STEAM GROUP
Wolves Community Servers WolvesCom
STEAM GROUP
Wolves Community Servers WolvesCom
18
IN-GAME
153
ONLINE
Founded
19 July, 2016
Showing 1-10 of 12 entries
7
Proposal for The Mercenary Faction
9
Mercenary Faction Role
3
Attacking other player bases (non-home worlds)
7
Proposal for The Mercenary Faction
Hello all,
Well as discussed with TheeWolf I am going to do my level best to work within the limits of the server in the spirit of its intent.
That being said some alarming things are coming to light.
The participation on the server is seeing many of our older long time players taking flight and I would like to find the sweet common ground to stabilize what we have and build on it with all the new players coming in. We need the mix of old with the new otherwise its a grinder and no one wants that. I plan on being active within these discussions to understand better and offer options.
NOW, MERCENARIES, These are considered "hired guns" by all accounts and historical understanding. I see now in the server that they are considerably less than what anyone would recognize. no disrespect but they are glorified errand boys. weak and useless in the way they are utilized. I would love to open a discussion on ways to change that to more of what they are SUPPOSED to be. H I R E D GUNS.
here is just a few base ideas i had for revamping and reinvigorating this limp iteration of mercenary.

1. Limited/no WAR Declarations against them.
(Its just business, the faction "hiring" us is the offender not us. no one in history said that we should go to war with the hired thugs....they went to war with the ones that hired them. They are your focus. We operate on specific contracts, i.e. disarm a base, intercept the freighter, find resources, locate a particular person and disable their ship and report back etc. you get the idea. you want us to stop picking on you? offer us a better contract.)

2. We do not claim mining planets. Nor do we spread across the galaxy (save for maybe a space outpost or two)
(we are contract only operators so we have no need to lay down mining bases or setup for war. We are there to carry out contracts for hire. standard engagement rules apply like we cant attack a faction if the hiring faction has not met the basic rules of engagement for that planet.)

3. Our planet is our central only base with no other planet bases anywhere. so no invasions.
(again let me reiterate this point. we are contracted for hire only. if you want us, pay us. basically aggressive action on our only world our home world is strictly prohibited)

4. ANY money is good money for contract work.
( this means from any source we deem worthy either resources, credits, favors, food, etc. AND it doesnt mater from where it comes. WE DON'T CARE. Mercenaries assume the risk you dont want to. wither by association or direct contact. our contracts are secretive and are never divulged but we accept work from anyone who has the cash PERIOD. yes pirates too.)

5. Contracts are as imaginative as you want to make and PAY for.
(This includes Military style strikes and raids on other factions. we also can offer protection, resource running and movement, escorts, asteroid mining, exploration, seek and find missions etc. no limitiations....after all WE take on the risk)

6. GUNS.
(not too many more but a slight advantage over standard. We are not a warring faction but do carry out military orders. why would you hire out to do what you can do on your own. we need to be effective Not OVERPOWERED but effective. I think a 33% increase over turret limitation is max and acceptable.)

7. Retainers.
(are you the proud owner of a promethium planet? you may consider a retainer fo a good sized shipment of that resouce. why? remember we accept contract work and have the ability to deny or limit them in any way. also you may recieve the benefit of discounted contracts in the future.....something to think about.)

So in essence you get it. the mercenaries are a faction that does the lifting when your ships are better used elsewhere. we are the negotiators in a multi faction war helping to tip the scales one way or another. We do what we are hired to do and we love completing contracts. otherwise we get bored. you need a base built? great let us do it for you and be ready to take it over when finished. see? Be creative and utilize the muscle in the Galaxy. concentrate on making your faction strong and resilient and let us know where we can help. Go make your millions, send some our way too ;)

Please take these talking points under consideration as we go over some details together.
At the moment the current mercenaries are without a leader but if we can establish a better arm of the server in this faction i can say it will be easy to invigorate and return some players to a fresh perspective in every faction.
Thanks,
SirKaedan
(Former pirate - Visionary Mercenary)
24
EGS Lawless Faction Discussion
12
Turret Limits On Ships
and what would be the enforcing entity? if you said only 15 per 1000 blocks can you count them fast enough? if they cheated who would verify? if inspected first and approved who stops them from modding and replacing? i have no problems with any of these issues but they need to be understood as there may be many that would be driven to break them even for sucha a short time as revenge. can you be a bigger person and take it on the chin if your stuff gets blown up? or is now the time to cry. on a personal note. i did agree to lessen the turrets on my ship without a rule change to be in better spirit with the game expectation. i think it is alarming that we are haveing a SERIOUS discussion about it AFTER someone loses a ship. will we revisit this if another takes a loss? perhap limit number of ships engaging a target cause it is unfair? when will the crying game end? I will reset my Raid ship with new turrets and a lower number by 30 percent. i trust that this will be more acceptable to the aesthetic appeal you are striving for. my lines are clean and does not look like warts on a ship as opposed to other ships i have seen. i.e. the gunship. admittedly some even in my faction have turrets that overpower the landscape of the ship detracting from the visual appeal.
LETS TRY THIS: rather than one person approval or hard number limits lets have a 3 person panel (most active, one from each faction that way we have an alternate during absences) make the majority decision. present blueprints to ADMIN. spawn it in. all 3 inspect as available when all have looked they can determine if it passes or need to be reduced. if this is about LOOKS and not a number comparison it will work out fine. i can make any ship look crappy or sleek with 50 turrets. its about placement. want more turrets? make it work cleanly. this is my observation and not a fact nor meant to convey a rule change or anything. please look it over and decide.
14
PLEDGE TO SELL FOR LESS
24
EGS Lawless Faction Discussion
Showing 1-10 of 12 entries