I was thinking about not posting this, because Lancake postet this http://starmadedock.net/threads/different-faction-point-system-promotes-faction-war-expansion.7166/
But because this is different and I was thinking for a few days about this, here it is
This suggestion tries to improve the faction point system and make the faction-life a little more interesting.
At first I introduce a new system and security level system, in point 2 the faction point earnings an expenses are described, in point 3 the effect on gameplay is pointed out and in the last point you will find an example.
FP .. Faction point
1. Systems and scurity levels
1.1 Systems
Currently a faction can only set "Consider neutrals as enemy" to prevent others from flying into their territory.
I would change this to three security levels with three stages.
1.2.1 Security levels
You are allowed to freely adjust the security stage per level.
Also "auto declare war on hostile action" should take care of the security levels. If you are in a system where you haven't the permission to be in, if you get attacked by the owning faction, auto-war should not be applied. "Auto declare war on hostile action" should only work in neutral or friendly (not own) territory.
Additionaly there should be an option to auto declare war on territory violation, maybe for each security level. Territory violation would be, if someone doesn't leave territory within 30 (or 60?) seconds after a warning-message popped up.
2. FP income and expenses
Factions get basic income from members and claimed outer systems and additional income from things in their claimed territory.
Factions have expenses from inner systems, stations, negative things in their claimed territory and big ships.
This things give you additional income if in your claimed territory:
This things cause additional expenses if in your claimed territory:
If a faction runs out of FPs it will begin to lose inner systems and stations (Randomly one per turn), the Homebase will become vulnerable and the faction can't claim anything new. Max FP dept is caped at -100, to prevent that a faction has no chance to rebuild its empire.
2.1 FP Income (per Turn):
.. 20 FP per online Player
.... 5 FP per offline Player (not inactive)
.. 15 FP per Outer system
.... 1 FP per active trading station (not shops) in claimed territory
.... 5 FP per sun in claimed territory
.. 10 FP per massive sun in claimed territory
.... 5 FP per planet with intact planetcore in claimed territory
2.2 FP Expenses (per Turn):
.. 30 FP per Inner system
.... 1 FP per active pirate station
.... 5 FP per station in Inner system
.. 10 FP per station in Outer system
.. 20 FP per station in unclaimed or enemy system
.... 1 FP per 10k mass of faction ship. (Smaller than 10k mass cost nothing, all neutrals docked to homebase count as faction ships to prevent abuse)
.... 5 FP per enemy station
2.3 FP Expenses event based:
.. 20 FP per player death
.. 50 FP to claim a system
.. 20 FP to claim a station or planet
.... 5 FP to claim a ship (no matter of size)
3. Effect on gameplay
3.1 Singleplayer
At the moment your posibilities to expand your faction-empire are very limited.
With this system it would be possible to claim more than 2 or 3 systems. But in the end, there wouldn't change much, because in singleplayer you only need a faction for the mining bonus.
3.2 Multiplayer/Server
First, factions are able to restrict the access to certain systems. Not only to neutrals but also to allies. Adding restrictions per faction-rank could be implemented. Inner sectors also offer a little protection, because noone except a factionmember is allowed to build stations there.
There is a actual need of FP because without them, you can't claim ships and will lose stations and sectors and income and expenses are better balanced so it should not happen that a faction has hundrets of thousands FPs.
Because suns and planets give additional FP, the voids are not as worthful as star-systems. Massive stars or dual-star-systems are more worthful than normal star-systems. There will be war if there is a system with two suns and some planets. You would have to defend the planets.
There is a reason to clear your systems from pirate. On servers with many factions you will see, space is not infinite (or possibly it is and the galaxies just make sense).
4. Example
Example faction with 3 players, one inner and one outer system, 3 planets, homebase + one station in inner and one staton in outer system, normal suns:
60 FP from players online
or
15 FP from players offline
15 FP from outer system
15 FP from planets
10 FP from suns
------------
55 FP offline; 100 FP online
------------
-30 FP from inner system
- 5 FP from station in inner system
-10 FP from station in outer system
------------
-45 FP
------------
Total 10 FP offline
Total 55 FP online
This faction could hold the upkeep from 100k total mass of ships while offline. If they want more, they have to expand.
If we just had a MOD-API or something, i would try to implement this
Other (old) threads about factions:
http://starmadedock.net/threads/faction-points-for-claimed-territorry.6562/ <= similar in FP earnings
http://starmadedock.net/threads/faction-diplomacy-alliances-and-wars.6293/ <= suggesting diplomacy
http://starmadedock.net/threads/faction-owned-system-sector-custom-relations.6225/ <= similar to Inner/Outer sectors
http://starmadedock.net/threads/faction-points-and-capital-ships.5909/ <= Ships cost FP
Copyright of all spell-, grammar-, or other mistakes belongs to me :p
But because this is different and I was thinking for a few days about this, here it is
This suggestion tries to improve the faction point system and make the faction-life a little more interesting.
At first I introduce a new system and security level system, in point 2 the faction point earnings an expenses are described, in point 3 the effect on gameplay is pointed out and in the last point you will find an example.
FP .. Faction point
1. Systems and scurity levels
1.1 Systems
- Inner (Core) systems
- Outer systems
- Cost FPs per turn
- More mining bonus
- Security-level: High
- Cheaper stations
- Brings FPs per turn
- Normal mining bonus
- Security-level: Low
Currently a faction can only set "Consider neutrals as enemy" to prevent others from flying into their territory.
I would change this to three security levels with three stages.
1.2.1 Security levels
- High (Inner systems)
- Low (Outer systems)
- None (All other systems)
- Faction only (Everyone but Factionmembers will be considerd as enemy)
- Allies (Neutrals will be considerd as enemy)
- Public (Nobody except enemies will be considerd as enemy)
You are allowed to freely adjust the security stage per level.
Also "auto declare war on hostile action" should take care of the security levels. If you are in a system where you haven't the permission to be in, if you get attacked by the owning faction, auto-war should not be applied. "Auto declare war on hostile action" should only work in neutral or friendly (not own) territory.
Additionaly there should be an option to auto declare war on territory violation, maybe for each security level. Territory violation would be, if someone doesn't leave territory within 30 (or 60?) seconds after a warning-message popped up.
2. FP income and expenses
Factions get basic income from members and claimed outer systems and additional income from things in their claimed territory.
Factions have expenses from inner systems, stations, negative things in their claimed territory and big ships.
This things give you additional income if in your claimed territory:
- Active trading stations (not the shops)
- Planets with intact planetcore
- Suns and massive suns.
This things cause additional expenses if in your claimed territory:
- Active pirate stations
- Enemy stations
If a faction runs out of FPs it will begin to lose inner systems and stations (Randomly one per turn), the Homebase will become vulnerable and the faction can't claim anything new. Max FP dept is caped at -100, to prevent that a faction has no chance to rebuild its empire.
2.1 FP Income (per Turn):
.. 20 FP per online Player
.... 5 FP per offline Player (not inactive)
.. 15 FP per Outer system
.... 1 FP per active trading station (not shops) in claimed territory
.... 5 FP per sun in claimed territory
.. 10 FP per massive sun in claimed territory
.... 5 FP per planet with intact planetcore in claimed territory
2.2 FP Expenses (per Turn):
.. 30 FP per Inner system
.... 1 FP per active pirate station
.... 5 FP per station in Inner system
.. 10 FP per station in Outer system
.. 20 FP per station in unclaimed or enemy system
.... 1 FP per 10k mass of faction ship. (Smaller than 10k mass cost nothing, all neutrals docked to homebase count as faction ships to prevent abuse)
.... 5 FP per enemy station
2.3 FP Expenses event based:
.. 20 FP per player death
.. 50 FP to claim a system
.. 20 FP to claim a station or planet
.... 5 FP to claim a ship (no matter of size)
3. Effect on gameplay
3.1 Singleplayer
At the moment your posibilities to expand your faction-empire are very limited.
With this system it would be possible to claim more than 2 or 3 systems. But in the end, there wouldn't change much, because in singleplayer you only need a faction for the mining bonus.
3.2 Multiplayer/Server
First, factions are able to restrict the access to certain systems. Not only to neutrals but also to allies. Adding restrictions per faction-rank could be implemented. Inner sectors also offer a little protection, because noone except a factionmember is allowed to build stations there.
There is a actual need of FP because without them, you can't claim ships and will lose stations and sectors and income and expenses are better balanced so it should not happen that a faction has hundrets of thousands FPs.
Because suns and planets give additional FP, the voids are not as worthful as star-systems. Massive stars or dual-star-systems are more worthful than normal star-systems. There will be war if there is a system with two suns and some planets. You would have to defend the planets.
There is a reason to clear your systems from pirate. On servers with many factions you will see, space is not infinite (or possibly it is and the galaxies just make sense).
4. Example
Example faction with 3 players, one inner and one outer system, 3 planets, homebase + one station in inner and one staton in outer system, normal suns:
60 FP from players online
or
15 FP from players offline
15 FP from outer system
15 FP from planets
10 FP from suns
------------
55 FP offline; 100 FP online
------------
-30 FP from inner system
- 5 FP from station in inner system
-10 FP from station in outer system
------------
-45 FP
------------
Total 10 FP offline
Total 55 FP online
This faction could hold the upkeep from 100k total mass of ships while offline. If they want more, they have to expand.
If we just had a MOD-API or something, i would try to implement this
Other (old) threads about factions:
http://starmadedock.net/threads/faction-points-for-claimed-territorry.6562/ <= similar in FP earnings
http://starmadedock.net/threads/faction-diplomacy-alliances-and-wars.6293/ <= suggesting diplomacy
http://starmadedock.net/threads/faction-owned-system-sector-custom-relations.6225/ <= similar to Inner/Outer sectors
http://starmadedock.net/threads/faction-points-and-capital-ships.5909/ <= Ships cost FP
Copyright of all spell-, grammar-, or other mistakes belongs to me :p