I suggest changing faction points to a faction health system and changing the game economy to encourage control of territory via mining, refining, and manufacturing bonuses, without the addition of new currencies. Below are the key points for doing this.
This would possibly mix well with wizardoftrash 's suggestion: NPC faction-war pvp game mode
- The faction health system would be dependent only on the number of bases a player has. 1 point per base. The first base would be invulnerable as per usual. Factions would be ranked by the number of bases they control.
- The home base would receive no refining bonuses. All subsequent bases would receive a refining bonus based on the resources available in their sector or star system, provided the star-system is claimed:
Option 1) star-bases receive refining bonus for the sector they are in. i.e. if the sector spawns dolom asteroids then the star-base receives a refining bonus for dolom asteroids.
Option 2) star-bases receive refining bonus for the star system they're in. i.e. if the star system has dolom, teckt, and varis asteroids, then the star-base receives a refining bonus for dolom, teckt, and varis asteroids.
This encourages the player to seek out systems with the asteroids the need and refine them where they are found and thus protect these sectors from pirates and other players. It would add strategic value to systems with more asteroids. It would also encourage players to ship resources to where they can be refined more efficiently.
- Once a player has acquired enough bases (or all the resource bonuses). The faction would receive a manufacturing bonus at their home base. This would encourage players to manufacture ships and parts at their home bases, ship refined resources to their home base, and use them to defend their vulnerable refineries.
- If a faction loses all of its secondary bases ( that is after it builds more than one base), the home base would become vulnerable. This would reduce the amount of single player factions and bloat on servers. For active factions it encourages expansion such that there is redundancy in the system. If you loose too many bases( or one resource bonus) you lose the manufacturing bonus.
- mining bonuses would remain the same.
- Conflict would arise over systems with more resources than others encouraging but not forcing PvP.
- Players not interested in PvP wouldn't have to build more than one base and could still be part of the universe. Though their creations would still be vulnerable if they were undocked (they could act as guns for hire/pirates still if they didn't want to wage faction war). This gives players the option to participate in PvP, without it being super risky kinda like a pvp flag, but still be part of a larger universe Edymnion
- Trade would be encouraged since players who do engage in faction competition would be able to produce resources faster than those with just one base.
- Players would be encouraged to sell parts to afford stations to gain bonuses.
- There would also be a pseudo maximum faction size, since redundancy in bases would not be efficient after a while.
- This would encourage the claiming of consecutive sectors,because it is more risky to ship materials longer distances.
- This would encourage exploration to find all of a competitors bases.
This would possibly mix well with wizardoftrash 's suggestion: NPC faction-war pvp game mode
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