' Wrote:Anyway, the overall ambiance of the mod is great, but we still seriously lack enough balance between everything to make a true depiction of the generalized struggle for survival Sirius is supposed to be engulfed in. To portray that, there must be compromises on several levels. Of roles, of ships, of equipment. I do agree that some sort of limit is to be set, but that limitation cannot impair someone from successfully portraying his role. As much as it may be claimed that some of these aspects are being pursued so they can be abused, the original issue isn't invalid. I mean, the abuse doesn't invalidate the use. The mod lacks and we do have to go around it. Whether it becomes an excuse to gain an extra edge on the competitive side of the game or not, this isn't something that can be extracted from someone else's mind like that. One has to be very careful when pointing out to another person and deciding what it is that they have on their minds.
This is the only thing I disagree with. I'm not here to depict the struggles of Surius, I intend to be there when Surius history happens. I dont intend to be acting like "they" did. I intend to act like they should(will), and moveing this game into the future and leave a to learn history. Kepp the story lines going theres no reason to stagnate and not move it along. If we move events along and take logical steps, not just steps to preserve the existing background so new folks will recognize it. Let the game evolve and leave a history for historian characters. Start makeing plot lines that require deep research into old stories. (Thats what Im doing) Take a good read of some of the really old stuff and you'll see its not so bad.
' Wrote:This is the only thing I disagree with. I'm not here to depict the struggles of Surius, I intend to be there when Surius history happens. I dont intend to be acting like "they" did. I intend to act like they should(will), and moveing this game into the future and leave a to learn history. Kepp the story lines going theres no reason to stagnate and not move it along. If we move events along and take logical steps, not just steps to preserve the existing background so new folks will recognize it. Let the game evolve and leave a history for historian characters. Start makeing plot lines that require deep research into old stories. (Thats what Im doing) Take a good read of some of the really old stuff and you'll see its not so bad.
Lets just leave room for the new guy.
I don't disagree with you, Scorn. Maybe it just came out wrong, but I didn't mean we're supposed to stagnate and I do believe I'm supportive of new ideas, new perspectives. Hell, I have one character whose whole background revolves on the perspective that Bretonia should stop warring the Mollys for the sake of concentrating against the Corsairs. And he's been acting undercover within his possibilities for this to happen for a long time now.
So, yes. I believe we should really evolve. Both within the realm of our overall RP and as people, players, community.
' Wrote:I don't disagree with you, Scorn. Maybe it just came out wrong, but I didn't mean we're supposed to stagnate and I do believe I'm supportive of new ideas, new perspectives. Hell, I have one character whose whole background revolves on the perspective that Bretonia should stop warring the Mollys for the sake of concentrating against the Corsairs. And he's been acting undercover within his possibilities for this to happen for a long time now.
So, yes. I believe we should really evolve. Both within the realm of our overall RP and as people, players, community.
Cool. Your good folk. Carry on and glory to Rhineland!
' Wrote:I'm sorry, but I just can't agree with any of Eppy's points. The rights of factions do not include the right to take away everyone else's rights. If that were true (and we had enough people) then everyone would be making their own factions and claiming to be the most elite so that they could rule everyone else. The we'd have a bunch of silly civil wars that would be way out of RP. I have no problem with pretending to have all that power, but when you start exercising it for real on innocents it becomes/has become a serious problem. If you want to RP that you are the supreme force for the Corsairs, the Outcasts, whoever, that doesn't allow you bully anyone who doesn't follow your own rules. If your RP really requires that, then just give them a warning.
It's just a (roleplaying) game. Let the people play and roleplay.
I'm just wondering, does anyone agree with me on this?
I do, which I stated in my previous post which seems to have been overlooked.
But I can see both ways working. I would just prefer more leniancy towards indies and a general mindset of "encourage this" and "promote that" rather than laying down the gauntlets for the noobs to inevitably get trapped in. That is however my personal view.
Gronath, that was an epic post, and there was nothing said that I disagreed with. Nice work.
A lot of different points of veiw here, and we need to try at least to accomodate as many of them as are practical within the bounds of our rules and RP conventions.
So, on Gronaths awesome piece of work I think there is nothing more I can say here. He has summed it all up beautifully. Well done.
Tenacity, to reply to some of your points re:factions, if any member of the LR or XA tells you off for flying an Indy rogue or Xeno respectively, PM me I'll kick them so hard they won't be able to fly for a week.
Player Factions are about organisation, most of the indies I meet are more than happy to defer to the faction when in a joint operation. That is they'll accept the hierarchy when it's appropriate. I do not expect every Rogue or Xeno to hold themselves to the same high standards I expect from my faction. Belive me my standards are very high indeed. I'm always happy when they do however.
RP is independent of faction allegiance one does not have to be in a Player Faction to be a good RPer. It's much like being a member of the RPGA does not make one a great roleplayer. In fact it can make one a poor Roleplayer becoming attuned to bad ideas. Not every decision a faction makes is a good one. Then not every decison an indy makes is a good one, either. It's all down to whoever is in charge of that RP, whether it be a faction leader or an indy.
Saint Del is considered a holy healer of diseases of children, but also as a protector of cattle.
' Wrote:Tenacity, to reply to some of your points re:factions, if any member of the LR or XA tells you off for flying an Indy rogue or Xeno respectively, PM me I'll kick them so hard they won't be able to fly for a week.
Player Factions are about organisation, most of the indies I meet are more than happy to defer to the faction when in a joint operation. That is they'll accept the hierarchy when it's appropriate. I do not expect every Rogue or Xeno to hold themselves to the same high standards I expect from my faction. Belive me my standards are very high indeed. I'm always happy when they do however.
RP is independent of faction allegiance one does not have to be in a Player Faction to be a good RPer. It's much like being a member of the RPGA does not make one a great roleplayer. In fact it can make one a poor Roleplayer becoming attuned to bad ideas. Not every decision a faction makes is a good one. Then not every decison an indy makes is a good one, either. It's all down to whoever is in charge of that RP, whether it be a faction leader or an indy.
Again, the only player faction I've ever had serious issues with are the [SA]. LR is full of awesome players, and while I cant say I 'like' the XA (simply for the fact that they're xenos... which none of my characters gets along with) they havent ever given me a reason to report them or hate the player behind the character.
And aside from the crap the SA gives traders all the time, I really havent had issues with them except when I was playing Virago, and they griped at me about being an indie LSF trying to keep smugglers out of z21.
Further... the MOST fun I've ever had on this server was on my indie pirate "bloodsail" doing raids and RP events with other indie pirates, primarily Marshall, B.Orlov, Drunken.Barrel, Peg.leg.johnny, Gneisenau, etc. These guys are all awesome players and they're in it for the fun, not the pvp ownage (though that, admittedly, does add to the fun of things).
' Wrote:Again, the only player faction I've ever had serious issues with are the [SA]. LR is full of awesome players, and while I cant say I 'like' the XA (simply for the fact that they're xenos... which none of my characters gets along with) they havent ever given me a reason to report them or hate the player behind the character.
And aside from the crap the SA gives traders all the time, I really havent had issues with them except when I was playing Virago, and they griped at me about being an indie LSF trying to keep smugglers out of z21.
Further... the MOST fun I've ever had on this server was on my indie pirate "bloodsail" doing raids and RP events with other indie pirates, primarily Marshall, B.Orlov, Drunken.Barrel, Peg.leg.johnny, Gneisenau, etc. These guys are all awesome players and they're in it for the fun, not the pvp ownage (though that, admittedly, does add to the fun of things).
So... talk to Turkish or sn!per?
Walker was an exception. If you noticed, he got banned for weapon modding... not exactly the faction's representative, if you ask me.
I'm a moderate on this issue. I believe that the criminal factions have the right to control capital ship use as they see fit, but that anyone should be allowed to roleplay a snub ship using criminal.
I also believe traders have the right to fly whatever ship they want, provided they are not independent traders (since corporations would fund their ships, not themselves), though obviously with some restrictions (no Samura Mammoths).
I believe the quasilegals have pretty much a similar situation to the pirates, and I believe, lastly, that military factions have a right to unilaterally enact exclusionary policies to satisfy consistency and roleplay.
The main reason for the capital ship restrictions is that many of the player factions number among them the upper hierarchy and some of the bosses of the criminal factions, and criminal factions should have a very limited amount of capital ships, considering crew and economic requirements. Same with quasilegals.