Sha3es and I were brainstorming earlier and had some neat ideas for contested faction control. Originally dreamt up in Edymnion's Yet Another Asteroid Respawn Thread
Introduction
Currently, factions can claim sectors, planets, or systems as their own. Factions get a mining bonus for claiming areas, encouraging them to claim systems they will be harvesting resourcing in.
One problem is this system doesn't promote much faction interaction. Once a faction has claimed an area, no other faction can contest the claim without destroying the faction block that's claiming it. There's not much reason to intrude in another faction's space unless you're going to destroy their station and claim the system yourself. With game changes like no asteroid regeneration, there's not even much reason for a faction to stay in a system it's been in for a while - the natural resources get depleted.
It would be nice if there was a better territory control mechanism that encouraged factions to interact and compete over important areas of the galaxy.
Here's some ideas for a possibly better approach.
Strategic Locations and Contested Space
How Factions Could Claim/Contest Space
Faction Beacons
Benefits of Contested Space and Faction Beacons
The following actions might be applicable to a contested system:
So, that was a lot of stuff. I can't claim that it's perfect, but it's interesting and will hopefully spark some conversation. Thoughts?
Introduction
Currently, factions can claim sectors, planets, or systems as their own. Factions get a mining bonus for claiming areas, encouraging them to claim systems they will be harvesting resourcing in.
One problem is this system doesn't promote much faction interaction. Once a faction has claimed an area, no other faction can contest the claim without destroying the faction block that's claiming it. There's not much reason to intrude in another faction's space unless you're going to destroy their station and claim the system yourself. With game changes like no asteroid regeneration, there's not even much reason for a faction to stay in a system it's been in for a while - the natural resources get depleted.
It would be nice if there was a better territory control mechanism that encouraged factions to interact and compete over important areas of the galaxy.
Here's some ideas for a possibly better approach.
Strategic Locations and Contested Space
- Focus on adding and improving "strategic" regions of space
- Sector or system resources: respawning asteroid fields, gas giants, ship graveyards, derelict stations, special shops, etc.
- Travel resources: Wormholes, derelict warp gates, paths through nebula, etc.
- etc.
- Sector or system resources: respawning asteroid fields, gas giants, ship graveyards, derelict stations, special shops, etc.
- Allow faction claims to overlap outside of faction home systems. Two or more factions can stake competing claims on systems or sectors.
- Systems or sectors with overlapping faction claims are "Contested"
- Each faction laying claim to a Contested sector could get a partial faction bonuses, Ex. maybe a 6x mining bonus instead of 12x.
- Contested regions provide additional opportunities for opposing factions to gain FP, and provide a path towards one faction eventually "winning" the contest and claiming full ownership. (explained in more depth below)
How Factions Could Claim/Contest Space
- Factions can claim a system like they do now, using a station with a faction module.
- Factions can claim planets/sectors like they do now, using a faction module.
- Factions can claim 3x3x3 or 5x5x5 sector cubes inside systems using faction beacons/outposts/waypoints.
- Factions can create a contested region by claiming an area already claimed by another faction
- A faction can contest sectors in a system already claimed by another faction using faction beacons, a new faction structure.
- A faction can contest an entire system by building a competing station in the system
- A faction can contest sectors in a system already claimed by another faction using faction beacons, a new faction structure.
- Home base systems belong to the home faction cannot be contested
- Station sectors belong to station owners and cannot be contested
Faction Beacons
- These would be small, under 500-1000 mass non-combat structures that could be placed in an unoccupied sector, like an immobile mini-station.
- A Faction Beacon would claim a 3x3x3 or 5x5x5 sector cube of a system centered around the beacon for a Faction.
- Your faction could not place a faction beacon within the range of one of it's own previously-existing faction beacons.
- Faction beacons would cost FP to deploy and be invulnerable to normal damage, limited in mass, and unable to house weapons or station-only blocks.
- Faction beacons would be visible on the galaxy map, so you can navigate to them.
- Faction beacons would have "Influence Points" that functioned kind of like HP. Initially a beacon would have Influence equal to its FP cost. Doing things to earn your faction FP in the region of a beacon would add to its influence. Other factions doing things to gain FPs in your beacon region would damage its influence.
- Perhaps once per day or some such a faction could spend X FP to increase the influence of a beacon
- If a beacon is reduced to 0 influence, it shuts down, isn't navigable in the galaxy map, and the faction's claim on the surrounding sectors is removed.
- After X days of 0 influence, a faction beacon is removed from the world.
Benefits of Contested Space and Faction Beacons
- Factions can claim "interesting" or valuable areas in systems using beacons.
- Factions get bonuses in the claimed areas around beacons
- Opposing faction beacons can overlap yours, leading to contested areas
- Factions can't just fill a system up with beacons to prevent competition.
- Activity in a system strengthens your beacons and hurts opposing ones
- Beacons are physical representations of a faction's influence in a region.
- Beacons can't just be destroyed by a titan passing through. You defeat an enemy beacon by having a larger long-term presence in the region than them
- Beacons aren't big and can't be weapon platforms, but could still have beneficial stuff for a faction, like repair stations, storage, medical bays, etc. They provide a staging point for faction activity in the region
- Doing certain things in contested space would gain your Faction FP, increase the influence of your factions nearby beacons, and decrease the influence of beacons from other factions. All of the below could gain you FP, and shift influence from enemy beacons to yours:
- Mining asteroids (+ x influence to you)
- Destroying enemy ships (+ x influence to you, -x to influence )
- Destroying contesting faction ships (+ x influence to you, -x to influence )
- Killing contesting faction players (+ xx influence to you, -xx to opponent)
- Having faction players in the area (+ xx influence every interval to you, -xx every interval to opponent)
- Having allied faction players in area (+ x influence every interval to you, -x every interval to opponent)
The following actions might be applicable to a contested system:
- Selling items in faction-owned shops (+x per 100k credits)
- Building items in shipyards (+x per 10k blocks built)
- Total mass of faction structures in system (+x per 1k mass)
- Warp gate usage (+x per warp)
- In the future, having capital ships in contested space could give additional influence bonuses
So, that was a lot of stuff. I can't claim that it's perfect, but it's interesting and will hopefully spark some conversation. Thoughts?