From the "2009 Should players be allowed to join the Nomads freely" survey:
' Wrote::no:
The Nomad faction must stay as it is. It is perfect and difficult to achieve - for me. Want to be a nomad? Write a RP odf one on how it grows through out his journey - most likely you'll get an invite. So, i say no.
' Wrote:Very, very few players have shown the competence or capability to properly RP a nomad.
99% of this server is not capable of being a keeper, or a wilde, or a phantom, in my opinion. This is why these factions are made exclusive, and why it is not easy at all to get in. It took me almost a year to be accepted, and in all confidence I can say that I am one of the better Roleplayers in the community - that should explain how strict these groups are.
But both of you are fine with players basterdizing the Jinkusu to hell? Maybe we should just let the Nomads be an open faction and simply ignore the lolnoms flying about through Liberty in their Marduks?
No. Do not bring the subject of nomads to this subject, Blue.
ZONERS is a open faction, open ships that can be bought. But many players denies that the Jinkusu suppose to be open. Is a great ship - I haven't seen them in battle yet. I had one, for a good while. Enjoyed it. Who was I? [TAZ]Colony-"Auxium". Lots of people said they like how I role with it - hidden, flying around the Omicrons for the colony that is inside for entertainment. (RP Ofcourse) Even Malaclypse 666 was very excited when i join his faction. Others were just like 'meh'.
But it seems like the Zoner factions are trying to control what they have to their themselves and not for those that are trying to have one and have fun with it. Thats what kills the motivation of players in this server.
So, i strongly say NO! (on not being SRP only, sorry)
They shouldn't be able to get nomad guard freely.
Thus, no battleships, cruisers, or gunboats for them.
A way a lone a last a loved a long the riverrun, past Eve and Adam's, from swerve of shore to bend of bay,
brings us by a commodius vicus of recirculation back to Howth Castle and Environs.
you say "bombers and the fearless can defend freeports just as well" -
but thats totally wrong of course ( i mean : of course ) - cause you re mixing game mechanics and roleplay - two parts that simply do not come together when it comes to balance.
matter of fact - a juggernaut can hold back swarms of bombers, fighters and capships - thats the lore. - it cannot do ingame, cause that would be unbalanced. - but one must decide to balance a faction based on game-balance or roleplay. ( disco favours the gameplay before roleplay when its about balance )
and i still havent got my two questions anwered...
I am not speaking game mechanic wise. I am speaking lore and role play wise.
Zoners should not be able to stand up to the likes of the houses, Corsairs, or Outcasts. They would crush us and take what they want if they found the reason to do it (and Igiss allowed it).
Therefore, in role play the Fearless along with squadrons of snubcraft can defend any Freeport from regular attack.
Nooo! The fearless is great. Its for escorting. Plus, Tena's gonna use it (i think?) in his RP which is epic, and I wanna see it.
Perhaps they'll accept my SRP for the jug if it does indeed get SRPfailureized. Idk, im just insecure about people liking my RP.
Quote:To say the fact, afaik, Zoners have an enormous armada hidden in space that many won't even know of except for the Zoners. They are much highly prepared for an upcoming surpricing attack that threats the Zoner civilization.
True, true, There is a few rumors in Freeport 9 that say nobody knows how many Juggernauts/ect the Zoners have. SRP'ing them would only harm zoner RP. There have been like 1 or two lolwut juggs, and they were dealt with appropriately. It doesnt need to be SRP.ed
' Wrote:Option 1: Split zoners up into a community of subfactions. To put it simply, this would confirm that each zoner freeport or base is its own entity, with its own governing group, its own military or security regiment, and is autonomous from the other zoners.
This is more like what the junker's congress is doing - each base has a leader (or a council of some sort to lead it) and acts on its own, but when a major issue comes up, all of them get together to make decisions that will effect the entire faction.
Option 2: Get rid of all the subfactions. The opposite of option one, this would entail that all zoner factions combine into one official faction rather than several, and that all zoner bases are ruled over by a single council or group. All freeports would be part of a whole, rather than autonomous bases.
This option makes more sense as far as the Zoners' military prowess goes, if all bases and smaller parts of the zoner faction are working together as a whole, they have more power to produce those ships, they have more population and more organization.
Option one is already done. The problem with it? There aren't nearly enough players for it to be done properly. Hence many stations are simply covered by the Alliance itself.
Notice that the recent reports of a NFZ violation at 1, 6, & 10. The report from 1 was directed to the ZoE who maintains 1. The report from 6 to TAZ, who maintains it. The report from 10 will be processed by the Alliance as no group maintains 10. Supporting the production of massive cap ships and the protection of a planet are questionable under our working system. Sure, we can produce a few and maintain them and that is how we role play it. However, there are indies who role play that Zoners have massive war fleets, which is absurd.
Option 2: Won't happen. That basically forms Zoners into one entity. Something that neither the Zoner play base nor developers want. Each faction has its own identity, diplomacy, role play, and player core.
In both options the massive population growth and the fact we were given Gran Canaria damages the role play of the faction. There is no way we could have went from 4500 to the what, 430m plus we are now. (Gran Canaria lulz). Giving us Gran Canaria is giving us our Holy Grail.
Good points though and it reaffirms the fact that the Zoners are role playing as many think we should. That is always nice.
' Wrote:Note that there are hints at Zoner fragmentation in Discovery infocards. The Freeport at the ass-end of the Canada systems seems to be made up of Zoners that left the other Zoners for whatever reason.
I've suggested before that the Zoners be made into a group of factions, such as Freeport 1 Zoners, known for not trying to piss of Bretonia and Rheinland for instance, and Omicron Zoners, known for their balancing act between the Corsairs, Outcasts, Bounty Hunters and Freelancers.
Also, regarding the lore on Juggernauts, how much of the rumours are actually true? A mystical ship that nobody has seen in action, known for destroying all comers, but with no evidence of it having done so? There's a good chance that the Zoners just slipped some exaggerated intelligence to pirates. When we only have rumours, we shouldn't take it as gospel.
Those info cards were disregarded because they were written by developers that disregarded vanilla information. As made clear by Gran Canaria.
Your suggestion to make factions such as Freeport 1 Zoners is done in essence. OSI is based on Freeport 14, as such we are the ones that try not to piss of Liberty. ZoE is based at 1, they strive for good relations will all in that area. TAZ has long had good relations with its neighbors, as has ZTC.
I agree. You can be sure Zoners exaggerated the intelligence they let pirates have of the Jinkusu. Rumors are just as good a weapon as actual weapons if used correctly.
' Wrote:Here's an idea.
Fix it inRP :o
Talk to the factions around Gran Canaria.
See if they want to get involved in gradually taking over GC, or destroying it or something like that.
The main problem I have with Zoner diplomacy is that it's incredibly unfriendly to anyone who proposes something that might weaken the Zoners, yet that is exactly what Zoner folks here seem to want.
Don't fix it by deleting GC or deleting all the Zoner capships.
Fix it by talking with different factions that are involved with the problem areas and coming up with inRP solutions.
The public forums, or more topics like this, are not the best way of doing such a thing.
Talk to your neighbours, come up with a solution, don't jump to the Devs or Admins.
We have already begun talks about Gran Canaria. Problem is, those things cannot be fixed only in role play. The destruction or loss of Gran Canaria is something the development team must approve.
Your suggestion is flawed in that you think such things can be done without the approval of Igiss and the development team; they cannot hence why this thread exists.
I'm preparing to update the first post taking into account the discussion that has gone on. However, people are simply quoting the first post and going from there. Disregarding everything in between. That isn't helpful. Please don't do it.