Nice thread and brings back memories of us becoming official and immediately crusading in Kuraine's ID thread to have capital class ships removed from the GMG ID and the GB restricted to Guard ID. It wasn't about finances, resources or manpower as GMG has plenty of that it was because of the RP history of the nature of the clouds and how GMG exploit the clouds for their defence. We knew all three Guilds and Zoners were thrown some cap class candy long ago and most of which was pretty unjustfiable. In our instance we saw no sense in GMG suddenly turning to relying on caps in their clouds when they've already learned that they can anihilate an entire armada without them. While game mechanics prove otherwise, the RP of the Crow Nebula is that these caps are at a severe disadvantage when in them and GMG has 600 years knowledge of that fact. The caps have been off the ID ever since.
Now for the other aspect of the original post. Building further then the closed box of Vanilla. We do that in spades too and yes we have caps still in mind. GMG space has grown quite a bit and our developments have more then doubled. Indeed we are now looking at half our operations being in the clouds and the other half out of it. Okinawa system is almost fully developed, large offensives against OCs as well as guerilla squads raiding Corsair lines are all underway. Things are growing and changing, something we know and planned. Most now know that we put in operation a player controlled BS called Ayakashi for the purpose of our offensives against both Hispanics (it does not defend the clouds) and soon the dockable BS will be in our guard system both joining the long included GMG BS wreck in the OC guard system as Caps known to be in GMG control. Now soon Sig-60 will look to be ready for use in our fight with OCs and we are looking more and more at the open space that will require GMG to use caps on a larger scale. You'll see the beginnings of these movement with the completion of Sakhalin Shipyards in 59. A small shipyard that can't pump out fast, but a beginning to the hopes that another mod down the line we will have a ship modeler make us some caps. Just want it all to be done slowly and properly with the RP background and the proper circumstances that build up to it.
This is just the matter on caps concerning how we'd like to advance from the Vanilla box without such advances coming so suddenly and with very little history or reasoning. It took months of talking on Skype and being sure on our diplomatic posts between GMG and Rheinland to put an end to the closed borders and make trade pacts with RepEx in order to expand the distribution infrastructure to match twice the developments we now have since Vanilla. As for comments concerning GMG and OCs, I never once received a complaint detailing GMG and OC working together. I, myself, was in that huge battle when coming to the call of the Zoners and I wouldn't even consider the thought of being in the same group as the OCs and if in the same system they'd be fired on just as much. But the only forces GMG| sent to deal with Corsairs was 5 KS aces and the Ayakashi whom are ships that are meant for being over there to attack Corsairs (Ayakashi is meant to be involved in any offensive). But Beta assaults don't end (in RP) and is done by the main GMG body (supported by Ayakashi if she's back over there). The thing is we can't as players be at both at once so we in KS ships went and joined the attack on Corsairs (no where near or part of the OCs either in group or system) and then all switched to ships in Beta to RP out that both groups were handling multiple fronts that day.
I found a rumour on Freeport 10 about Outcasts and their ships. Not sure if this counts as having engineering skills or not, but it implies understanding at least. I would add the picture itself, but I don't know how to upload it, and it won't let me add it as a file attachment:
"People say that the drug runners have all them nice ships because of all the money Cardamine brings them. I believe that's part of the reason, but they think differently than we do. An Outcast just seems to understand how a ship should look and run, like it's a part of him."
I'm mostly happy with Freeport 10. So far as I can see, nothing untoward has occurred to its denizens that have altered it in any appreciable way. It's just a shame that most of the short-range RP trade routes have been removed. I was looking forward to moving fertilisers or terraforming gas from Freeport 6 to 10, and Niobium back.