Introduction and Synopsis
The main goal of this post is to describe, inform, and suggest how faction actions could be modified to allow a greater incentive for some form of roleplaying. These suggestions will improve the quality of Starmade gameplay greatly, it will make factions interesting, it will create the possibility of having some factions that behave like governments and some of them behaving like corporations. It will even add incentive for pirate factions. Keep in mind, this is not a "faction type bonus", similar to a talent tree. Absolutely not anything like that- all things will be available to all factions and there will be no choosing involved at all.So what exactly are these changes?
These changes revolve around allowing better faction to faction diplomacy, neutral behavior and also competition. It will make it a serious consideration into behaving as a corporation or a military. What does that mean? Well, for example, system 0,0,0 might be owned by "Valhalla Armada", but because they have chosen some settings for system permissions, there's a few factions like "Plex Galactic" and "Hylat Arms" that exclusivly mine and produce in those zones. Valhalla Armada protects the system from pirates while the other two factions compete to sell items at the lowest prices. You can see what I'm aiming for, at this point.
The Changes
Improve faction customization settings: This will increase economic activity.
First thing's first; factions need to be able to set more settings with regards to diplomatic relations and whatnot; for example, a faction should be allowed to set what relation gets what kind of bonuses. A faction might be able to set how much of a bonus to resource mined for each of the different relation settings.
This does a lot of good for the game; economic factions don't have to expend their time and resources into securing a system of their own and can instead economically base themselves in another factions system and still be at peak economic production. Compare this to the real world; a government owns land and protects the corporations, which allow the corporations to produce more goods, which leads to tax money going into the government to help defend the corporations better.
That basically leads onto my next point, and that is taxation. A faction should be allowed to, if they so choose, to tax shops(and some other things, but I'll go into that later). With this system, military factions will not have to put such an emphasis on production and can still have money to duke it out with oppossing factions. Note: In no way is any faction not permitted to take a system just as before and economically produce and militarilly attack. Any faction can, and with the same capacity as before, preform the same actions. This system only encourages better diplomatic action.
Now, with the taxes suggested, it's pretty obvious that a faction should be able to have a bank. The total accrued faction funds. This would be visible on the faction screen and only members with permission to could withdraw. With this out of the way, I can lead to a simpler suggestion, and that is to raise the amount of ranks to 8 or 10. Trainee > Private > Captain > Commander > Admiral is so short and restrictive; if this game looks to support massive factions with many people and roles, there will need to be plenty of ranks so that people know their place in the chain of command.
That's nice and all, but can I see all of the suggested changes more easily in the form of a list?
I love it when requests are oddly specific, and yes, I can do that. Here are all of the features for factions and such along with the positive effects from each of them.
- Set mining resource boost by relation: As stated earlier, this will allow for corporate entities to exist better. It will also allow for more complex diplomatic deals.
- Allow factions to tax, should they wish to: Any system owned by a faction should be allowed to be taxed by the faction. This means that factions that are military don't need to have so much production on their clocks- they can instead make money through the shops that are taxed. This also melds well with the previous suggestion.
- Add a faction bank: Pretty self explanatory; this would be the factions reserve of money. It could possibly only be available if the faction has a homebase; and whenever homebases can be destroyed, those funds can be plundered.
- Increase the rarity of NPC shops and increase the prices for purchasing from them(IN MULTIPLAYER): This will help in so many ways. If this is done, then a larger amount of responsibility over player shops and thus corporate entities or enterprising players can actually make decent money off of this. In fact, this would possibly be one of the better things to do. Player owned shops and production are always good.
- Add a consumable resource: Something like fuel, food, water or something. Anything that is used regardless of wartime and is always used in steady and large amounts. People always think of this as a bad thing- having fuel or food will indeed create tedium, but in many ways it can greatly improve gameplay. Please read this amazing and compelling forum post by Valiant70. It can really inform you about fuel and the likes extremely well, and may end up changing your mind for the better, either affirming your beliefs against or together with fuel. In addition, fuel/food/whatever doesn't even have to be required- it can simply be an alternative way to do something, similar to having effect computers. Or it could be a different method of propulsion, whatever. Food could instead of being required, it just gives your character benefits, like increased mining speed, jump height or run speed.
- Abillity to pay faction members by rank: In the faction screen, faction members of adequate rank could select "Pay members by rank". This would allow some semblance of wages for workers and soldiers alike.
- Ability to set a cost for other factions to use your owned modules: This was suggested by a couple of people: it would allow for people to charge other people(by relation) to use their services. You could charge a rate by mass for ships, charge for the usage of factories and even docking bays.
Diplomatic Changes
Diplomacy can be made more natural and realistic while not being forced or restrictive: this is, after all, the intention of Starmade. To have a universe that is not restricted in any real way, a world where you aren't forced or coerced into making any specific decision; it's all you, and it's your world, your way.Restrictive measures for encouraging diplomacy would be forcing a player to wait 24 hours after declaring war to actually fight. This is heavily restrictive and essentially destroys the chances of roleplaying a whole number of scenarios. It makes suprise attacks impossible, it destroys the need for trust or faith. Diplomacy should be limited to actual player to player agreements(possibly written, even. I'll explain more later.), and building a reliance. For example, if you help another faction get much better by installing protecting them and building Space Stations around their area to defend them, you just created dependence. You now have powerful stations positioned in strategic locations that will both assist you and them in times of alliance and do harm to them should they wage war.
Take Civilization, for example. If you make a trade agreement with another civilization for luxury goods, then they won't need to worry so much about happiness and can move on to building other things. However, their neutral happiness will plunge lower and lower, and they'll need your luxury goods more and more. (This isn't even counting BNW expansion, which expands upon this by a lot). Now, creating dependencies in Starmade is a bit more difficult, however, it can be made FAR more realistic and much better if fuel or some other controllable, extremely high value and rare resource.
That's nice... List plzz
- Agreement log: Similar to a news post, this is a cross faction separate news post which two members of the oppossing faction can co-sign. This would keep track of mutual agreements made between factions, such as land deals, armistices, and alliance pacts. This would also allow for corporations to have resource deals, production deals and the likes, an for mercenaries to have contract deals. The idea of this is so that all members can know where they stand with other factions in specific, and to also keep the news posts from flooding. Please note: This does not in any way restrict what you can do; it doesn't make you unable to attack allied members, or not give ores to a certain faction or whatever. It's simply a cross faction agreement post.
- Alliance mail: Identical to the above, just for every allied member.
- Increase the amount of ranks: There needs to be more accurate chains of command and possibly roles. 5 ranks simply isn't enough.
- Increase faction relation levels: If complex diplomatic actions are to occur, there shouldn't just be 3 faction relation levels that show war state, alliance state and neutral state. I opt for 5 relation states; Allied, friendly, neutral, hated, and enemy. This means factions can hate, tax an keep on their toes with people they don't like but don't want to war with. It also allows for goodwill between friendly but not yet allied factions.
Conclusion
Ultimately, this is not a complete fix for Starmade, however it is a great leap in the right direction. With this, so many new fun ways of playing the game can surface, and overall a more fun and enduring experience for all people and parties will result.
From this, I hope for Starmade to be more closely similar to the glorious and miraculous Sci-Fi worlds we know and love, from Metroid to Star Trek, and Star Wars and beyond.
I have surely not gotten everything correct, and I would like for you to post your thoughts, suggestions, agreements and disagreements with this thought. This is a brainstorm type of thing and your thoughts are supremely poweful and valuable, as ultimately you are the player, and the life of the game.
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