Do you think turks prefer Saa to sdf ? I would imagine so but i think the fsa would disagree . But if turkey were to withdraw one would have to ask what the point of this whole operation was . <| sep |> What is that shit on Joe Buck ' s face ? <| sep |> The granddaddy of cranial nerve examinations . <| sep |> When so many other weekly bounties can be worked on simultaneously with the Plaguelander quest , it kind of makes sense that people are going to bring that up . Hence my bringing it up . <| sep |> I will do it for 8 c 3 <| sep |> good on jhin would be something we could use D <| sep |> I ' m hoping for some kind of dynamic org and npc faction system to keep a lot of these interactions organized . If someone wanted to engage in a blockade or any kind of piracy , they would get marked as an enemy of whichever faction owned the cargoships , and multiple factions using the same obstructed route could lead to the pirates losing reputation with many groups at once . With overlapping areas of jurisdiction and multiple NPC and org factions , this could lead to a lot of dynamic gameplay . Imagine you joined a pirate org that ' s been marked as enemies of the U . E . E . if you run into a nonpirate player engaging in a UEEaligned escort mission , you could get into a battle right then , with pirates coming to back you up , and patrols coming to back up the escortship . This could easily escalate into largescale pvp , and attract the attention of other orgs and scavengers . This could get even more interesting if large orgs could somehow have their own NPC ' s populating generic missions . Instead of generating passive income , which i think CR said he opposes , maybe having orgNPCs is just a normal thing that happens as an org ' s size increases . Where those NPC ' s go and what they do could be based on the org ' s own alliances . That means that someone could attack a Test Squadronfor example NPC convoy , and get marked as their enemy . Attacking an org could allow them to put a bounty on you , leading to even more dynamic gameplay . Picture this You run into another player in unmonitored space , and are deciding how to interact with them . Once you learn their identity , you receive a notification that An organization has placed a bounty on them for attacking their ships . You now have the option of accepting a bounty missions that will reward you with credits if you kill that player . These kinds of interactions and incentives could make the consequences for piracy and faction wars very real for the players involved .