of Trustees are known to the Prime Secretary and must not be named publically.
7 ) The Board of Trustees withholds all rights to modify or change these regulations in Future. Any editing of this Text must be protocolled with full Date and content in this Thread.
8 ) By applying to junior or senior membership a member aknowledges and chooses willingly to support these Regulations.
Recruitement :
( VI )
Recruitement :
To join Tinker & Transport we ecpect a player to submit proof of 2 of these 3 options:
1) Send at least 2 forum posts interacting with Tinker & Transport members in forum RP
2) Find a senior member at Tinker & Transport willing to act as a mentor for you.
3) Interact with T&T/ members inGame at least 2 times ( escorting, convoy ect. )
Also we expect members to read the faction info and understand T&T/ code of conduct far enough to be able to explain it in own words and be able to answer a few questions about T&T/ diplomacy and history of Sirius in ooc chat.
Use of Skype as text chat is mandatory. Voice chat or TS is not currently used.
Code of Conduct : - We transport and trade no Contraband. We cherish our reputation, even if we do not condem those who trade in these commoditys.
- We are family. We care for and defend each other.
- We will use weaponry to defend our family, or interests and ourselves,
but we choose willingly to solve any issue through negotiation or with peaceful means if possible.
- We aknowledge territorial or official Law in the systems we inhabitate or visit even if we chose to live in cooperative Consent.
- We cherish integrity over lawful conduct.
- We confirm that we follow this code of conduct to our best ability.
Your Word is your breath. You stand tall and fall with it.
Cherish it. It is precious. It is ... your reputation.
Allowed is what pleases , without harming yourselve or others.
Transponder Code
Tag: T&T/
ID: Freelancer ID
( Junker ID is commonly used as Indi trader till we manage to request a singular ID)
IFF: Freelancer
( same here : we are trying to gain official status and will request a specific IFF to fit Tinkers )
Restart: /restart freelancerli
( or /restart fcjunker for scrapping crews )
Ship lines used:
T&T/ Freelancer trade fleet : Sirius Civilian ships
Transport vessles with a cargo up to 3600 ( Serenity ect. ) according to Freelancer ID
Junker scrapping crews : Junker shipline and all other ships accoording to Junker ID regulations.
Please remember :
Even though some ships may be allowed by ID, other restrictions according to local laws or regulations may apply.
(Junker ID may fly the Pirate Transport, but the ship is prohibited in Liberty House.) Tinker & Transport expects its members to know about such regulations and avoid breaking local laws.
Or at least avoid getting caught.
EDIT LOG :
15.07. changed Faction ID as posted here
As shown here , the Factions primary role is Trading the resources from the Base to legal markets. Junkers and free Miners are welcome and will be easily granted docking rights, but Faction ID rules seem to be preventing TAG affiliation.
edited rep sheet and added faction logos in current form.
****
Edit log #5 : ( 19.08.2014 )
Added recruitement clarification to the Haven´s Thread and this Thread here.
****
Edits log #6 : ( 20.08. )
Added and edited Faction Info .
PoB status is : built,
Kishiro trade deal added
***
Edit Log #7 : (23.08.)
Major overwork of the site
Thx to Techpriest for the Feedback, version not final
***
Edit log #8 : ( 24.08 )
moved and linked roll call list to another post to avoid spanmming the edit log
***
Edit #9 : added {AFC} to the affiliation sheet as ally
***
Edit Log #10 :
-Added \V/ Vigilantes and KTA| Kusari Trase Association to rep sheet,
-specified that junior members can call a vote on getting senior : no automatic process here
****
Edit Log #11 : added link to the History & Timeline post
****
Edit Log #12 : edited offices
added chief of Logistics, Chief of Sec., Chief Engineer and Doc Nagger to officials list.
Edit #14 ( 21.03.2015 / 23.03. / 24.03.2015 ) updating info and diplo
***
Edit #15 31.03.2015 ) changed and implemented new recrutation process
***
( // by the way : typo smuggling is not illegal, but we offer a bounty of 1 thx per typo )
Edit : last edit of info inserted in the /quote
2# Edit : recrutation has been changed
[/quote]
Faction membership at the moment :
PLEASE NOTE : the J/T&T/ transponder is added here to help locate ships / players.
It is NOT used anymore, the request has been started to AVOID breaking or circumventing any ID rules, and according to Tunicle the last used J/T&T/ ships ( inactive since the time of the original request ) have been renamed or deleted ?
(untagged ships used Smile
[SRO]Relief.Funds - bank
Salvage.One - Salvager ex J/T&T/ tag
Salvage.Two - Salvager ex J/T&T/ tag
Wrecking.Crew - Wrecker ex J/T&T/ tag
Wandering.Pilgrim - Pilgrim ex J/T&T/ tag
Final note : Rob here, T&T/ 1iC aka FynnMcScrap and P.O. Tukker
Dear Administration of Discovery Server
And oh my beloved community :
I built Tinker & Transport not to circumvent or break rules, but to show a third and perfectly possible RP facette of Junker / Freelancer gameplay. That is why I reacted to the criticism about us operating with a dual ID build ( T&T/ and J/T&T/ ) with quitting the dual build, shutting down the J/T&T/ scrapping fleet and requesting official status to enable Tinkers to do what they still see as their primary goal : legal scrap trade in Liberty, enabling neutral and friendly traders to buy PremScrap at fair prices.
This is being greeted by many players, and T&T/ does not fly all its scrap itself.
We mine in concert with independents ( faction members and unaffiliated ) ,
we care about our faction , we care about Disco community and we set a good RP.
I am affixing 2 seperate ID suggestions here, with the "Tinker ID" I would prefer upmost and a "nearly generic" Tinker ID with differing reputation / diplomacy next.
I am open to suggestions, to criticism and to balancing.
And I hate it if we only gather silence. Even scorn or flamez is better.
Thx,
Rob
Tinkers ID ( balancing suggestions )
A ) Tinkers as scrappers
( based on faction primary goal : Trade with PremScrap,
legalizing the trade and freeing it from "Junkers are dirty and untrustworthy" stigmata )
Tinker´s A : scrap traders Wrote:>>counts as Junker ID ( Organisation ID ) but with differing Rep sheet.
Sirius wide ZoI like Freelancer ID. Can attack any ship in self-defense or to protect an allied ship.
( Not in defense of a neutral ship as T&T/ takes a defensive stance in weapon use )
>>( Can fulfill any bounty and escort contracts, but may not treat transports as combat targets when executing a bounty or escort contract against them. / discuss this as possible balancing tool ? )
>>max cargo at 3600
>>may use civilian ship line & Junker ship line but according to cargo max no P-Train. >>Allows snubs / freighters / bombers / transports / gunboats
>>has predefined Rep ( hostile to Xeno,hostile to Gallia, nearly hostile to Hogosha & Samura ect.)
>>has a scrap and prem_scrap mining bonus
B) Tinkers as specific Freelance traders
Basically only giving us a unique ID pic and a different rep sheet plus the opportunity to use faction perks ect . We would still have to fly with Independent junker ships to scrap.
Tinker´s B : Freelance trade company Wrote:>>counts as Organisation ID but with differing Rep sheet.
Sirius wide ZoI like Freelancer ID. Can attack any ship in self-defense or to protect an allied ship.
>>Can fulfill any bounty and escort contracts
>>max cargo at 3600
>>may use civilian ship line & Junker ship line but according to cargo max no P-Train. >>Allows snubs / freighters / bombers / transports / gunboats
>>has predefined Rep ( hostile to Xeno,hostile to Gallia, nearly hostile to Hogosha & Samura ect.)
We regret to inform you that your faction has failed to reach Official status. There are already two official Junker factions and adding your group to the mix would create more drama than this server could handle. We feel it would be better for you, for the Staff and for the Community to remain as an unofficial faction.
(04-23-2015, 06:01 AM)Garrett Jax Wrote: We regret to inform you that your faction has failed to reach Official status. There are already two official Junker factions and adding your group to the mix would create more drama than this server could handle. We feel it would be better for you, for the Staff and for the Community to remain as an unofficial faction.
A more detailed explanation would be appropriate in this situation. Considering the months of work, time spent in-game and RP situations created, this decision would require a tad more specific reasons being exposed, beside the "overall good of the community and the staff" The latter I do not understand. Is a faction's request for officialdom decided on what is better for the staff too?
I'm not sure how else to explain what I just stated. I'm fairly certain I will be unable to restate it in such a way so as to make it more palatable for you to accept. I understand your frustration with putting forth so much effort toward something, only to have it ultimately rejected. I totally get that.
However, multiple factions per NPC ID have been nothing short of problematic. Shared game assets, conflicting views on NPC lore and outright attempts at civil war, has given the Staff reason to be cautious when deciding to add a second or third official faction to an NPC ID.
The admins have to decide whether the added factions are sufficiently different than their official faction counterparts, and if so, is it worth all the drama that will inevitably come about with their inclusion as an official faction. In your case, the two other Official factions have already been beset with Oorp conflicts between themselves. Adding a third would be tantamount to pouring gasoline on the server and handing you the match.
As unpleasant as this is for you to hear, the Admins feel it is in your best interests to remain unofficial. It is in the best interests of the overall community. Lastly, it is in the best interests of the Staff.
(04-23-2015, 06:01 AM)Garrett Jax Wrote: There are already two official Junker factions and adding your group to the mix would create more drama than this server could handle.
Greetings Garrett, as 2ic I would just like to clarify that we weren't even asking to be a third junker faction, as we are a freelancer trading faction. We even gave up our 2nd ID (J/T&T - Junker ID) since it was causing some issues with the dual IDs and without complaint. As far as our ID request goes, we were asking for a hybrid ID if it was possible and would understand if it was turned down but as far as our official faction request goes, it was stated that we are using freelancer ID's and not junker ID's which shows our intent to be freelancers not junkers. I far as I can remember and I was with Rob when we started tinkers, we hadn't had such any drama with any of the factions. We try to resolve much of our differences through RP. as you can even see on this faction thread there aren't even serious negative or even any feedback at all. Only Lyth cared to give us feedback.
We really try to strive to put quality rp in our trading faction as you can see. and to be honest we really arent even good pvper's (we actually suck at it).
I hope you don't mind if I go over some of the things you said:
Quote:multiple factions per NPC ID have been nothing short of problematic.
Is this being a third junker faction? which we aren't or being the 2nd Freelancer faction after AFC?
Quote:Shared game assets
we do have some but those just for RP purposes and which if this should cause an issue, we would gladly remove without any complaint.
Quote:conflicting views on NPC lore
I don't think we will have a conflict with any lore of any faction since we are freelancers
Quote:and outright attempts at civil war
I honestly don't think we are even capable of this.
Quote: In your case, the two other Official factions have already been beset with Oorp conflicts between themselves. Adding a third would be tantamount to pouring gasoline on the server and handing you the match.
Again just to clarify things we are asking for a freelancer ID.
I know this would really change anything since you're say if final, and I respect that. I just wanted to get this off my chest since clearly I am kind of frustrated too with all the hard work we have put in this faction. I'll just stop here and make my sandwich for now, thank you.
PS I'm sure Rob will make his own statement when he returns home later.