Introduction: Factions, as they currently function ingame, have a lot of problems - When you enter a new server, you just need to set up a new (one-man) faction, make a Homebase somewhere (mostly a place to dock), claim the system, start mining there. Nothing more is needed to survive. The ease of owning an invulnerable station means there is widespread creation of one-man factions. This is a problem (Citation needed). This suggestion is aimed at fixing issues that the current faction system has. Namely, the homebase invulnerability topic, the one-man factions and (seemingly useless) faction points, system ownership issues, instigation to explore and fight.
The conclusion (and idea): Factions have to be altered to instigate exploration and battles.
First, delete your current understanding of factions, homebases, system ownerships and faction points. All is about to be redefined -
This is why I said keep x greater than y. That is still going to be possible - create a new faction and make an invulnerable station and quickly logout. It will remain like that till the next time you login (whenever that may be). After some time of playing. your FP will decrease (to a value below "y"), forcing you to delete that faction. You can do this all the time. But it is obvious a good long term solution will be to settle with a big enough faction. In any case, Trading Guild Shops are always another open option.
The implementation:
The conclusion (and idea): Factions have to be altered to instigate exploration and battles.
First, delete your current understanding of factions, homebases, system ownerships and faction points. All is about to be redefined -
- Players create a "Faction" from the menu. (Same as current).
- Ships and Stations can be "owned" by placing a "Faction" block (same as current).
- Faction ranks remain as they are currently. So does the Faction permission module.
- On creation, the faction has a set number of "Faction Points" (say "x").
- Fixed number of faction points are added for every player that joins the faction.
- Faction points deplete at a rate proportional to the time a player(s) (of the faction) is online. (Online time is already measure by the server) Yes, you read that correctly. Herein lies the beauty of the suggestion! Nothing happens if a player is not online - you can go for a vacation and not worry about your homebase getting invulnerable because of that. This also means that having inactive players will do nothing apart from the initial FP gain when they joined (which may be removed).
- Faction Points are gained every time a player attacks enemy factions, attacks pirates or does a decent amount of mining. (Values will have to balanced here, see heading "Implementation")
- Faction points are also gained everytime people (of any other faction) buy (not sell- to avoid potential exploits) stuff from any of your factions shops. A fixed amount of credits corresponds to a set FP gain. (FACILITATES TRADING AND MARKET CREATION)
- A set number of Faction Points corresponds to one invulnerable station (say "y"). This means that if you have those many Faction Points, the Faction leader can set any one of the stations owned by the Faction as invulnerable. This will render it, and all docked entities invulnerable too. If a faction owns twice the amount of Faction Points, it can set two stations as invulnerable. (Ideally, it should be made very difficult to have the FPs required to keep more than one station invulnerable- I say difficult, not impossible. A very active faction with a decent amount of players should be able to have 2 (3, even) such stations). The stations themselves do not change Faction Points though. There will also be a need for a priority order menu here (not unlike the power priority). This will determine which station becomes vulnerable, in case the faction loses FP to sustain those many invulnerable stations.
- System Ownership: No longer does one faction have 100% ownership of the system. Any faction can make any number of stations in any system and claim partial ownership. The ratio of stations owned in the system will determine the % ownership (Invulnerable and Vulnerable count the same here ONLY VULNERABLE STATIONS CAN CLAIM SYSTEMS- this would be an offset to having multiple invulnerable stations. This would also kill tactics like alt accounting to make one invulnerable station (and then logging off) in your enemy's territory that would have (earlier) taken up some partial territory). For Eg, let’s say there are 4 stations in a system. 2 are owned by Faction A, 1 by Faction B and 1 by Faction C. The Galaxy Map will show ownership as 50%A, 25%B, 25%C.
- Mining Bonuses: Higher the partial ownership in a system, higher the mining bonuses (And so, more the FP gained for mining, making the already strong Faction even stronger (unintended))
- Keep x > y ! This means on creation of a one men faction, the faction INITIALLY has enough FP to sustain ONE invulnerable station, but not for long.
- One man factions will no longer be a thing. what they are right now-bridges to a free perma invulnerable homebase. A single player will not be able to find it hard to sustain even one invulnerable homebase for long. This does *not* mean it will not be possible to create a faction to find a safe place to dock for the night! (See below)
- Permanent turtling will not be possible - You will HAVE to go out of your invulnerable station to do stuff- whatever it may be.
- System ownership will be better balanced. No longer will one faction own a whole system with just their homebase now.
- Faction wars will be instigated.
- Exploration will be a thing - Factions will try to get away from the crowded central region and claim 100% ownership of a distant system (by using just one station).
- This would *not* encourage very few super factions. More the players in a faction, FP would increase faster (more stuff being done) BUT even the FP depletion would increase as overall playtime would increase. So, THE PROPOSED SYSTEM WOULD IN FACT **NOT** SUPPORT LARGE GROUP SIZES ANY MORE THAN THE CURRENT SYSTEM. This would mean there would be a sweet spot, where having 5 to 12 players would give max net increase in FP.
I assume you mean a safe place to dock for the night, eh?One man factions have a purpose and I think should be allowed for. - FlyingDebris
This is why I said keep x greater than y. That is still going to be possible - create a new faction and make an invulnerable station and quickly logout. It will remain like that till the next time you login (whenever that may be). After some time of playing. your FP will decrease (to a value below "y"), forcing you to delete that faction. You can do this all the time. But it is obvious a good long term solution will be to settle with a big enough faction. In any case, Trading Guild Shops are always another open option.
No. Creative servers or PVE servers or people who just want to chill out a bit can set their FP depletion values to 0. That will make it work pretty much like the current system.
The implementation:
- Servers already measure online time. It will be a simple task to multiply that time by a constant (configurable) and get FP decrease.
- Mining FP gains are pretty straightforward. One ore mined would mean a set FP increase.
- Maintaining a factory on stations should also give FP gain. Again, this would be calculated in the same way mining gains are calculated.
- Fights again ships and stations: At first thought, it may seem that the system will find this difficult to judge. What I suggest is simple - Measure damage done to the enemy ships and stations. This is already calculated :P. It would be a simple thing to read this damage value. Each amount of damage done gives a proportional FP increase. Simple. Also, take note I said DAMAGE. I mean damage to BLOCKS. This would automatically mean ships which don't lose shields throughout the battle, (which means 0 block damage to them) or those docked to an invulnerable station would register 0 damage done to them, warding off potential exploits too.
- A note on alt accounts and factions.: Creation of alt accounts which players may make to join their factions will be useless apart from the (to be removed) initial FP gain. No activity means no FP creation. Proxy faction creation for FP mining will not be a thing. (See the above point)
Severe lack of players is restriction enough - Endal
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