' Wrote:Outcasts primarily use Borderworlds ships and Corsairs use their own brand, I don't want to appear to show favoritism towards the Outcasts in any way...
Borderworlds is a civilian shipline - almost every freelancer smuggler uses BWT. It's as neutral as it can get. I think your pilots would also like it - as it's the biggest transport a 'lancer can fly.
Otherwise, writeup and the idea is nice, wishing the best for you.
' Wrote:Borderworlds is a civilian shipline - almost every freelancer smuggler uses BWT. It's as neutral as it can get. I think your pilots would also like it - as it's the biggest transport a 'lancer can fly.
Otherwise, writeup and the idea is nice, wishing the best for you.
I updated it to reflect we can use them. I'll give it a try and see how it goes once I get members. Your point about it having the largest transport sold me.
' Wrote:Oh, and telling me I can't do something only makes me want to achieve it that much more and reach for the stars.
Actually the problem is pure game mechanical one- how you would make me use your services if I can buy 5 Herons and proper rep them to have unlawful IFF and tag them, then I slap Smuggler ID on each of them- when I need to transfer illegal goods for my faction to any legal spot we just take the said ship and do so, so more or less none would pay smugglers when he can smuggle it alone- so taking side would make people to work with you actually.
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)
' Wrote:Actually the problem is pure game mechanical one- how you would make me use your services if I can buy 5 Herons and proper rep them to have unlawful IFF and tag them, then I slap Smuggler ID on each of them- when I need to transfer illegal goods for my faction to any legal spot we just take the said ship and do so, so more or less none would pay smugglers when he can smuggle it alone- so taking side would make people to work with you actually.
no smuggler id any more. to RP as smuggler you need to have some forum-lancer behind you, or else you get pwned in alpha after they see you in gamma.
yes, you can smuggle alone, but that is taking you away from pie-rattery.
the point of a smuggler faction is that it means that you dont have to create your indy smuggler. in fact, im guessing your indy smuggler is as neutral as possible, so that it can dock on both lawful and awful bases. having SC as a smuggler tag would mean that other unlawfuls would know that theres a high likelihood that if they were to pirate that ship, they may well be taking from one of their own.
In RP, smugglers survive by being useful to both police (information) and pirates (fencing and sourcing goods)
i like the idea of the SC, and will be watching it with interest.
I agree with Govedo here. If you wanna run a faction like that, you have to focus on unique, usefull background what could help you to raise the activity and other factions to cooperate. As a smuggler you have to be available for both sides and being a profitable choice for anybody always a good idea to enjoy the roleplay here.
Sounds interesting so I'll check this post later. Good luck for you
Name: bit odd. I know you've got the logos and tags etc all set up now so doubt you'll change, but calling yourself smugglers coalition is a bit like calling yourself 'crime gang arrest pls'. The kings of smuggling in vanilla branded themselves as protectos of kusari, or whatever hogosha means, and junkers, the waste management cover so favoured by irl mafia + italian crime gangs. Some cover, some euphemism etc would be nice rp imo. Also, coalition - to me that's a bunch of established smugglers deciding to pool their resources and be loose allies. Was thinking, with the rules and codes etc., it sounds a bit like a guild. Bunch of vaguely similar (organisationally) groups in vanilla are guilds, but there's none new in disco iirc, and that's sad. If you combined the two, to be some equivalent of 'independent traders guild', you've got yr trace of credibility and legitimacy to maybe get in cosier with lawfuls. Which would be v cool imo, best thing a smuggler group could do.
Allies: makes sense obv to not tie yourself to eg the OCs yeah. But the junkers, their vanilla lore is exactly what your stated goal is - cosy with everyone, legit cover, tolerated by lawfuls etc. I know it's hard to remember, washed away by seas of powertrading indies and a weird obsession with making ships out of junk and being super junky because the faction has the word junk in the name (where's my synth foods ship made out of food?), but it would fit your gang, give you lots of bases and lore/diplo hooks, the p-train (smuggler vessel de rigeur ofc), and at the cost of making flights through kusari a little frosty (read: exciting + activity generating) and cost you the option of trading with the xenos (oh waa waa). But yeah FL works too and is easier;)
Keeping your options open is smart, though - it's not just pirates who like to smuggle. FL or Junker, I wouldn't mind banging out some deals as Cryer to keep us dosed with counterfeit software and gaian wildlife and have you distribute synth pot in exchange.
Anyway yeah, a heavily rp'd smuggler group is something I would approve of.
' Wrote:Actually the problem is pure game mechanical one- how you would make me use your services if I can buy 5 Herons and proper rep them to have unlawful IFF and tag them, then I slap Smuggler ID on each of them- when I need to transfer illegal goods for my faction to any legal spot we just take the said ship and do so, so more or less none would pay smugglers when he can smuggle it alone- so taking side would make people to work with you actually.
Writing this on my iPhone, so bare with me.
Mechanical problems can be easily overcome with RP. Such as pirate factions wishing for more attention (read: Outcasts), forum stories and involvement (which I have down), and using Skype to talk with others OOC. It's not a mechanical thing, and I have a plan to overcome it.
' Wrote:no smuggler id any more. to RP as smuggler you need to have some forum-lancer behind you, or else you get pwned in alpha after they see you in gamma.
yes, you can smuggle alone, but that is taking you away from pie-rattery.
the point of a smuggler faction is that it means that you dont have to create your indy smuggler. in fact, im guessing your indy smuggler is as neutral as possible, so that it can dock on both lawful and awful bases. having SC as a smuggler tag would mean that other unlawfuls would know that theres a high likelihood that if they were to pirate that ship, they may well be taking from one of their own.
In RP, smugglers survive by being useful to both police (information) and pirates (fencing and sourcing goods)
i like the idea of the SC, and will be watching it with interest.
Indeed. Forums are a must if this is to work. No problem there.
' Wrote:I agree with Govedo here. If you wanna run a faction like that, you have to focus on unique, usefull background what could help you to raise the activity and other factions to cooperate. As a smuggler you have to be available for both sides and being a profitable choice for anybody always a good idea to enjoy the roleplay here.
Sounds interesting so I'll check this post later. Good luck for you
Background like how? Like stories? Previous encounters with us? Just want to clarify.
' Wrote:Name: bit odd. I know you've got the logos and tags etc all set up now so doubt you'll change, but calling yourself smugglers coalition is a bit like calling yourself 'crime gang arrest pls'. The kings of smuggling in vanilla branded themselves as protectos of kusari, or whatever hogosha means, and junkers, the waste management cover so favoured by irl mafia + italian crime gangs. Some cover, some euphemism etc would be nice rp imo. Also, coalition - to me that's a bunch of established smugglers deciding to pool their resources and be loose allies. Was thinking, with the rules and codes etc., it sounds a bit like a guild. Bunch of vaguely similar (organisationally) groups in vanilla are guilds, but there's none new in disco iirc, and that's sad. If you combined the two, to be some equivalent of 'independent traders guild', you've got yr trace of credibility and legitimacy to maybe get in cosier with lawfuls. Which would be v cool imo, best thing a smuggler group could do.
Allies: makes sense obv to not tie yourself to eg the OCs yeah. But the junkers, their vanilla lore is exactly what your stated goal is - cosy with everyone, legit cover, tolerated by lawfuls etc. I know it's hard to remember, washed away by seas of powertrading indies and a weird obsession with making ships out of junk and being super junky because the faction has the word junk in the name (where's my synth foods ship made out of food?), but it would fit your gang, give you lots of bases and lore/diplo hooks, the p-train (smuggler vessel de rigeur ofc), and at the cost of making flights through kusari a little frosty (read: exciting + activity generating) and cost you the option of trading with the xenos (oh waa waa). But yeah FL works too and is easier;)
Keeping your options open is smart, though - it's not just pirates who like to smuggle. FL or Junker, I wouldn't mind banging out some deals as Cryer to keep us dosed with counterfeit software and gaian wildlife and have you distribute synth pot in exchange.
Anyway yeah, a heavily rp'd smuggler group is something I would approve of.
The name was one I used a long time ago on another server. I can always change it before submitting the formal request...but I see what you mean. As for using a Junker tag, I want to keep the SC independent of other factions. I want them to be their own entity, versus being another in the long list of "Junker" or "OC factions.
Thanks for the feedback guys! If I sound rude in the posts, I'm sorry. Just voicing my vision.:P
Been thinking about names for the rename of the faction, because the more I thought about it, the more it seemed a little bit "Un-discoveryish" to name the faction what it is here. Before, I was on another server and kind of just recopied what I had before with updates and a rewritten bio with a slightly different story.
What I've come up with is:
Barrier Gate's Fallen - (Because they're stationed at Barrier Gate, when questioned about the tag, can replace "Fallen" with "Finest" to confuse the lawfuls)
Sinners Among Saints
Societies Rejects
Still working on names, but those are the three I've got. I'm a personal fan of the first one...though I might replace "Fallen" with something more fitting a bit later. Just curious to see the forums take on these.
Sirius Transport [ST]
Sirius Logistics [SL]
Universal Pirate Support [UPS] (just kidding)
Freight Forwarding FF
Border Worlds Transportation BWT
Supply & Demand S&D/SAD
Demand & Supply D&S
i like the last one - motto could be 'You make the demands, we take care of the supplies'
Yeah, those three you came up with are just too... dunno. Too hardcore for a loose group of smugglers.
I mean, it would be rather obvious to anyone that something's wrong with your people if they call themselves "Society's Rejects" (quickly fixed the grammar).