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Control Your Own Faction 3 Signup Thread
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Hey I checked Omega, I had control of 2 more systems than you did when the RPG ended plus the best economy and production capacity. So hah! I'll admit though you weren't a bad leader for the Corsairs yourself. But we don't always get the factions we want.
We'd appreciate the cooperation of the IMG though.
We'd appreciate the cooperation of the IMG though.
I have a bit of an idea that I thought I would bring up...
If you wanted to be a house or the Outcasts or Corsairs, then this may work for you. We already have overall leaders for those factions, and if other players wanted to be admirals in the navies of those houses/major pirate groups, then they could. Each admiral would get a small amount of personal credits per turn, and the house would give them ships to command. They would most likely be a small amount of ships at first, but once the admiral gained the trust of the house/major pirate leader, then they would get more and more. Also, they could give ideas to the leader, and they would cooperate with them. I would impose a rule that the admiral would have to be tied to the leader for a certain amount of turns, and then they could branch off if they desired. Any questions, etc, can be brought up. This is not a definate rule, just an idea that I thought of while I was writing up the rules of 2.0. SInce there are more people this time around, I figured that it might be a good way for people to get in on the game, especially new people, where they could learn the ropes before actually taking control of a faction.
Give me some feedback on this.
If you wanted to be a house or the Outcasts or Corsairs, then this may work for you. We already have overall leaders for those factions, and if other players wanted to be admirals in the navies of those houses/major pirate groups, then they could. Each admiral would get a small amount of personal credits per turn, and the house would give them ships to command. They would most likely be a small amount of ships at first, but once the admiral gained the trust of the house/major pirate leader, then they would get more and more. Also, they could give ideas to the leader, and they would cooperate with them. I would impose a rule that the admiral would have to be tied to the leader for a certain amount of turns, and then they could branch off if they desired. Any questions, etc, can be brought up. This is not a definate rule, just an idea that I thought of while I was writing up the rules of 2.0. SInce there are more people this time around, I figured that it might be a good way for people to get in on the game, especially new people, where they could learn the ropes before actually taking control of a faction.
Give me some feedback on this.
To ww2jacob: I don't think that would be such a great idea unless there were so many people that all the factions were taken. It could potentially lead to an exponential growth where all you would see were posts from the servant of the chef of the captian of the leutenent of the fleet commander of the rear admiral of the admiral of the second battlegroup of the third theater commander of the fourth fleet of the millitary of the government of whatever faction. *whew*
I'll be GMG again, I want to try it as a smaller faction
Edit: Scratch that, I'll be Hessians. I get stilletos and sabres this time!
@ Jacob: There need to be certain bases that cannot be found by Houses and police. Otherwise criminals would never survive. These would be:
Buffalo BAse, New York (rogues)
Mactan Base, Magellan (Hackers)
Vogtland Base, Dresden (Hessians)
Kyoto Base, Chugoku (Dragons)
Dawson Base, Hudson (Rogues)
Barrow Base, Hudson (Xenos)
Pacifia Base, Bering (Xenos)
Freital Base, Omega 11 (Hessians)
Islay Base, Edinburgh (Gaians)
that's all I can think of right now...
Edited by - [ACWilde on 12/10/2004 9:06:14 PM
Edit: Scratch that, I'll be Hessians. I get stilletos and sabres this time!
@ Jacob: There need to be certain bases that cannot be found by Houses and police. Otherwise criminals would never survive. These would be:
Buffalo BAse, New York (rogues)
Mactan Base, Magellan (Hackers)
Vogtland Base, Dresden (Hessians)
Kyoto Base, Chugoku (Dragons)
Dawson Base, Hudson (Rogues)
Barrow Base, Hudson (Xenos)
Pacifia Base, Bering (Xenos)
Freital Base, Omega 11 (Hessians)
Islay Base, Edinburgh (Gaians)
that's all I can think of right now...
Edited by - [ACWilde on 12/10/2004 9:06:14 PM
Hey guys, there will be a beta test on my site http://gunbladerneo.proboards36.com as soon as Jacob sends me the updated rules which should be this weekend. Expect play to be this weekend or next week.
I'm also going to have another CYOF 2.0 game on there.
Most people fear the unknown.
Most people haven't met me.
Edited by - Gunblader on 12/10/2004 3:10:30 PM
I'm also going to have another CYOF 2.0 game on there.
Most people fear the unknown.
Most people haven't met me.
Edited by - Gunblader on 12/10/2004 3:10:30 PM
Wilde there is a full list of secret bases in the rules for 3.0 on the official site of CYOF. Check there for all secret bases.
To Chessalavakia:
Would you like to switch factions? I'll be the Xenos and u can be the Rogues? If not then maybe we can ally in the game
Roc
Edited by - roc on 12/10/2004 3:57:13 PM
To Chessalavakia:
Would you like to switch factions? I'll be the Xenos and u can be the Rogues? If not then maybe we can ally in the game
Roc
Edited by - roc on 12/10/2004 3:57:13 PM
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