So! I've been playing here on Disco off and on for awhile now and pretty much just lived with it, but my curiosity is still a little spiked.
When I started one character of mine, I used the "/restart Bretonia" command to keep in line with his characters' history. Having flown around for awhile and encountered many of the factions I began to notice that a few entries on my rep sheet are a little odd.
Full compliation of the characters' repsheet can be seen here.
While this character started as a bretonian civilian, he holds no connection to the house now - he is an independant trader. No missions have been done, and his killcount is a whopping 36 npc pirates during nearly 19hours of playtime.
So - I figure much of the reputation I currently have was gained from the restart command. My question is whether this is intentional - referring to the hostile Rheinland Military Guard, Zoners Guard, BAF Guard, LSF etc (while their non-guard factions are not hostile). As a civilian start seeing the KNF and KSP neutral isn't surprising, but both Outcasts and Corsairs (plus other pirate groups) are neutral while their respective guard factions are also largely hostile.
Regardless of whether it's correct or not - is there any way to fix these? Pulling in after a long trade run only to see everything in sight shooting at you because of a lone Guard ID'd vessel being hostile isn't so much fun. Obviously, if there's an RP reason for all this please do correct me and/or explain.
Thanks in advance!
(Unrelated note - is there a brief overview anywhere of what exactly Guard factions are? Still relatively new in terms of knowledge here, and I've yet to find anything outlining their purpose on the forums/wiki... D: )
Each major Faction has its own Guard System. You can find a full list of Guard Systems Here.
Also, Guard Systems are meant to be for That Faction and Close Allies Only. It's like having the right 'Clearance Level' when entering their Guard System. So, You'll have to be full friendly with any faction, to be able to get their guards to barely neutral (With a few exceptions such as Zoner Guard or Junkers Guard - which One single Bribe will put you to neutral with 'em) Reason for them to be there, is each faction puts its most advanced equipments and Ships in their most heavily defended Space (A.k.a Guard System), so no Enemy or 'Spy' can access it, And, Although most Guard Systems have only 4 'Easy-to-dodge' Weapon Platforms at their Entrances, but InRP, they are meant to be Heavily Armed - So if you enter a Hostile Guard System, (InRP) You wont survive longer than a few seconds.
But well, main point of guard systems is that the players of Same faction can get the High-End Equipment fast and easy (Also, many Guard Systems are a Practice Ground for that Faction) And that's all. A Military Player wants quick access to 4 Hornviper Mk. IIs? He'll go to Guard System and buy em from a base there.
It's kinda same as player factions allowing free usage of their tech to their allies - If you send a Request to Outcast for 6 Kraken Type 2s and your Char is a lawful Merc who's been hunting Outcasts for a long time, They'll say No, because You're not friendly with them. Same goes to NPCs, if you want High-End Tech of any faction, You'll have to be friendly enough with them to bring their Guard Rep to neutral so you can dock and buy the equipment you want.
From the link you provided, am I right in thinking that some systems "belong" exclusively to specific player factions rather than their NPC affiliation? For example, say, a Corsair ID'd and IFF'd character would still be unwelcome/hostile within Omicron 94, unless he/she is a member of the Corsair Benitez Family player faction?
A faction may own a system, but cannot prevent a player tagged and ID'd correctly from going in there to procure items. Can make sure they do it quick though.
Saint Del is considered a holy healer of diseases of children, but also as a protector of cattle.
As Del said, a Player Faction may own a System (Basically, if a faction owns a system, they can take part in development of that System, and change it as they're pleased - as well as other advantages), But, in case of regular Guard Systems, the Player Faction cannot prohibit indie players from Entering/Using that System, as long as the player has right ID/IFF. (Means is either member of same NPC Faction or one of the close allies that are allowed in system)
But in cases like o-94, it gets a bit tricky.
Omicron-94 is not technically a 'Guard System', as all the bases there are normal Corsair Bases, not Guard, but yea, Benitez Familia runs that place (And, Benitez Familia is the one who's taking care of Thira Colony - Last Defense line of Corsairs), And we've already allowed trusted Zoner Trading Groups and some other individuals enter the system to supply us with the goods we need - So you see, Basically, If you want to enter o-94 even as a Corsair, it'd be nicer if you ask permission from Benitez first.
Another example is Baffin, which is more restricted. It's TAZ Space which has Certain Laws - as you can see, some of the Stations there are Off-Limit for non-TAZ and a few individuals. That is because, Zoners have their 'Public' Guard System (Omicron-74) and Baffin is more of a TAZ-System than Zoner-Guard-System, so they have their own laws and all there.
Unlike those two, Omicron-100 (Order Guard) was more open to Close allies, and it served as Rendezvous Point in various Events for Order, Zoner and Corsairs Forces back when Order-Corsairs Alliance was in a better level.
But, when a Faction owns a System, and its the only Guard System, things are not This restricted. Just remember to be Nice to members of Player Faction if you run into any of em in their Guard System, and you'll be all good like that!;)