What (and where) is GalCop space?

a force that has arisen to keep the other powers in check. That surely counts for something?

Somehow I don't think that'll end well. There are some in Power Play who are still interested in seeing what happens when a faction is wiped out. Making bold statements like that is basically daring them to do it.
 
Also a preemptive apology for people who are upset with the idea in real life, but roleplay a character who is totally cool with the new GalCop. I am sure it must be very hard on you.

I don't mind someone trying to bring back GalCop, personally. To me it even makes sense. You have a group of people that are disenfranchised by the state of political Affairs left in the wake of many wars between the Federation and the Empire. The Alliance has done little to quench the rivalries between these two great super powers. I can see a group of people looking at the glory of GalCop's past and wanting to rekindle that age of cooperation. Being it on. Its a big galaxy and it can handle a little grasp at nostalgia. I was always a little disappointed that GalCop didn't survive into Fronter: Elite 2 anyway.
Good luck!
 
I think the 'GalCop' revivalist movement (quotation marks added because no major faction is likely to recognize it as the continuation of GalCop) would make sense, particularly if it can be pinned down to a specific region with abnormally active pirates/a lot of Imperial-Federal proxy wars in its recent past. I mean, there are still plenty of people out there who claim to be successors to an organization they have no real ties to. Why the heck wouldn't a group of independents resurrect the GalCop name? It's not fundamentally different from making up some random name, except it's transparently trying to hearken back to 'the good ol' days' and a somewhat laughable threat to others ('oooh, GalCop found a time machine, better pack up our proxy wars then').
GalCop in this sense would be one of the confederations of independent factions that crop up from time to time in response to the core worlds domination and lack of respect for their sovereignty - typically these don't last very long, but this is the kind of movement that led to the formation of the Alliance so anything's possible. The only thing I really have to say is location is key! If you build up the lore of the region GalCop aspires to occupy in a way that's publicly accessible, people will be much more sympathetic and invested.
The single biggest problem I suspect you'll face is justifying why the various governments supporting GalCop aren't angling to join the Alliance - I mean, they're nearby, ideologically friendly (they're basically the closest thing GalCop has to a successor, though admittedly not that close) and they have the resources to make what GalCop is trying to accomplish a reality much faster and more reliably than a bunch of independents who don't quite trust one another. We had a similar deal with the Coalition, which we're attempting to resolve by emphasizing how it's just diplomatic maneuvering and not a proper attempt at a state, just one demagogue persuading various independent factions to cooperate, and by stressing that we're accepting of government types that the Alliance most certainly would not be. Perhaps some reason for GalCop space to resent the Alliance could be found?

Best of luck with the games!
 
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That's easy. Edmond Mahon is a weeaboo.

Is this something about a paddling?
PBF071-Weeaboo.gif
 
... We had a similar deal with the Coalition, which we're attempting to resolve by emphasizing how it's just diplomatic maneuvering and not a proper attempt at a state, just one demagogue persuading various independent factions to cooperate, and by stressing that we're accepting of government types that the Alliance most certainly would not be. Perhaps some reason for GalCop space to resent the Alliance could be found?

I had originally envisioned the new GalCop as an Alliance power and potential rival to Mahon. Part of what was lost in the translation to Independent was that it wasn't just a cash in on East India Company's part, but a blatant ploy to gain legitimacy and eventually take the Alliance over in the mother-of-all corporate takeovers. Their motivation would have been much more obvious and also funny - because the player faction East India Company is based on the long defunct real-life EIC, so they being the ones to revive a dead name was (and still is) would be history repeating itself.

Ultimately, though, despite similarities in ethos and constitution, it would be too much of a stretch to call GalCop an Alliance power, because if you're upset over GalCop as it is, WHOA BOY NELLY!!!

The real reason I dropped the Alliance angle of GalCop was the East Imperial Company is diehard loyal to the Emperor, but becoming very jaded of the Empire itself (as in, those loyal to the Emperor but working on their own agendas, all of which have impacted EIC's massive trade routes in some negative ways - to the point even people working directly under the Emperor would be deemed unworthy of it.). It also wished to increase its market outside of the Empire itself, which has been permissible for other Imperial manufacturers (such as Manicore Munitions, which headquartered in a system neighboring Jotunheim, actually! I accidentally zoomed in on a dead limpet once and the saw the MM logo and it blew my mind the level of detail and lore of this game).

In the end, making GalCop suspicious of everyone and wanting to keep all other powers in check (regardless of alignment) made the most sense. Most of EIC's motivations to back it would remain the same (trade route protection and market expansion) but the idealism behind GalCop may prove to have worked a little too well, bringing GalCop in conflict with the Emperor's direct power.
 
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