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Omega Pirates Guild Policies

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This page has been retired but kept for historical or other reasons, The information on this page may be incorrect, out of date or just not relevant to this version of Discovery. It should not be taken as canon nor any authority on the current version of Discovery. It is kept simply to show some history of the Discovery Mod:
The Omega Pirates Guild was disbanded during 817 A.S.

See also:

What Links HerePage HistoryHistorical Articles

Short summary

These policies are guidelines set for the members of the OPG to guide new players, and attempt to improve overall behaviour of the faction.

Fleet composition

For the purpose of these rules, ‘fighter’ refers to fighter, bomber, freighter or transport vessel.

Required escorts:

  • Dreadnought needs 6 fighter escorts.
  • Battleship needs 5 fighter escorts.
  • Cruisers need 2 fighter escorts.

A gunboat may escort larger capital ships, but the total gunboat/fighter ratio may not exceed 1.

eg. (1dread)+(3gunboat)+(3fighter) is equivalent to (1dread)+(6fighter) however (1dread)+(6gunboat) is not a permissible fleet composition.

If Gunboat class is the largest ship in the fleet, then for every 2 gunboats, 1 fighter/bomber is required.

eg. (2gunboat)+(1fighter),(1gunboat),(3gunboat)+(1fighter) are permissible fleet composition.

In the case of relocating/patrolling of capital ships where enemy contact is unexpected/unlikely 1 escort is sufficient, furthermore a gunboat escort is permissible.

Infractions of these rules may lead to revocation of capital ship rights. Further penalties may be discussed.

Cargo piracy has priority over credit piracy. Pirating groups larger than three must consist of at least one transport/freighter. In this case credit piracy is only allowed if/while the transport is full and unavailable because it is offloading its goods at a nearby base.

Piracy policies

Hard set rules:

  • Firing on transports by cruiser/battleships is not permitted outside of Omicron Gamma.
  • First contact (engagement notice) must be given before opening fire on a trader.
  • A reasonable demand (credits or cargo) must be made of traders before a fatal blow is delivered.

Recommended procedure:

  • 1. Cruise disrupt the trader.
  • 2. Hail the trader asking him to stop.
  • 3. If trader stops, skip this step. If the trader keeps on the move tries to escape, open fire on him and repeat your demand for him to stop, don’t forget to keep him disrupted. If he still refuses to stop, skip to step 6.
  • 4. Demand his cargo or credits.
  • 5. If he refuses to pay, attack him until he agrees.
  • 6. Once his hull reaches 10%, give him one last chance to pay up.
  • 7. Kill him if he refuses.

Additional RP conversation is encouraged and expected.

Who not to pirate

In general: Is what your target is doing beneficial or detrimental to the corsairs? If it is detrimental then they should be forced to drop their cargo. If it is of benefit to the Corsairs they should be left alone, helped or escorted to their destination. If what they are doing is of no real consequence then examine who they are aligned to and make a sensible decision whether or not to make some money off of them.

Beneficial transports:

  • Food transport to Corsair bases
  • Smuggling of Artifacts
  • Supplying of friendly bases

Detrimental transports:

  • Cardamine/Blood Diamond smuggling
  • Passenger transportation to Crete
  • Supplying of enemy bases

List of Contraband

Cardamine Blood diamonds Military vehicles going to Bretonia (Military vehicles may also be going to Battleship Fes) Passengers of any kind going to Crete Corsair pilots (demand they be handed over) Slaves (They're going to Malta poisoned fields for their cardamine) Counterfeit Software within Bretonia (If you don't find them coming to Omega 3/5/41 and then Fes, they are looking for giving them to Hessians).

Combat regulations

  • Before a fight commences, a war scourge should be designated. If no agreement is made on a war scourge before a fight breaks out, leadership falls to the highest ranking pilot, who may or may not pass on lead to a member of his own discretion.
  • Unless instructed otherwise, all pilots will follow the orders of the war scourge for the duration of the fight regardless of rank.
  • A rank of Overpirate or above may revoke/transfer war scourge status at his discretion. This may include, but is not limited to: target designation, regen transfer, an order to retreat, a ceasefire.
  • Intentional disobeying of orders will be followed by severe repercussions.

Contributions

All pirates must pay a weekly or monthly donation to the ship [OPG]Cabo.Verde

  • Rat pays 5 mill
  • Marauder and above pays 10 mill