(02-17-2016, 06:50 AM)Slavers Union Wrote: If we did a pirate ID would that prevent us from docking at lawful planets / stations?
Yes, but at the same time once someone finds out you're shuttling slaves around and still docking on lawful bases, Officials opposed to slavery will be FR5-ing your faction regardless. Pirate ID would basically make that happen automatically, except you'd have the additional privilege of pirating on your own accord, which the Freelancer ID does not allow.
Yes, but at the same time once someone finds out you're shuttling slaves around and still docking on lawful bases, Officials opposed to slavery will be FR5-ing your faction regardless. Pirate ID would basically make that happen automatically, except you'd have the additional privilege of pirating on your own accord, which the Freelancer ID does not allow.
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That's the thing if they do that it's fine where smugglers not pirates. Sneaking into lawful bases is the fun part of it. We have had excellent RP with the Exiles in game which in turn has made us wanted by them that's what's cool.
User was banned for: Roleplaying Child Sex Slave operations
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(02-17-2016, 07:38 AM)Slavers Union Wrote: That's the thing if they do that it's fine where smugglers not pirates. Sneaking into lawful bases is the fun part of it. We have had excellent RP with the Exiles in game which in turn has made us wanted by them that's what's cool.
How do you plan on sneaking onto bases that you are rephacked hostile to?
Signatures may not be bigger than 700x250, 1MB. ~Skorak
I met the slavers union on my xeno. Not surprisingly, you were flying from Cali to Cortez with Helium, rather than slaves. Shot you just for that.
Another reboot of an old faction that did not needed a resurrecting.
If you wanted this to work, I highly suggest you work closely with the devs to bring back the original ID. One that would allow the farming of NPCs (And return to -0.2 to all lawful factions) for pilots as well as demanding human cargo from players inside or outside of house space.
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To address the multiple issues being pointed out, as the original writer of the information on this page, and the backstory posted in the stories section (my friend formatted and posted it all on our official forum account at my request), the intent of the Slaver's Union is:
1) RP as Freelancers, specifically because we WANT to dock on lawful bases occasionally. In game, we DO NOT admit our affiliation, and it's even an RP behavioral rule. Sometimes we use that as subterfuge with lawfuls we wish to confuse or throw off of our trail. Running slaves and Cardamine would become exceedingly boring if that's all we ever did, so showing up in lawful space and being seen without contraband ads to the fun, as well as ads depth to our RP, rather than "lol Slaver, die". Honestly, if there was a Smugglers ID instead of just Freelancer and Pirate IDs, and it was quasi-legal like Junkers and Zoners, that would be far more appropriate to our RP than either Freelancer, Pirate OR Slaver ID. As for our use of lawful bases and RP subterfuge, this behavior is set in stone between the two founding members, and that is also why we currently use the Freelancer ID, using bribes and missions to change our diplomacy accordingly, because, as I mentioned earlier, a special quasi-lawful ID would need to be made for our faction, which is currently far too small to justify. To address the Destroyer, that's more of an SRP for the second part...
2) If at all possible, to create a genuine area of influence with a regular Slaver's Union presence. This would require something slightly more substantial than transports and a few gunboat characters, e.g. the SRP use of a Destroyer. The ultimate dream, if we get enough interested people of course, would be to make a single system to add into the game for the use of the Slaver's Union and allies, and at the very least, have a well known location already in-game that we are known for being in. Perhaps a P.O.B. or a permanently added station with it's own backstory, which I was already working on writing, just in case.
Perhaps it's true to some that we don't need to resurrect the Slaver's Union, but few factions would be acceptable to our desired RP; even an unofficial Smuggler's faction wouldn't work 100% since Slaves and Cardamine are roughly 70% of our regularly transported cargo, and Slavery, as evil as it is, allows for an even darker RP than would normally be called for with other factions. The two of us intend to make the RP, and our characters, progressively more sinister as we interact in-game and post more stories and encounters in the forums. This is just the beginning of the story.
Note: As for the neutrals affected by our staple cargo, the diplomacy settings are mostly how we as the faction view those groups and how the diplomacy should look to most of our members in-game. This is mostly to appear neutral to groups that we don't intentionally interfere or interact with; how those factions choose to handle our business and RP in-game will eventually direct how we update our diplomacy settings on this page, and that is an on-going process.
A group of pirates turns to You with a request for cooperation in trade of Cardamine and Slaves in our pirate station in Border Worlds. We want customers and protection.