Top Secret Plan (RID and allies only)
Posted: Wed Feb 23, 2005 9:44 pm
Due to the recent sparks of hatred against ASF, I have formed the following plan. This plan is simple yet somewhat effective, and will show what we can do as a guild alone, or as a guild with allies.
The plan involves placement of an Imperial Forward Outpost in ASF's city of Solaria, Rori. This plan is going to be executed after the oncoming publish.
Right now, this is our current set up:
1.) Obtaining an Imperial Froward Outpost. Currently these cost 14k FP from recruiters, and roughly 1.4million credits from a smuggler (assuming it's 100credits per 1 fp). However, after the oncoming publish, I expect these things to go down in price, seeing how they come free with some bases. What we can do as a guild, is compile credits to buy a cheap Forward Outpost. One that is expendable, and wont be a mourning loss if it gets destroyed.
2.) Once the base is in our hands, it is then a matter of finding a candidate willing to use the base. This will either be a person from RID, or one of our allies. It has been discovered that ASF is trying to defect some of our members, particularly our Combat Commander, Bizob. If they are trying to defect our members, it would be no difficulty to get one of our members to leave the guild (temporarily of course), and get it into the heads of our opponents that he/she wants to defect.
3.) Once we get a member who is trusted by ASF, this is where everything falls into place. The Imperial Spy will tell one of the ASF's that he wants citizenship in their city, and that he has a small house he wants to place. The militia members of ASF agrees to this, and grants the spy zoning rights to place the house. However, instead of the house, he places an Imperial Forward Outpost, followed by a small house to be used as a safe house (assuming his zoning rights aren't revoked by then.
Note: After the coming publish, I have yet to find out if you need to be fully overt (combatant mode), or half-overt (non-combatant mode), to place a base. Hopefully it will be placeable in non-combatant mode so that the spy wont be shot at by players.
4.) Once the base is placed, it is imperative not to put too much credits in it. These things will most likely blow quickly, so it's a good idea to only keep the thing running for 10-15 days at first, with no defences.
With the entire plan aside, it would be naive to believe that this base would stand for long. However, it will be a victory, and enough to prove what we can do against our enemies.
For those of you worrying that there may be traitors in our guild reading this info, I want to say that we have back-up targets. But the very idea of traitors in RID is rather rediculous, but there are always precautions in place.
Thanks for reading,
Lexx
The plan involves placement of an Imperial Forward Outpost in ASF's city of Solaria, Rori. This plan is going to be executed after the oncoming publish.
Right now, this is our current set up:
1.) Obtaining an Imperial Froward Outpost. Currently these cost 14k FP from recruiters, and roughly 1.4million credits from a smuggler (assuming it's 100credits per 1 fp). However, after the oncoming publish, I expect these things to go down in price, seeing how they come free with some bases. What we can do as a guild, is compile credits to buy a cheap Forward Outpost. One that is expendable, and wont be a mourning loss if it gets destroyed.
2.) Once the base is in our hands, it is then a matter of finding a candidate willing to use the base. This will either be a person from RID, or one of our allies. It has been discovered that ASF is trying to defect some of our members, particularly our Combat Commander, Bizob. If they are trying to defect our members, it would be no difficulty to get one of our members to leave the guild (temporarily of course), and get it into the heads of our opponents that he/she wants to defect.
3.) Once we get a member who is trusted by ASF, this is where everything falls into place. The Imperial Spy will tell one of the ASF's that he wants citizenship in their city, and that he has a small house he wants to place. The militia members of ASF agrees to this, and grants the spy zoning rights to place the house. However, instead of the house, he places an Imperial Forward Outpost, followed by a small house to be used as a safe house (assuming his zoning rights aren't revoked by then.
Note: After the coming publish, I have yet to find out if you need to be fully overt (combatant mode), or half-overt (non-combatant mode), to place a base. Hopefully it will be placeable in non-combatant mode so that the spy wont be shot at by players.
4.) Once the base is placed, it is imperative not to put too much credits in it. These things will most likely blow quickly, so it's a good idea to only keep the thing running for 10-15 days at first, with no defences.
With the entire plan aside, it would be naive to believe that this base would stand for long. However, it will be a victory, and enough to prove what we can do against our enemies.
For those of you worrying that there may be traitors in our guild reading this info, I want to say that we have back-up targets. But the very idea of traitors in RID is rather rediculous, but there are always precautions in place.
Thanks for reading,
Lexx