[@Nate1008] Let's be clear on this from the start, I'm not trying to be confrontational here. I'm not aiming to offend or insult anyone. However, I feel this subject is degenerating in a way that isn't healthy for this RP's environment, and I'd like this to be resolved before it gets any worse. From your sheets and replies, I'm getting a sense of some attitudes that don't mesh with the spirit of what we've got going here, and I'll try to explain why I think they are a problem. First off is the fact that, despite acknowledging people's advice and criticism, you aren't consistently acting on it. Yes, the bio-FTL has been fixed, but that's the least of the problems here. Sierra has pointed out, long ago, that "infesting" and taking over people's things is lazy writing, and I'd add that it's borderline powergaming unless there's an agreement between the players; you've added more original elements and units, which is good, but all the infested stuff is still there and listed as if it's a regular thing for your nation to field. Multiple people have pointed out that a nation that's not capable of interaction other than mindless fighting is not interesting or desirable in a collaborative setting; you had added hints of it being possible to communicate and form agreements with it in earlier versions, but have removed them again. Those were actually improvements. If you're going to get rid of anything, it'd be much better if it was the overaggressive part. Next up is your approach to the RP on the whole. Your faction is built to be blindly murderous, being formed by hive-minded animals and zombies. The issue here is that this is an advanced, character-driven RP, as you would see from reading the IC posts, or, for that matter, even the OP. This is not a thread where every post is supposed to read like an AAR from a tabletop wargame. Players portray their nation through characters who go through their own plots and stories, move through the shared world we build, face their own struggles reflecting those of the nation they live in, maybe even grow and develop, and, most importantly, interact with each other. Sure, it can be as straightforward as soldiers shooting each other on a battlefield (and even then it doesn't have to be simple - war isn't easy on people), but beyond that there's whole realms of diplomacy, subtle power struggles and political intrigue, which you're completely cutting yourself away from. Heck, these characters don't have to be just regular people - hive-minded beings with a hundred bodies or incorporeal AI can be just as interesting to write as, but that takes dedication and effort to do in an engaging way. Without real personalities to work with, and a singular hive mind isn't going to cut it, you will eventually find yourself with nothing to write besides dreary exposition, and that's not going to be fun for anyone. You said you like playing as destructive factions who are everyone's enemy. I don't want to sound condescending here, but how many times have you done that before now? Speaking as someone who has created and used that kind of thing a few times, being a common foe is something that takes a lot of work collaborating with other players and, if necessary, the GMs to make sure that things stay fair and interesting for everyone. A faction like this needs to be plausible (i.e. "what's stopping everyone from wiping it out as soon as they can if it's such a threat?"), balanced (i.e. the answer to the above is not "because it's just that strong and could stomp any other single nation"), and, above all, interesting. That, I find, is the Scar's main failing. Your sheet is extremely threadbare in everything outside the military section; your nation has no depth to it beyond its ability for mindless violence. A hivemind is a difficult thing to write as, sure, but if you can make it work it can have a great deal of mystery, terror and unnatural mystique to it in every detail, to be explored, puzzled out, contended with on its own terms, and maybe understood. Instead, all you can offer to other players willing to interact with you is "shoot the gnashing monsters", and that's not interesting or appealing for anyone looking for a deeper story, which people in advanced RPs generally do. This ties into another thing I've noticed about your sheets. You mention things like "tech research requirements", precise numbers of weapons per ship and earlier on things like "less hull integrity and less shield", which look like they're out of a video game. The process for infestation you described is also very gamey, with people having to complete some objective within a set time or else they lose their ships and have no more say in that. That's not how RPs like this work. This is not a video game, this is a story collaboratively written by people who add their contributions to a shared plot and setting. When there are conflicts like battles, the participants agree on an outcome based on plot and circumstances before writing it out. Saying things like "I do this, and you can't do anything about it besides trying to meet some arbitrary conditions that I decide, and that's that" is extremely bad form, if not outright godmodding. That's how things might work in a video game with rigid rules where the computer regulates everything, but we're not playing one here. Finally, there's your take on the sci-fi genre. Of course, it's a genre built on impossibilities, more so in a space opera like this one where things like FTL and forcefields are common. However, as Archetype pointed out, this isn't just fiction, it's [i]science[/i] fiction. This means that technologies, no matter how wild, need to be grounded on a minimally plausible explanation. It can be pseudoscience, or something that only works in the RP's setting, or even just some vaguely technical-sounding words, but if you present something that would normally be impossible, you need to establish a principle holding it up, which you haven't done. The rhino monster is the most obvious example (and on a sidenote, I really don't think you realise what kind of numbers you're talking there; 24 km is 4 Mounts Everest on top of each other - nobody has cruisers that big, the organs you described for it are microscopic in comparison, and reasonably it would need centuries, if not millennia to grow to that size, not 60 years). But there's also things like winged monsters flying and making sounds in space, or organs somehow merging with a ship to control it and make it become alive, which make no physical sense on their own and are never explained in any way. Going more in depth about things like these would help flesh out your faction and actually make it more interesting to work with, but you've ignored them entirely. So, before you start another rewrite, I recommend you give these issues some thought and reconsider your approach to the RP.