Code of Conduct for Villans

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    In some sense a universe must have villains in order for conflict be fun and engaging. This becomes hard for starmade because so many people want to build in peace and quiet. Yet villains are there to try and disrupt the normal order of things. If too many people are playing the bad guys people quit the servers. My question is how do you formulate a faction of villains without destroying your player base? What rules morals must an evil faction have so as to make the game fun without causing grief?
    [DOUBLEPOST=1453431259,1453430997][/DOUBLEPOST]My thoughts on this are:
    1. there must be a way to lose that is fun.
    2. griefing needs to be defined as to define weapons that can be used by evil factions
    3. there has to be a reason for conflict
    I am yet unsure as how to formulate this into a set of rules and a code of conduct.

    Collection of ideas so far:

    • Villainry must stay in game.
    • Rules apply only to PvP and survival servers. PvE doesn't really matter here.
    • Fresh spawns cannot be harassed
    • Players must be online to be raided
    • extortion is allowed but once "protection" payments are made players must be left alone.
     
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    Lecic

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    Rules for "evil factions"

    -Don't mercilessly attack people after you've already annihilated them, if they have no chance of putting up anything resembling meaningful resistance, or if they're just PvE players.
    -Don't be a dick outside the game.

    The actual reasons to fight will develop as the game does. I'm pretty sure passive resource collection has been confirmed by multiple sources.
     
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    Honorable villainry is something all villains should aspire to. I don't know if rules would help as, well, villains and all. Promoting chivalrous villainry isn't a bad idea though. I'd like to think that if I were to villainize some poor sods that they would enjoy themselves as much as I.
     
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    Rules for "evil factions"

    -Don't mercilessly attack people after you've already annihilated them, if they have no chance of putting up anything resembling meaningful resistance, or if they're just PvE players.
    -Don't be a dick outside the game.

    The actual reasons to fight will develop as the game does. I'm pretty sure passive resource collection has been confirmed by multiple sources.
    Yes I agree that villainy must remain in game. Mercilessly attacking people after annihilation leaves some room for discussion. Destroying a base might require multiple kills to lose faction points. As I said losing must be a possibility. In a survival server you may not have the option to be just a PvE player. So let's rule that out as it does not pertain to PvP.
     
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    Hum... I've played the "Villain" for a while with a PvP group in Rust, 7days2die, Ark, and a few other survival games. We didn't always become the "Chivalrous Villain". Some rules we did have though were as follows:

    1. Never pick on fresh spawns or players so far below us that its just bullying

    1a. Exception is a player that is trying to be a dick OR for some insane reason trying to fight us.

    2. Its more fun for both us AND them if we raid their base when they are there to defend it. They don't feel "Cheated" by a "Early Morning Raid" and we get to feel accomplished.

    2a. Exception is if we are REALLY in need of items we knew the player had. Or we wanted to make them think someone else did it (Playing the "Good Guy" and getting everyone to fight each other like a shadow emperor is kinda awesome btw)

    2b. One other exception would be if they built so close to us, that it felt like they were utilizing our group space, or that they were eventually going to be a clear threat and we didn't feel like waiting for it to happen.

    3. If someone surrendered (usually made them "Prove" surrender by giving us a small tribute every now and then and what ever items we were after at the time) we would not bother trying to attack them or raid their base. In fact, once we killed a guy that had surrendered to us before without knowing who he was. When we realized it, we brought his items back to him and even gave him a few things as an apology.

    How conflicts started with us was normally someone taking a shot at us, OR we would target the biggest, most well off group on the server. We would also wreck people who we found tried to attack us. And once in a while we would just start some random fight cuz we were board.

    In my experience, playing the villain goes much more smoothly when you have a few things.
    a. A "Hero" type player or faction to oppose you. (On one server it was literally everyone. the server vs us.... was rather fun)
    b. A RP reason to attack someone (We didn't really have these save for one or two occasions, but it made it more... engaging for both parties) When we had some silly reason why we hard a "Right" to be angry, and were "Out for blood", I found that players responded better to getting in a fight with us. They didn't like loosing, no one does, but they weren't angry at us for it. at least that's how it felt.

    As a final note. No matter how hard your faction or group tries. You're always going to make someone cry when playing the villain. Because they just didn't want to deal with being attacked. So as long as you are pretty sure your not crossing any lines that you think shouldn't be crossed (Like spawn camping newbies or something) you should be prepared to steel your heart and press forward with your attacks.

    P.S. Oh and don't break ANY server rules. Being the bad guys AUTOMATICALLY makes admins watch you closely and one member can get an entire group punished/banned.
    [DOUBLEPOST=1453440484,1453440315][/DOUBLEPOST]OH one thing I forgot to touch on. Although I think villainy should stay in game for the most part. I do feel there are occasions when it can extend to forums. BUT It must only be in a case where your RPing a villain with very clear RP rules in place. And Everyone playing should be aware when you post that your doing it "In character". My group never really worried about RPing. We are just natural bad guys LOL.
     

    sayerulz

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    All villans must practice their evil laugh and have villanous looking ships. I feel this is very important.
     

    jontyfreack

    Pipe-God-Emperor of starmade
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    never attack a new player unless they attack you. become their friend, help them to defeat others, give them ships and whatnot. but just when they become used to the game, slaughter their entire family, take their most prized possessions leave a trail of destruction in a very defined path...and then wait at your relatively well defended base for that guy to join a faction and bring the entire faction against you.
     
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    So far this is good. I like all the ideas being put forward. I'm trying to organize them into a set of rules for a faction. Lets keep this going!
     

    jontyfreack

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    (part 2 of how to be villainous)
    form a faction of new players. create an army of noobs to train them and make them more pro and MLG than the rest of the server. teach them to scour the outer reaches of the universe looking for goods to steal, like cargo, ships, wives, and systems. with your army become a tyrannical leader of your own galaxy, send out fleets to attack another factions base while they are having a meeting at their base so the entire faction is next to a big gun and lots of ships. once you have become the leader of your galaxy, completely unopposed, do nothing to stop a revolt that will surely happen in your ranks, and thus a rebellion faction will form and join forces with some factions in a nearby galaxy.

    then you will notice that you are loosing warp gates throughout your galaxy, you finally realise that half of your faction has turned against you. "sh!t" you say as you rally the rest of your faction of slightly under experienced players who can shoot in a general direction. agree on a star system to have the battle of all battles (that your faction will be wrecked in by the way). and once the faction is over, you have lost your galaxy so you spend the rest of your days as an exile and scavenging off pirate fleets for materials to build a homebase.

    but then as you are a villain on the server, you join the ranks of a new-ish faction and slowly work up the ranks. and when you have attained command, you command this new faction on a conquest across the galaxy once more. and thus the cycle repeats. as the good guys will always win, but the bad guys never go.

    their are hero's on both sides of a war.


    stay tuned for part 3 "how to not become a tyranid. ten crazy facts to help you purge xenos...we totally mean that you will definitely not become the leader of a tyranid faction or anything, that would be absurd..."
     
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    lol. I remember having an almost copy paste version of that plan when my friend and I were playing the "Shadow Emperor" type on a rust server. No one know who the guys raiding were, only that the were there. They then invited us into their massive "Community Base" for protection. Our plan was to slowly erode their trust, and eventually have a massive "War" which we would lose. Then rise again at some point. The funny thing was.... this was on what claimed to be a "Friendly" low PvP server LOL.

    We ended up getting board of rust before we saw the plan come together in its final form though. Was really fun having the entire server act out your "Evil" script though !
     
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    I think The Guild of Calamitous Intent is the model you're looking for.
     
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    So you think we should set up a council of thirteen and start giving out exclusive arching rights.
    Ok, maybe not, but it's still a good idea. It could definitely be expanded on. Btw, I could be available for henchwork if anyone asks.