So, as we know, there are some problems with the faction territory and FP system. First, it discourages claiming more territory. Second, claiming a system is easy to do but difficult for an enemy to counter. (because the claiming faction block can be anywhere.)
FP (Faction Points) now come from claimed sectors and are spent on each member.
Each turn of the faction system, the system will add FP for claimed territory. FP will then be spent for each member of the faction. Active and online members cost less.There is no more FP cost for death, because that discourages playing while losing, or going and doing games of the shooty kind with friends. FP lost on death will go to the killer's faction, meaning deaths in faction or prearranged events will not be a problem. (DivineEvil for this)
Partial claiming and TCM (Bigger stations get you more FP)
Systems will no longer be claimable through only a single block. Instead, stations now have a score called TCM (Territory control mass, MrFURB 's original idea) Each block type contributes differently to the TCM a station has. (System blocks contribute a lot, hull a good amount, and dirt practically none.)
If you claim a planet, the TCM at the time will be stored and subtracted.
In order to fully claim a sector, the TCM of the stations must be above a limit. This gives the max FP per turn. There is a minimum claim level. If you have claimed a sector, you automatically get that percentage of the max FP per turn.
Claiming area (Automatically done around your stations)
No more claiming an entire system. Instead, faction stations claim sectors nearby. If the claim ranges of two stations overlap, their TCMs add in the overlapping sectors. If the claim ranges from two different factions overlaps, whichever faction has more TCM nearby the sector claims that sector as if the other faction wasn't there.
This map is using the parameter of a minimum/initial claim of 25% and 600 TCM needed for maximum claim (which gives you the other 75% of the claim). Each group of sectors has been labeled with the calculation.
Further notes on planets:
Any structure built on a planet will give the same effect as a structure of the same TCM as a station, because the TCM from all the dirt will be stored and subtracted.
However, planets increase the max claim level around them. A single planet raises the max claim level of nearby sectors by 100% (or whatever)
This increased claim can only be gotten by having more TCM in the area.
So in the example above, with 25% initial claim and 600 TCM to get the other 75%, if a sector was claimed with 600 + 800 = 1400 TCM, it would have a claim level of 200%. With two planets, 600 + (2 x 800) = 2200 TCM gives 300% claim.
FP (Faction Points) now come from claimed sectors and are spent on each member.
Each turn of the faction system, the system will add FP for claimed territory. FP will then be spent for each member of the faction. Active and online members cost less.
Partial claiming and TCM (Bigger stations get you more FP)
Systems will no longer be claimable through only a single block. Instead, stations now have a score called TCM (Territory control mass, MrFURB 's original idea) Each block type contributes differently to the TCM a station has. (System blocks contribute a lot, hull a good amount, and dirt practically none.)
If you claim a planet, the TCM at the time will be stored and subtracted.
In order to fully claim a sector, the TCM of the stations must be above a limit. This gives the max FP per turn. There is a minimum claim level. If you have claimed a sector, you automatically get that percentage of the max FP per turn.
Claiming area (Automatically done around your stations)
No more claiming an entire system. Instead, faction stations claim sectors nearby. If the claim ranges of two stations overlap, their TCMs add in the overlapping sectors. If the claim ranges from two different factions overlaps, whichever faction has more TCM nearby the sector claims that sector as if the other faction wasn't there.
This map is using the parameter of a minimum/initial claim of 25% and 600 TCM needed for maximum claim (which gives you the other 75% of the claim). Each group of sectors has been labeled with the calculation.
Further notes on planets:
Any structure built on a planet will give the same effect as a structure of the same TCM as a station, because the TCM from all the dirt will be stored and subtracted.
However, planets increase the max claim level around them. A single planet raises the max claim level of nearby sectors by 100% (or whatever)
This increased claim can only be gotten by having more TCM in the area.
So in the example above, with 25% initial claim and 600 TCM to get the other 75%, if a sector was claimed with 600 + 800 = 1400 TCM, it would have a claim level of 200%. With two planets, 600 + (2 x 800) = 2200 TCM gives 300% claim.
Sector types: (Optional idea)
The idea is each sector is a type, and that type gives a bonus to certain activities in that sector.
The type of a sector is determined by the types (user-determined) of the stations nearby (basically, I say a station is type X, and nearby sectors are now type X.) Stations will only receive a bonus to their type if they are in a sector of the same type.
Sector types have intensity determined by the TCM of the stations claiming that type.
The types of different stations nearby will interfere in the same way as faction claims.
Types: (general idea)
The idea is each sector is a type, and that type gives a bonus to certain activities in that sector.
The type of a sector is determined by the types (user-determined) of the stations nearby (basically, I say a station is type X, and nearby sectors are now type X.) Stations will only receive a bonus to their type if they are in a sector of the same type.
Sector types have intensity determined by the TCM of the stations claiming that type.
The types of different stations nearby will interfere in the same way as faction claims.
Types: (general idea)
- Mining base: Provides mining bonus boost.
- Forward base: Provides mobility boost.
- Fortress: provides combat boosts.
- Refinery: provides bonus output to micro assemblers and refineries.
- Manufacturing: provides bonus output to other factories. (maybe available in different flavors.)
- Shipbuilding: Provides speed and power bonus to shipyards.
- Civilian: provides bonus to getting NPCs (possibilities include getting more NPCs from the area, getting better NPCs, or getting NPCs cheaper.)
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