I brainstormed an idea in MacThule's thread. Infrastructure vulnerability in Starmade
Here is the idea in full. Its a bit long, and I'm sure there are still holes. I wanted to find a good compromise between everyone that wants consumables and a faction point overhaul.
Lets start with the things that give FP in some shape or form.
1) Fuel Refineries - Cool looking block that that passively generates faction points
2) Farms - Another set of blocks that generate faction points
3) Planets - Have a natural generation
4) Fauna - Maybe farms or quarters with fauna?
5) Water Refineries - Turning ice into something usable beside water, and engines
6) Factories - Industry should increase faction points
7) Possibly keep player logon increase as well.
8) Trade - Trading and selling to other players generates Faction points? I'd like to encourage this, but it may be op as allies could trade continuously..
Faction Point Drain
1) Having your own ships outside your territory. They should drain faction points in proportion to the power used on the ships. This is to represent food, oxygen, fuel reserves as well as supply lines to and from the ship. Travel within allied territory is either cheaper or free. If a ship is idling it uses less power, if its fighting it uses more, and more fuel.
2) Enemy Ships in your territory - Should drain your faction points at the rate they are spending theirs. This gets more complicated with cloaked ships, and radar jammed ships but should provide some interesting cat-mouse game play.
Modifiers: Someone mentioned it would be a good idea to have NPCs modify the amount.
NPCs - NPCs modify the amount of Faction points you get. Specificially if you have no NPCs you only get a fraction of what you would normally, but having a full crew (I'll need to expand on this idea) would give you 100%, then maybe excecptionally happy NPC give 150%
Now I already think that makes for some interesting gameplay, but adding one more dynamic should really spice it up.
Faction Point Storage
The drains and increases should act like a regen number, and then whatever is left is added or subtracted from your current amount. You should also have to build storage into your bases for Faction Points. If no more storage then the excess is wasted. This works very close the the power system we already have. You physically build faction point storage into stations . The excess is distributed evenly to every storage in faction territory, but you can physically move faction points as well. Planets definitely have natural faction point storage. Stations might as well.
Moving Faction Points
Factions points that are being moved are stored in normal storage, and are no longer assigned to anyone. They are taken from a specific set of storage and then can be unloaded onto other faction point storage. You could physically move faction points to an ally and help in a remote war without sending ships, but these could also be intercepted and the faction points stolen.
Faction points are not destroyed when you take a base, ship or planet. In fact they get added to your global count. This makes taking locations extremely strategic as it may increase your overall strength, and provide a supply line in enemy territory for refueling/restocking ships.
How this applies to AI.
In wars the AI will now have better targets to pick from and a range of easy ways to calculate how and when to take territory. It can also calculate when to retreat.
Most of these are assumptions as I know the devs already have their own ideas.
Pirates:
Pirate like factions would already own most of the territory. It would be easy for them to harass and encroach on territory. You can then fight your way into owning territory if you wish or help the Trade Guild deal with the pirates.
The Trade Guild is allowed to build stations in allied territory to generate FP by creating fuel and other resources for trade. They tend to stick to allied territory anyway so their costs may always be low. They may also trade goods for faction points to help fuel your war.
Other options that would fit into this:
1) Removing the softcap for power should be fine now, as fielding your massive ship is both costly in parts and resources when outside your own territory.
There are too many dynamics that this allows for me to go into all of them. Please let me know what you think. I'll likely be back to edit flow/grammar/other things.
EDIT:
Changed how NPCs affected drain.
Added alterintel's idea to remove power cap for this.
Added MacThule's trading idea.
Here is the idea in full. Its a bit long, and I'm sure there are still holes. I wanted to find a good compromise between everyone that wants consumables and a faction point overhaul.
Lets start with the things that give FP in some shape or form.
1) Fuel Refineries - Cool looking block that that passively generates faction points
2) Farms - Another set of blocks that generate faction points
3) Planets - Have a natural generation
4) Fauna - Maybe farms or quarters with fauna?
5) Water Refineries - Turning ice into something usable beside water, and engines
6) Factories - Industry should increase faction points
7) Possibly keep player logon increase as well.
8) Trade - Trading and selling to other players generates Faction points? I'd like to encourage this, but it may be op as allies could trade continuously..
This could be made to work if it was small. Say, every day that someone not in your faction buys or sells at a shop you own at least once, your hourly FP gain goes up by 5 or 10 for the next 24 hours. Something small and over time, not per trade and only giving one potential bonus per shop at any given time. That's not OP, but it would reward having well-stocked, regularly in-use shops (another piece of vulnerable infrastructure, especially since to see trade they need to be prominently seen in busy places) over time.
EDIT: Even better for trade - for every different faction (counting no faction as a single faction) that trades with each shop, you get a 2-3 point bonus for 24 hours. So if members of two allied factions, one neutral faction and some random drifter all traded with a shop of yours, that counts as 4 diffent trade sources and you'd be getting an extra 8-12 points for 24 hours from that one shop.
Faction Point Drain
1) Having your own ships outside your territory. They should drain faction points in proportion to the power used on the ships. This is to represent food, oxygen, fuel reserves as well as supply lines to and from the ship. Travel within allied territory is either cheaper or free. If a ship is idling it uses less power, if its fighting it uses more, and more fuel.
2) Enemy Ships in your territory - Should drain your faction points at the rate they are spending theirs. This gets more complicated with cloaked ships, and radar jammed ships but should provide some interesting cat-mouse game play.
Modifiers: Someone mentioned it would be a good idea to have NPCs modify the amount.
NPCs - NPCs modify the amount of Faction points you get. Specificially if you have no NPCs you only get a fraction of what you would normally, but having a full crew (I'll need to expand on this idea) would give you 100%, then maybe excecptionally happy NPC give 150%
Now I already think that makes for some interesting gameplay, but adding one more dynamic should really spice it up.
Faction Point Storage
The drains and increases should act like a regen number, and then whatever is left is added or subtracted from your current amount. You should also have to build storage into your bases for Faction Points. If no more storage then the excess is wasted. This works very close the the power system we already have. You physically build faction point storage into stations . The excess is distributed evenly to every storage in faction territory, but you can physically move faction points as well. Planets definitely have natural faction point storage. Stations might as well.
Moving Faction Points
Factions points that are being moved are stored in normal storage, and are no longer assigned to anyone. They are taken from a specific set of storage and then can be unloaded onto other faction point storage. You could physically move faction points to an ally and help in a remote war without sending ships, but these could also be intercepted and the faction points stolen.
Faction points are not destroyed when you take a base, ship or planet. In fact they get added to your global count. This makes taking locations extremely strategic as it may increase your overall strength, and provide a supply line in enemy territory for refueling/restocking ships.
How this applies to AI.
In wars the AI will now have better targets to pick from and a range of easy ways to calculate how and when to take territory. It can also calculate when to retreat.
Most of these are assumptions as I know the devs already have their own ideas.
Pirates:
Pirate like factions would already own most of the territory. It would be easy for them to harass and encroach on territory. You can then fight your way into owning territory if you wish or help the Trade Guild deal with the pirates.
The Trade Guild is allowed to build stations in allied territory to generate FP by creating fuel and other resources for trade. They tend to stick to allied territory anyway so their costs may always be low. They may also trade goods for faction points to help fuel your war.
Other options that would fit into this:
1) Removing the softcap for power should be fine now, as fielding your massive ship is both costly in parts and resources when outside your own territory.
There are too many dynamics that this allows for me to go into all of them. Please let me know what you think. I'll likely be back to edit flow/grammar/other things.
EDIT:
Changed how NPCs affected drain.
Added alterintel's idea to remove power cap for this.
Added MacThule's trading idea.
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