To be fair, there are a lot more less restrictive IDs out there. The proposed ID is actually pretty restricted in comparison to other IDs, which have lines such as:
- Can attack any ship deemed hostile by (faction)
I mean really, what's stopping them from just declaring whatever hostile to shoot it? Nothing except moderation and common sense. It isn't an open ID. It isn't going to be an open ID. Official faction IDs are a lot less restricted than their independent counter-parts. The difference is, this faction doesn't have indies, and also has internal rules and people who ensure said rules are followed to the letter to prevent any inkling of abuse. The need for bounty-hunting fits the faction role as needing to do what has to be done to survive. It's a primary source of income. We're not out there, hunting blues 24/7. I don't even like PvP all that much. It's kind of eh. I'm not comparing the ID to the Wilde ID or anything, and really, it doesn't say that we're going to engage with a lazy /1 /2 right click attempt. I don't use set messages. I actually like to RP, and so do the people in the faction.
Point is, there are other IDs out there which are way more open and dangerous than ours.
(05-13-2016, 03:54 AM)The Inner Phalanx Wrote: Battlegroup Auxesia is a unique transhumanist organisation of armed non-state actors from every military in the sector, the result of countless purges, general house unrest and political restructurings Sirius wide. An ideological artifact of the old alliance, Auxesia applies the disciplines of armed service to the wider survival of Sirian human diversity and the human race itself, at any cost, in parallel to the ideals of the uninfected military defectors who fought and won Nomad war. Apolitical in nature, Auxesia maintains itself via contract work from the houses it once served, defending the border worlds from pirate raiders who it shuns for preying upon civilians, whilst quietly gathering technology to augment its armada and the people who crew them, as they wait for the next apocalypse.
On lightly examining the documents about the faction, one question sprang on my mind. What is currently the Auxesia stance towards the Kusari House, and how do they present themselves to said members of the House?
In a close tangent, what is up with that tower in Honshu I just read in Eidolon Wrath story?
(05-13-2016, 03:54 AM)The Inner Phalanx Wrote: Battlegroup Auxesia is a unique transhumanist organisation of armed non-state actors from every military in the sector, the result of countless purges, general house unrest and political restructurings Sirius wide. An ideological artifact of the old alliance, Auxesia applies the disciplines of armed service to the wider survival of Sirian human diversity and the human race itself, at any cost, in parallel to the ideals of the uninfected military defectors who fought and won Nomad war. Apolitical in nature, Auxesia maintains itself via contract work from the houses it once served, defending the border worlds from pirate raiders who it shuns for preying upon civilians, whilst quietly gathering technology to augment its armada and the people who crew them, as they wait for the next apocalypse.
On lightly examining the documents about the faction, one question sprang on my mind. What is currently the Auxesia stance towards the Kusari House, and how do they present themselves to said members of the House?
In a close tangent, what is up with that tower in Honshu I just read in Eidolon Wrath story?
Currently undefined - house reputations for all major Sirian houses usually start true neutral unless defined otherwise by inter-faction RP. Navy factions tend to be suspicious (with LN currently hostile) to Auxesia due to Auxesia possessing (indeed, basing their entire fleet from) technology acquired by military defectors. Yet Auxesia itself tends to be very comfortable or even supportive of any one House's government due to the protection they provide to the civilian populaces of their domains, but tends not to favour any particular political party or movement. Those who constitute Auxesia tend not to defect due to contesting the core ideologies of their nation, government or people, but because they simply wish to direct those attributes in a direction conducive to a level of house stability existent pre Nomad War. This is reflective of Auxesia itself; a group with inherently far leftwing social views, but who use rightwing methodology to protect said beliefs.
Auxesia's ideology is a distillation of ideological elements appropriated from the various Germanic and west Germanic culture groups, mixed with a Kusarian reverence for the preservation of tradition. In effect, if the Alliance of Earth was Rome, Auxesia sees itself as Byzantium - a unity of peoples still holding out for a long dead ideal in the hope it can be the eventual salvation of the human race.
Auxesia may even be slightly supportive of Kusari, due to their legislative resistance of the Bounty Hunters Guild, who Auxesia are slightly suspicious of due to the BHG being fairly unprincipled. Auxesia would happily help lawful Kusari confront pirate organisations who it sees as actively terrorising the civilian populace to achieve their objectives, but would be less enthusiastic about helping Kusari against organisations who it sees as purely political actors (due to Auxesia's apolitical pretenses). Auxesia sees the Order as a proxy for totalitarianism and actively attempts to mitigate their influence where possible, but tolerates them if they believe their presence proactively prevents K'haran infiltration. Auxesia is effectively the human counterpoint to the Wilde faction in many regards, and is inclined to work with Kusari's government to stamp out the infected wherever and however possible, even at the cost of Auxesian assets. Auxesia hasn't had meaningful Hogosha interaction yet, but will likely remain suspicious of them due to their alliance with the Corsairs (who are obstensibly pirates - Auxesia detests those who extort civilians for a living), and their active participation in the artifacts trade.
On the whole, provided Auxesia doesn't make a total faux pas or other RP developments happen to make Auxesia hostile to lawful Kusari, I see them as preserving a friendly neutrality, with quite probable hostility to the GC due to their general warmth to the Nacion Maltese. Auxesia would be more likely to attempt to collaborate with the Kusari government and corporations than it would be inclined to contest them. It really depends if Kusari sees Auxesia as a useful tool or not.
The safe house on Honshu is an RP relic from a faction that was integrated into Auxesia a while ago by RP means. It's effectively a well defended private residence.
THE SYNDIC LEAGUES
(A co-operative of Rheinland's Shipping Unions, retired from a life of piracy.)
(07-13-2016, 08:05 PM)WPeregrine Wrote: On lightly examining the documents about the faction, one question sprang on my mind. What is currently the Auxesia stance towards the Kusari House, and how do they present themselves to said members of the House?
In a close tangent, what is up with that tower in Honshu I just read in Eidolon Wraith story?
Like most of the Houses, a level of neutrality is shown to both the Government and most of the other organizations within. Attempts to move through the legal process for some vessels were made but denied, but it hasn't forced a difference of opinion and likely won't. The hostilities that arose from the Blood Dragons occurred months prior, when a Togo wound up caught in the crossfire of the events of Omicron Delta.
The tower is a former Initiative safehouse which was re-invented as the story merged with the faction. It's essentially just well-guarded private property, out of the way and used for meeting points.
Another update to Stories on the Wraith. This post was added above the most recent one, and another will likely be squeezed in there soon enough. Took a while to track down and start compiling the story points, identifying the perfect starting point per post. Kudos again to @"Erinyes" for compiling it in to a document. Makes it much easier to pick through it.
In addition, still waiting on the admins for:
- Cincinnati SRP change.
- Officialdom.
As I was told, they're just a little busy with other stuff, so it's no big deal. We're all eager to hear the verdict of our efforts. Stay tuned for more.
IFF: Auxesia - The conducted RP does not warrant a separate NPC faction, no-IFF is the best option.
ID: Auxesia - Firstly it should be mentioned that the proposal is based on the Freelancer ID.
-Can fulfill bounty and escort contracts, and treat transports as combat targets when fulfilling such - The only other ID which can hunt any target, including lawfuls, is the Freelancer ID
-Can demand alien artifacts, sorted artifacts, nomad materials/equipment, Cardamine/liquid Cardamine from any ship, and can attack them if they refuse to comply - This list is more extensive than almost every other faction ID
-Can attack any ship in self-defense, or to protect a friendly/allied ship.
-Can attack any ship with a Nomad ID, K’Hara ID, Wild ID, Corsairs, Outcasts, and Core ships anywhere, except transports. Can attack transports belonging to these factions if the exceptions above are met. - No other faction has such an extensive target list
-Cannot use Transports with more than 4,300 cargo.
-Cannot participate in unlawful actions except as described above - That only leaves piracy. Not a big loss since you already blow up transports instead.
AP/Civ/BW/House civ 100% - Most factions have 100% only in one of those
HF/IMG/RoS 90% - Two full shiplines at 90%
Rheinland/Bretonia/Kusari/Liberty/CR 75%
So to summarize, you have Freelancer ID which is pretty strong on its own (can hunt everywhere). Then you want a more extensive list on hunting targets than any other faction and tech cell 100% on three full shiplines and 90% on two full shiplines which no other faction with imposed ZoI restrictions, diplomacy and bounty limits has.
If you want to propose a balanced ID, you need to move the bar much lower.
// Ven check skype for additional comment
This Galaxy is vast; its wonders and beauty are almost unfathomable. But the galaxy also hides dark secrets, some of which have lain dormant since the beginning of time itself. There is a danger in secrets, both in seeking and in knowing. Some things are meant to be hidden from view. Some mysteries defy understanding, and sometimes even the things we think we know are untrue. Some secrets should remain untouched.
It was already put in comparison with other official faction IDs. It's surprisingly lacking in terms of freedom, and the intention is to shift away from the Freelancer ID to our own, as the faction in its self is not a group of Freelancers, hence basing ourselves off of the Freelancer IFF is pointless. The target list specifies targets where - in specific ID cases - said list is simply a blanket engagement line of 'can attack factions considered hostile'. The ID is surprisingly balanced, in comparison to other official IDs. Why people assume it's going to become some massive, widespread and abused thing is beyond me. It's a closed faction. The ID isn't public. Anyone who attempts to abuse it ends up gone from the faction, and they won't be given a second chance. We went with specifics instead of a blanket line, much like we did with demanding cargo. The ID is based off of the two SRPs, which in their own way are a combination of the Core/FL ID.
The lack of ZoI, again, in comparison to various other IDs, is common in regards to similar factions (The Order being one that immediately comes to mind, as well as House Intelligence Agency IDs) which can go around Sirius and attack anything deemed hostile to them. The Official Order ID can do this with warships, too. They don't need to be in their ZoI to do it. We don't have a ZoI, either. It's a faction that moves around constantly, due to the lack of a home planet/station. It's a nomadic fleet.
"Itinerant fleet movement and general preservation of technology and lifeforms."
This is a direct line from our goals sheet.
Now lets go over the tech cell comment.
"AP/Civ/BW/House civ 100% - Most factions have 100% only in one of those"
All civilian and borderworlds tech is 90%-100% on pretty much every ID. This includes Official IDs. It's generic tech. House Civ tech, in addition, is 90%-100% on official IDs as well. Big surprise. The only reason it isn't mentioned is because it's kind of common on every ID. The AP line is there due to the faction being able to produce and manufacture said technology. It'd be our primary shipline. The Civ/BW/House civ is generic, often used and worn, tech used to avoid too much spending in terms of manufacturing. A cheaper alternative IRP, and not really that wide of a choice in terms of weaponry or ships.
"HF/IMG/RoS 90% - Two full shiplines at 90%"
If by two full shiplines, you mean up to gunboats. The cruisers and battleships line was removed from the proposal after a lengthy discussion. In addition, the factions internal rules prevent any use of gunboats or making of a gunboat without roleplay prior. No exceptions. Take in to account various other IDs (again), some have 90% on 2-4 shiplines/techcells. It's a far cry from anything special, really. You have our three primary allies up there.
Rheinland/Bretonia/Kusari/Liberty/CR 75%
We've actually been discussing dropping the Kusari ships from this, due to a lack of use or really reason for them to be here.
You're commenting under the assumption that no thought was put in to this because it was based off of the Freelancer ID. There was, for the past two months, and prior to the two month period before the request was even made, several lengthy discussions and comments made by staff/former staff in regards to the ID in its self. The immediate assumption is that "Oh, a faction based off of the Freelancer ID. They're going to abuse it." Why? Why do people immediately jump to the worst conclusion without merit? It's pointless. There's such a thing as giving someone the benefit of the doubt. We've not abused the ID we currently use, nor do we intend to abuse the proposed ID. The bar is just where it needs to be.