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When EVE first launched, the highest and most dangerous NPC imaginable was a 50k Cruiser?

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Author Topic: Factional military doctrines and cultures  (Read 3606 times)

Laerise [PIE]

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Re: Factional military doctrines and cultures
« Reply #15 on: 19 Oct 2010, 11:12 »

By looking at ingame items and extrapolating from the way they are used?

Re: Darm Torsad, its written from a personal POV and not a real infodump, thus its not a reliable source of information.

I think the ingame events in the last years have proven the ridiculous mantra of stagnation in regards to the amarr as wrong. Just because it is not a society of add kids like th ecaldari or minis doesn't mean nothing ever changes :D
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Seriphyn

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Re: Factional military doctrines and cultures
« Reply #16 on: 19 Oct 2010, 11:27 »

Well you mentioned that players in fleet and how they behave reflects on the Amarr Empire itself. We were talking about military doctrine, and going from what we know, Amarr uses sheer numbers as opposed to, say, the Gallente using drones to minimize casaulties. In fact you get punished in the Amarr for retreating and that

And stagnation isn't necessarily a bad thing. It's just a slower process in the Empire. Been around two thousand years and still has slavery and a monarchy, but it's smaller changes over a greater period of time.
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Casiella

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Re: Factional military doctrines and cultures
« Reply #17 on: 19 Oct 2010, 15:49 »

Erm, you might want to remember that player behaviour does NOT represent fictional realities and facts.

QFT. I'm in no position to judge the observations of Lallara and Laerise in terms of how players fly, but I'd say that the strengths of players and the strengths of the Amarr Navy don't have a PF connection, any more than EM's social isolation (not a criticism in the least), just noting that most of the alliance tends to RP within the alliance) reflects any such PF reality for the Tribal Republic.
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Mithfindel

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Re: Factional military doctrines and cultures
« Reply #18 on: 20 Oct 2010, 06:45 »

A note on megacorp security: There's the good, the bad and the ugly. And usually all of those within every single corporate police force. For example, Ishukone's top team might be able to score several successive wins at the Haadoken, but it doesn't mean that the guy patrolling a worker residential district on Hellhole IV would be exactly the most inspired servant of the community. Hyasyoda's CPF is known as counterintelligence specialists, but it is of little use against a capsuleer sneak attack (a mission) against fleets assigned to regular escort missions. Home Guard's public image is second to none, but they still managed to botch the siege of the Armour Forge.
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