At the moment, Faction Points can be accumulated and lost indefinitely, with plenty of new Faction Points (FP) being created and destroyed constantly. When a faction has negative FP, their Homebase becomes vulnerable. This system is extremely simple, and not very dynamic. It relies on just having players online, and providing extra incentive for players to have only one base (the Homebase). While Schine will be fixing the HB problem, the Faction Point system still, isn't that good.
So, I propose that rather have the creation and destruction of FP, we have a set amount in a galaxy.
System FP Resource
Claiming a System
The Development of Infrastructure
Trading of Faction Points
Destroying Another Faction's Assets
Capturing a System
Faction Protection 2.0
Other System's Properties
Benefits and an Example or Two
Truly Amazing Conclusion
So, I propose that rather have the creation and destruction of FP, we have a set amount in a galaxy.
System FP Resource
Each system will have a limited number of Faction Points that can be accumulated, based on it's value (distance to Wormholes, amount of planets, amount of asteroids, if there are any TG stations, etc.).
Claiming a System
When a faction claims ownership of a system, there will be an initial cost of FP to claim it. This cost will be added to the yield limit, and the faction will slowly collect FP from this system over time.
- If a faction has no other owned systems when claiming this, then the cost will be free, and now extra will be added to the value.
- The further away a system is from the Homebase, then the greater the initial cost
- The further away a system is from the Homebase, then the greater the initial cost
The Development of Infrastructure
If a faction wishes to take advantage of the full yield (by actually collecting it in a not ridiculous amount of time), then they must start developing infrastructure throughout the system. These structures (claiming of planets and stations) will add to the amount of FP collected every tick, based on their value.
- To determine the value of infrastructure will be via it's functional worth, similar to the ship scores. The factories, refineries, shipyards, etc. This is to make the spamming of single block stations useless
Infrastructure also acts as a sort of "claimage" to the system. Each structure will add a faction's presence to the system it exists in based on it's value.- This is used in the process of capturing a system, which we will get to soon.
In order for a faction to continue gaining FP, it must continually claim and develop systems, as war and Homebase protection will inevitably whither it away.Trading of Faction Points
A faction may freely transfer Faction Points to any other faction. There is no allegiance requirement. A faction can send FP to a warring enemy, or to a completely neutral faction.
Destroying Another Faction's Assets
If two factions are at war (Faction A [A] and Faction B ), then they can steal the opposition's FP. If A attacks B, and destroys a fleet, the value of the fleet (based on individual ship scores) will be converted to an amount of FP, and transferred from the losing (In this case, B) side, to the winning (In this case, A) side.
Capturing a System
In order to capture a system, a faction must have more than 50% of the Claimage (The amount a faction is entitled to a system based on the combined value of assets it owns within the particular system). Let's say that B is attacking A, and enters their system. In order for B to claim the system for their own, they must capture at least 50% of the value of the total infrastructure in order to take it, or they could destroy ALL enemy infrastructure, leaving the system unclaimed.
-If the Homebase is present in the system captured, then the Homebase is vulnerable. This is to create more of an emphasis on developing around the HB, and coordinating attacks on the various stations, rather than a single mega-station.
NOTE: This was a bit tricky to explain, hopefully you understand. If not, just ask as many questions as you like. :p
NOTE: This was a bit tricky to explain, hopefully you understand. If not, just ask as many questions as you like. :p
Faction Protection 2.0
Faction protection will consist of a tiered, "level" system, where as a faction progresses, it advances levels of protection that will eventually lead to no protection.
- Each faction will start off at Founders Mode, where no other players or NPCs can cause damage to the faction, and the faction cannot cause damage to NPCs or other factions.
- Once a faction has progressed significantly, they will enter Settler's Mode, where NPCs can attack the faction, but not other factions. The faction in question will also be able to attack other NPCs, but not other players.
- Once a faction has significantly developed (A few systems, couple of which are developed and some military) then they will enter the Horizon (It sounds cool, shuddup :p), where anything can cause damage to them, and they can cause damage to them. Homebase protection is unaffected by this system.
Factions will automatically rise in the levels, and will not go back to Founder's mode unless it's Homebase has been destroyed.
However, there are players who would like to be able to switch between them, hence there will be a config option, with two available options to pick from.
- Once a faction has progressed significantly, they will enter Settler's Mode, where NPCs can attack the faction, but not other factions. The faction in question will also be able to attack other NPCs, but not other players.
- Once a faction has significantly developed (A few systems, couple of which are developed and some military) then they will enter the Horizon (It sounds cool, shuddup :p), where anything can cause damage to them, and they can cause damage to them. Homebase protection is unaffected by this system.
Factions will automatically rise in the levels, and will not go back to Founder's mode unless it's Homebase has been destroyed.
However, there are players who would like to be able to switch between them, hence there will be a config option, with two available options to pick from.
- The first option will be auto mode, where the factions will move through the levels automatically (What I'd prefer and would recommend for any PvP server)
- The second option will be manual mode, where the faction can choose which mode they feel comfortable with. (I'd recommend only using this for PvE servers)
- The second option will be manual mode, where the faction can choose which mode they feel comfortable with. (I'd recommend only using this for PvE servers)
Other System's Properties
Each galaxy would have it's own amount of FP that is in circulation, which is determined by the system yield limits, with no hard cap in place. However, systems in void systems and systems belonging to a different galaxy than the Homebase, will not provide any FP yield. Any FP cannot be used or collected in a different galaxy than the one the Homebase resides in. This is to prevent claiming a different galaxy from being an exploit.
Benefits and an Example or Two
All of this will allow for a more fluid and dynamic system that'll give more freedom to factions and what they can do. It can add a new layer of depth to wars, and create a means of Guerrilla wars, giving smaller factions more of a chance against larger factions, with a new way of warring.
For example, Faction A is a massive faction and declares war on Faction B, who is significantly smaller. While A is committing to full frontal assault on B's territory, B sneaks into the outer systems of A and captures them, cutting off A's supply to FP, and delaying the occupation of B's territories enough to possibly prepare a more thorough counter-attack.
Another example, say Faction A is allied with Faction B. B still holds a grudge against A, so they pretend to be friendly, and establish stations in A's territory. After continual development and playing A into their hands, B successfully sets up enough infrastructure to claim many of A's systems, crippling them, and allowing them to win yet again, in their long term war.
With the normal FP system, FP's only significance comes when someone runs out of FP, but with this economy, FP becomes a much more major influence on not only wars, but how factions/empires are run, especially with the future faction building updates coming in the near future.
For example, Faction A is a massive faction and declares war on Faction B, who is significantly smaller. While A is committing to full frontal assault on B's territory, B sneaks into the outer systems of A and captures them, cutting off A's supply to FP, and delaying the occupation of B's territories enough to possibly prepare a more thorough counter-attack.
Another example, say Faction A is allied with Faction B. B still holds a grudge against A, so they pretend to be friendly, and establish stations in A's territory. After continual development and playing A into their hands, B successfully sets up enough infrastructure to claim many of A's systems, crippling them, and allowing them to win yet again, in their long term war.
With the normal FP system, FP's only significance comes when someone runs out of FP, but with this economy, FP becomes a much more major influence on not only wars, but how factions/empires are run, especially with the future faction building updates coming in the near future.
Truly Amazing Conclusion
So, this is the FP economy idea I had to make Faction Points much more flexible and influential in the game, allowing for even more possibilities, however certain mechanics must be tweaked to fit it in. I am open to any feedback one may have, and am more than willing to start discussion. Feel free to state your opinion as well as why. o/
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