Avali Nexus

Full Version: Nexus "Serious" RP Revival Discussion
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(11-13-2015, 09:12 PM)SilverOtter Wrote: [ -> ]
(11-13-2015, 08:44 PM)Jim_Clonk Wrote: [ -> ]Ok let's see here...

1. Why do you think they are supplying everyone?

2. Yes, keeping up their supply routes will be difficult and they probably have to avoid space that is heavily controlled by the Empire or whoever else doesn't like them.

3. Sounds like the pirate kingdoms are pretty much the opposite of that the pirate faction is. (Like it's supposed to be.) If they don't like them, that's their problem.

4. They don't really have a reason to expand anyway. They only "expand" if they have to, to support and protect their own. Then again, they don't really have any "territory" they control.
1. I meant everyone as in characters. I seriously cannot fathom why you would continue to write a broken faction, so I'm assuming the character you want to make will have a position of power within it that will give them the ability to use the supplies of all the friendly pirates you're trying to justify being out there. 

2. Think about how pirates work. They usually stick to an area, patrol it, pirate anything that moves, and bring it back to a nearby home base, they also choose areas they are local to because their knowledge gives them tactical advantage. This is the fundamental pirate. 

3. The Pirate Kingdoms do have some pirate groups there. Remember that propaganda is powerful and can influence how someone is viewed. 

4. If they don't expand unless necessary, then why spread out across the galaxy? Gas collection and refinery requires expensive technology, which can be sold on black markets via merchants they can sign ally deals with, and the supplies meant to support the harvesting teams will definitely support them.

Restriction on making factions: your upcoming character cannot belong to a faction you have made. 
1. I have intended to make a group of characters in the pirate faction, however they are only a small strike group, possibly just starting out. They are not meant to ever be that powerful in the faction. They are mostly there to introduce the other characters to the pirate faction.

2. The strike groups usually stay in their local area unless they become too well known. However, the pirate faction does not attack anything and everything. They will only run missions for things they actually need or have use for.

3. The pirate faction is about the last thing you need to tell this. After all, they mostly deal with information and can certainly influence the media. Other than that, this doesn't really have anything to do with this.

4. Again, there isn't really anything to expand to begin with. They are gaining supporters from pretty much everywhere where their existence is known. If strike groups form where their presence is low, they will have to build additional outposts to support them.

5? While I am making them so that players can be part of it, making the pirate faction exclusively non-player is also an option. It could either be very interesting or very lame. Depends on how it is played.
(11-13-2015, 09:42 PM)Jim_Clonk Wrote: [ -> ]1. I have intended to make a group of characters in the pirate faction, however they are only a small strike group, possibly just starting out. They are not meant to ever be that powerful in the faction. They are mostly there to introduce the other characters to the pirate faction.
Stop right there.

Building a faction with the intention of making character in it results in a faction that isn't plausible, because it leads to "well, the character needs to be able to do this, so I'll just add this to the faction".

I do not care if they are meant as introductory. I do not care if you say they are not as powerful as I think they are. A faction should not be built around characters. Make a plausible faction first, plausible character(s) second.

If you follow that, you may have characters in your player-made faction.
(11-13-2015, 11:00 PM)SilverOtter Wrote: [ -> ]
(11-13-2015, 09:42 PM)Jim_Clonk Wrote: [ -> ]1. I have intended to make a group of characters in the pirate faction, however they are only a small strike group, possibly just starting out. They are not meant to ever be that powerful in the faction. They are mostly there to introduce the other characters to the pirate faction.
Stop right there.

Building a faction with the intention of making character in it results in a faction that isn't plausible, because it leads to "well, the character needs to be able to do this, so I'll just add this to the faction".

I do not care if they are meant as introductory. I do not care if you say they are not as powerful as I think they are. A faction should not be built around characters. Make a plausible faction first, plausible character(s) second.

If you follow that, you may have characters in your player-made faction.
Okay, I'll remove those characters then. I can always convert them into just some mercenaries or something like that...

Anything else you have to add?
(11-13-2015, 11:14 PM)Jim_Clonk Wrote: [ -> ]
(11-13-2015, 11:00 PM)SilverOtter Wrote: [ -> ]Stop right there.

Building a faction with the intention of making character in it results in a faction that isn't plausible, because it leads to "well, the character needs to be able to do this, so I'll just add this to the faction".

I do not care if they are meant as introductory. I do not care if you say they are not as powerful as I think they are. A faction should not be built around characters. Make a plausible faction first, plausible character(s) second.

If you follow that, you may have characters in your player-made faction.
Okay, I'll remove those characters then. I can always convert them into just some mercenaries or something like that...

Anything else you have to add?
You do not have to completely remove them, just that you make the faction, then the characters, so they do not influence how you make the faction. Do not even think "how would this part of the faction effect a character?", because that's what leads to character-optimal factions.

Also, good god no we do not need to be flooded with mercenary characters.
(11-13-2015, 11:36 PM)SilverOtter Wrote: [ -> ]
(11-13-2015, 11:14 PM)Jim_Clonk Wrote: [ -> ]Okay, I'll remove those characters then. I can always convert them into just some mercenaries or something like that...

Anything else you have to add?
You do not have to completely remove them, just that you make the faction, then the characters, so they do not influence how you make the faction. Do not even think "how would this part of the faction effect a character?", because that's what leads to character-optimal factions.

Also, good god no we do not need to be flooded with mercenary characters.
I do have to admit that the characters came first. The idea was a group of pirates that, while stealing and raiding ships, would still respect their victims and value their lives. As such they would keep casualties as low as possible, as well as always leaving their victims with something left, so they could eventually recover.
From that, I thought that having a larger group with these ideals and that would share what they got among each other would be an interesting idea. What we have now just kind of evolved from there.

Also, from this it is literally impossible to have a character that just gets everything from them and becomes overpowered.
You won't get anything from them if you don't contribute as well.
(11-13-2015, 11:56 PM)Jim_Clonk Wrote: [ -> ]
(11-13-2015, 11:36 PM)SilverOtter Wrote: [ -> ]You do not have to completely remove them, just that you make the faction, then the characters, so they do not influence how you make the faction. Do not even think "how would this part of the faction effect a character?", because that's what leads to character-optimal factions.

Also, good god no we do not need to be flooded with mercenary characters.
I do have to admit that the characters came first. The idea was a group of pirates that, while stealing and raiding ships, would still respect their victims and value their lives. As such they would keep casualties as low as possible, as well as always leaving their victims with something left, so they could eventually recover.
From that, I thought that having a larger group with these ideals and that would share what they got among each other would be an interesting idea. What we have now just kind of evolved from there.

Also, from this it is literally impossible to have a character that just gets everything from them and becomes overpowered.
You won't get anything from them if you don't contribute as well.
Not only is it highly unlikely that a character's ideals are all shared within their faction, but you also tossed in a bunch of factors that just scream "Mary Sue Faction". I mean, really? The biggest and most powerful pirate faction, who's subterfuge allows them to co-exist within other groups and allow them to maintain a highly un-pirate-like spreading of their work?

And getting overpowered stuff from them is not the problem. It's that fact that your characters could potentially walk around the corner and find another pirate buddy who's got what you need. It doesn't even have to be the best stuff, just the fact that it's there is overpowered. Hell, I don't even know what you mean by "contribute", and how much the characters have contributed in the past that could potentially be cashed in at any point.
(11-14-2015, 12:11 AM)SilverOtter Wrote: [ -> ]
(11-13-2015, 11:56 PM)Jim_Clonk Wrote: [ -> ]I do have to admit that the characters came first. The idea was a group of pirates that, while stealing and raiding ships, would still respect their victims and value their lives. As such they would keep casualties as low as possible, as well as always leaving their victims with something left, so they could eventually recover.
From that, I thought that having a larger group with these ideals and that would share what they got among each other would be an interesting idea. What we have now just kind of evolved from there.

Also, from this it is literally impossible to have a character that just gets everything from them and becomes overpowered.
You won't get anything from them if you don't contribute as well.
Not only is it highly unlikely that a character's ideals are all shared within their faction, but you also tossed in a bunch of factors that just scream "Mary Sue Faction". I mean, really? The biggest and most powerful pirate faction, who's subterfuge allows them to co-exist within other groups and allow them to maintain a highly un-pirate-like spreading of their work?

And getting overpowered stuff from them is not the problem. It's that fact that your characters could potentially walk around the corner and find another pirate buddy who's got what you need. It doesn't even have to be the best stuff, just the fact that it's there is overpowered. Hell, I don't even know what you mean by "contribute", and how much the characters have contributed in the past that could potentially be cashed in at any point.
For the ideals I just named, others don't necessarily have to share these ideals but they still have to follow the rules of the pirate faction. However, those that the faction mostly stands for (such as freedom of speech and equal rights) are pretty common.
Right now I'm thinking about leaving out the piracy aspect entirely, since it caused so many problems. Perhaps it would make things more realistic but I have to keep it in the grey area somehow...

You won't just get anything you want. The pirate faction will give to you what will help you to support them better.
Also, if they give you a big, powerful battleship, you will be expected to take on other big, powerful battleships for the faction, with equal or even greater chances of being blown to bits. On top of that, with the large upkeep and crew requirements of such a ship, you won't be taking it for a joyride.
Of course, you won't get anything instantly either. First you will have to make a request. That request then has to be approved. Then, someone near you who actually has what you need must be found. If nobody who has it can be found, it will have to be acquired, either by a contact or by running a mission. And then, it will be delivered to somewhere where you can retrieve it.
Besides, you don't just run into someone who conveniently has what you need, and even if you do, in that case you would probably have to buy it from them anyway.
(11-14-2015, 12:44 AM)Jim_Clonk Wrote: [ -> ]For the ideals I just named, others don't necessarily have to share these ideals but they still have to follow the rules of the pirate faction. However, those that the faction mostly stands for (such as freedom of speech and equal rights) are pretty common.
Right now I'm thinking about leaving out the piracy aspect entirely, since it caused so many problems. Perhaps it would make things more realistic but I have to keep it in the grey area somehow...

You won't just get anything you want. The pirate faction will give to you what will help you to support them better.
Also, if they give you a big, powerful battleship, you will be expected to take on other big, powerful battleships for the faction, with equal or even greater chances of being blown to bits. On top of that, with the large upkeep and crew requirements of such a ship, you won't be taking it for a joyride.
Of course, you won't get anything instantly either. First you will have to make a request. That request then has to be approved. Then, someone near you who actually has what you need must be found. If nobody who has it can be found, it will have to be acquired, either by a contact or by running a mission. And then, it will be delivered to somewhere where you can retrieve it.
Besides, you don't just run into someone who conveniently has what you need, and even if you do, in that case you would probably have to buy it from them anyway.
See? Rethinking your faction. It also means I can put realistic pirates in Tyron's Bridge.

There is one last problem: that somehow, they're everywhere. Buuuullllshiiiiiit. No Spacer can afford to shuttle anything anywhere. Plus, the fact that you could get stuff from your buddies anywhere, that's what makes it overpowered. Alliance soldier needs to swap arsenals? No Alliance supplies out here, go back to the Homefleet. Your merry band? Paperwork and time, all it takes, somehow. Need to kill a corrupt executive somewhere else? Sniper Rifle, ship to this location for pickup. Suspicious you may need a scout drone in the future? Done. And the fact that you can just file for a battleship "as long as you use it on a equally sized ship" is icing on a cake. That is what makes it overpowered. Cut down on your faction's presence.
(11-14-2015, 01:11 AM)SilverOtter Wrote: [ -> ]
(11-14-2015, 12:44 AM)Jim_Clonk Wrote: [ -> ]For the ideals I just named, others don't necessarily have to share these ideals but they still have to follow the rules of the pirate faction. However, those that the faction mostly stands for (such as freedom of speech and equal rights) are pretty common.
Right now I'm thinking about leaving out the piracy aspect entirely, since it caused so many problems. Perhaps it would make things more realistic but I have to keep it in the grey area somehow...

You won't just get anything you want. The pirate faction will give to you what will help you to support them better.
Also, if they give you a big, powerful battleship, you will be expected to take on other big, powerful battleships for the faction, with equal or even greater chances of being blown to bits. On top of that, with the large upkeep and crew requirements of such a ship, you won't be taking it for a joyride.
Of course, you won't get anything instantly either. First you will have to make a request. That request then has to be approved. Then, someone near you who actually has what you need must be found. If nobody who has it can be found, it will have to be acquired, either by a contact or by running a mission. And then, it will be delivered to somewhere where you can retrieve it.
Besides, you don't just run into someone who conveniently has what you need, and even if you do, in that case you would probably have to buy it from them anyway.
See? Rethinking your faction. It also means I can put realistic pirates in Tyron's Bridge.

There is one last problem: that somehow, they're everywhere. Buuuullllshiiiiiit. No Spacer can afford to shuttle anything anywhere. Plus, the fact that you could get stuff from your buddies anywhere, that's what makes it overpowered. Alliance soldier needs to swap arsenals? No Alliance supplies out here, go back to the Homefleet. Your merry band? Paperwork and time, all it takes, somehow. Need to kill a corrupt executive somewhere else? Sniper Rifle, ship to this location for pickup. Suspicious you may need a scout drone in the future? Done. And the fact that you can just file for a battleship "as long as you use it on a equally sized ship" is icing on a cake. That is what makes it overpowered. Cut down on your faction's presence.
By now I think I might just scrap this idea entirely.
At this rate, it's just going to turn into organized anonymous, which is actually really boring.
(11-14-2015, 01:15 AM)Jim_Clonk Wrote: [ -> ]
(11-14-2015, 01:11 AM)SilverOtter Wrote: [ -> ]See? Rethinking your faction. It also means I can put realistic pirates in Tyron's Bridge.

There is one last problem: that somehow, they're everywhere. Buuuullllshiiiiiit. No Spacer can afford to shuttle anything anywhere. Plus, the fact that you could get stuff from your buddies anywhere, that's what makes it overpowered. Alliance soldier needs to swap arsenals? No Alliance supplies out here, go back to the Homefleet. Your merry band? Paperwork and time, all it takes, somehow. Need to kill a corrupt executive somewhere else? Sniper Rifle, ship to this location for pickup. Suspicious you may need a scout drone in the future? Done. And the fact that you can just file for a battleship "as long as you use it on a equally sized ship" is icing on a cake. That is what makes it overpowered. Cut down on your faction's presence.
By now I think I might just scrap this idea entirely.
At this rate, it's just going to turn into organized anonymous, which is actually really boring.
Think of a idea for a faction. Make a new faction.

Which I also would like everyone else to consider. It does not have to be very deep. All we need is enough to make it feel alive.
(11-14-2015, 01:40 AM)SilverOtter Wrote: [ -> ]
(11-14-2015, 01:15 AM)Jim_Clonk Wrote: [ -> ]By now I think I might just scrap this idea entirely.
At this rate, it's just going to turn into organized anonymous, which is actually really boring.
Think of a idea for a faction. Make a new faction.

Which I also would like everyone else to consider. It does not have to be very deep. All we need is enough to make it feel alive.
Well, I haven't given up yet. But if I do, I won't try again.

How about I strip it down to the core part of it?
The "pirate faction" is a collective of outcasts colonies that, when society didn't want them anymore, simply built their own society.
They deceive and influence others to gain the resources they need to support and protect themselves.

There, provides zero player interaction but at least it's not overpowered anymore.
(11-14-2015, 01:50 AM)Jim_Clonk Wrote: [ -> ]
(11-14-2015, 01:40 AM)SilverOtter Wrote: [ -> ]Think of a idea for a faction. Make a new faction.

Which I also would like everyone else to consider. It does not have to be very deep. All we need is enough to make it feel alive.
Well, I haven't given up yet. But if I do, I won't try again.

How about I strip it down to the core part of it?
The "pirate faction" is a collective of outcasts colonies that, when society didn't want them anymore, simply built their own society.
They deceive and influence others to gain the resources they need to support and protect themselves.

There, provides zero player interaction but at least it's not overpowered anymore.
It doesn't prevent zero player interaction. Justify why the characters are there, to replace justifying why the faction has them there.
(11-14-2015, 02:48 AM)SilverOtter Wrote: [ -> ]
(11-14-2015, 01:50 AM)Jim_Clonk Wrote: [ -> ]Well, I haven't given up yet. But if I do, I won't try again.

How about I strip it down to the core part of it?
The "pirate faction" is a collective of outcasts colonies that, when society didn't want them anymore, simply built their own society.
They deceive and influence others to gain the resources they need to support and protect themselves.

There, provides zero player interaction but at least it's not overpowered anymore.
It doesn't prevent zero player interaction. Justify why the characters are there, to replace justifying why the faction has them there.
Justifying why the characters are there is your job. You made the story, I just made a faction that you can use if you want.
Although by now they really aren't a faction anymore.
How is FTL travel done? Are there different methods used by each of the factions/races?
(11-14-2015, 04:11 AM)Comito Wrote: [ -> ]How is FTL travel done? Are there different methods used by each of the factions/races?
Yes. Was discussed before. It's somewhere in here.
(11-13-2015, 04:38 PM)SilverOtter Wrote: [ -> ]
(11-13-2015, 04:26 PM)Marxon Wrote: [ -> ]Not a fan of slavery...

*opts out*

Avali are among the exception, because almost nobody from Empire goes that far galactic north.

Wait, since when did you actually have interest in the RP?
*opt in*

I kinda want to see two stacked avali in a trenchcoat attempting to pass as another race.
(11-14-2015, 05:49 AM)SilverOtter Wrote: [ -> ]
(11-14-2015, 04:11 AM)Comito Wrote: [ -> ]How is FTL travel done? Are there different methods used by each of the factions/races?
Yes. Was discussed before. It's somewhere in here.

Right... I just saw it.


Please don't laugh at my ignorance.
(11-14-2015, 06:17 AM)Marxon Wrote: [ -> ]I kinda want to see two stacked avali in a trenchcoat attempting to pass as another race.

I have to admit, that'd be pretty interesting.
A common thought with short races in general, but still interesting.
Question. If the alliance ever did defeat the Republic, what would happen to Earth? Just curious about what would happen to our lil' blue ball.
(11-14-2015, 10:53 PM)DaBayleySaur Wrote: [ -> ]Question. If the alliance ever did defeat the Republic, what would happen to Earth? Just curious about what would happen to our lil' blue ball.
https://youtu.be/mEizJ-TWua0
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