Faction funds, clearance, block fixes, and more
This topic is about features that wouldn't just be frikkin awesome, but actually do something. (Plus, we have cake.)
I have made this topic to address many problems that could quite easily and simply be solved with tweaks to certain elements of the game. My goal is to bring this post to schema's attention.
Much of this involves parts of the factions feature, and will not only make factions better but starmade in general. Feel free to share ideas or critisism about the post and things in general.
Factions:
#1: Faction Clearance and Security
Faction clearance and security would come with an option to add and remove ranks, and allow certain "clearance" per rank, while adding modules to prevent people of clearance lower than the set amount to interact with the module or door it is linked to, including docking modules, doors, lifts, and ships.
Blueprints should also be able to be set with a clearance, especially when you have enemys who would just love to have one of the capital ships they were having so much trouble with, to the point of espionage.
#2: Funds and Faction ships
Faction funds/Faction paid ships would be allowed for certain ranks, much like real life loans. There would be a maximum credit value or number of ships that you could take, and except for the people who have the clearance to draw all they want, when you reached that maximum you would not be able to draw any more credits or ships unless you paid some back or paid the value of at least one ship, where you could take the amount you paid back again, or take one ship.
Faction paid ships would be for those who were not allowed faction funds, where you would be allowed to spawn a certain blueprint/range of blueprints set by your superiors, and your faction would pay for it. There would be a maximum credit value (In ships) that you culd take, which would be good for low ranking fighter pilots. This would make shop modules the ideal way to earn money for your faction funds, epecially if you have a system in your territory that you could gather materials from to make recipes.
#3. Territory, Hostilities, and Trade Routes
Have you ever stumbled on player's station and been shredded by it's defenses? That happens a lot with my base, and causes a LOT of wars. Adding territory functionality to faction blocks would help prevent that, and add some interesting depth into faction wars.
Player stations with faction signatures would have a "territory range" to a 3x3x3 cube of sectors, where the middle sector would be where the station has been placed. People would not be able to make stations in that territory, unless the faction block was destroyed, where after you blew up their faction block you could place a faction block and either claim the station, or click a button that would be labeled "raze". I know how much people would love that button.
In the AI module you could set them to patrol the border, patrol the entire area, or remain at certain point, without being docked. In addition you could also set them to attack intruders/attackers inside your territory, while having some remain on patrol.
Territory, if set the right way in the faction block, could notify you if someone enters it, while warning/notifying/welcoming the intruder, and depending on the faction relationship, could order friendly AI's to attack the ship.
You would be able to set a status for individuals, factions, and neutrals as well as unarmed ships. Allies and nuetrals would almost always allowed to trade, depending on how you set the block. To be more specific, you could set it so armed neutrals would be told to leave, and if the armed neutral stayed long enough he would get a second warning, after which he would be attacked. Also, unarmed enemy ships could be warned in the same way. All of this would be configurable with the faction block.
Territory could be contested if a station settles nearby, and the territory ranges conflict. Neither side could place a station, and it would cause tension to rise because it would be easy for either side to attack the opposing station with very little warning to the defenders. Home bases would have a 5x5x5 "territory range" which would not be able to be contested.
Random fixes to stuipid problems:
Problem #1.
As a experienced starmade player, I have often come across players who spawn blueprints only to have them stolen. This could be changed by making the player who spawned them the exclusive owner, but then there would be too little risk. As some of you may know, faction modules DO prevent people from stealing your ship, but only if you get there first. Possible fixes: Putting players in their newly bought ship; Preventing anyone else from entering for a set amount of time; And my favorite, adding the option to "Buy as Faction Ship" as an alternate option to the original "Buy".
Problem #2.
Corners. Try making a concave corner or a corner where 3 lines of wedges intersect.
This topic is about features that wouldn't just be frikkin awesome, but actually do something. (Plus, we have cake.)
I have made this topic to address many problems that could quite easily and simply be solved with tweaks to certain elements of the game. My goal is to bring this post to schema's attention.
Much of this involves parts of the factions feature, and will not only make factions better but starmade in general. Feel free to share ideas or critisism about the post and things in general.
Factions:
#1: Faction Clearance and Security
Faction clearance and security would come with an option to add and remove ranks, and allow certain "clearance" per rank, while adding modules to prevent people of clearance lower than the set amount to interact with the module or door it is linked to, including docking modules, doors, lifts, and ships.
Blueprints should also be able to be set with a clearance, especially when you have enemys who would just love to have one of the capital ships they were having so much trouble with, to the point of espionage.
#2: Funds and Faction ships
Faction funds/Faction paid ships would be allowed for certain ranks, much like real life loans. There would be a maximum credit value or number of ships that you could take, and except for the people who have the clearance to draw all they want, when you reached that maximum you would not be able to draw any more credits or ships unless you paid some back or paid the value of at least one ship, where you could take the amount you paid back again, or take one ship.
Faction paid ships would be for those who were not allowed faction funds, where you would be allowed to spawn a certain blueprint/range of blueprints set by your superiors, and your faction would pay for it. There would be a maximum credit value (In ships) that you culd take, which would be good for low ranking fighter pilots. This would make shop modules the ideal way to earn money for your faction funds, epecially if you have a system in your territory that you could gather materials from to make recipes.
#3. Territory, Hostilities, and Trade Routes
Have you ever stumbled on player's station and been shredded by it's defenses? That happens a lot with my base, and causes a LOT of wars. Adding territory functionality to faction blocks would help prevent that, and add some interesting depth into faction wars.
Player stations with faction signatures would have a "territory range" to a 3x3x3 cube of sectors, where the middle sector would be where the station has been placed. People would not be able to make stations in that territory, unless the faction block was destroyed, where after you blew up their faction block you could place a faction block and either claim the station, or click a button that would be labeled "raze". I know how much people would love that button.
In the AI module you could set them to patrol the border, patrol the entire area, or remain at certain point, without being docked. In addition you could also set them to attack intruders/attackers inside your territory, while having some remain on patrol.
Territory, if set the right way in the faction block, could notify you if someone enters it, while warning/notifying/welcoming the intruder, and depending on the faction relationship, could order friendly AI's to attack the ship.
You would be able to set a status for individuals, factions, and neutrals as well as unarmed ships. Allies and nuetrals would almost always allowed to trade, depending on how you set the block. To be more specific, you could set it so armed neutrals would be told to leave, and if the armed neutral stayed long enough he would get a second warning, after which he would be attacked. Also, unarmed enemy ships could be warned in the same way. All of this would be configurable with the faction block.
Territory could be contested if a station settles nearby, and the territory ranges conflict. Neither side could place a station, and it would cause tension to rise because it would be easy for either side to attack the opposing station with very little warning to the defenders. Home bases would have a 5x5x5 "territory range" which would not be able to be contested.
Random fixes to stuipid problems:
Problem #1.
As a experienced starmade player, I have often come across players who spawn blueprints only to have them stolen. This could be changed by making the player who spawned them the exclusive owner, but then there would be too little risk. As some of you may know, faction modules DO prevent people from stealing your ship, but only if you get there first. Possible fixes: Putting players in their newly bought ship; Preventing anyone else from entering for a set amount of time; And my favorite, adding the option to "Buy as Faction Ship" as an alternate option to the original "Buy".
Problem #2.
Corners. Try making a concave corner or a corner where 3 lines of wedges intersect.