Recently, I read these two words:
"Buying systems" - Vennex 2015
And now I want to make a real-estate faction. But there is one very big problem with my idea. There isn't any faction economy. It would be nice if we could have an economy that is eventually introduced, that could use a range of suggestions and allow servers to be there own Babby Mass Effect with blocks. (with all of the different factions doing, things, and stuff, you know, faction and business stuff...)
EDIT: I've just realised that I'm turning this game into an MMO (in terms of suggestions) consider a massive server a possibility.
Faction Trading!
As the name implies, factions have the ability to trade with eachother. For this system to work, there would of course need to be more diversity of ores, which would have to be a default-off config option, to allow for singleplayer experiences to have access to all of the required ores. On servers, however, this would create both war and diplomacy for factions. Without the option for factions to trade, more war would occur to control certain systems that have a specific ore.
Factions would be able to trade items via flying cargo ships to pickup stations. This would create traffic between factions, and would allow a previous idea thought up by nightwalker_007 in conjunction with a thread by ltmauve to rework faction territory, New Territory System, meaning that this new demand for traffic would allow traffic to increase a station's influence.
Factions would also need it's own credit balance, in case a faction is unable to trade using items. Credits wouldn't need to be transported with ships, unlike items, but there would need to be a source of credits. Factions having their own balance would also allow corporation factions to work a lot better. This would work perfectly with the proposed Global Factions, meaning that a global corporation faction could have balance that is then used to buy/sell various things, such as items, blueprints, land on a server, etc. (I REALLY want to have a real-estate corporation faction :p)
With the fact that factions would have to send ships across the galaxy in order to trade items, there will be a growing need to protect them from pirate raids, and with the idea of interdictors, originally thought up by Zaphord in the Interdiction - No Escape!, and later compiled into a more complete suggestion by me in the Change Warp System and Interdictor Ideas, pirates could end up being more of something done by players, rather than NPC pirates. There would be multiple ways to combat these pirates, such as hired guards, or outposts spread across the galaxy, to provide safe havens for these transports.
To summarize, factions being able to trade with each other with items or credits would create the need for multiple new features, which ultimately would contribute to more depth being added into factions.
"Buying systems" - Vennex 2015
And now I want to make a real-estate faction. But there is one very big problem with my idea. There isn't any faction economy. It would be nice if we could have an economy that is eventually introduced, that could use a range of suggestions and allow servers to be there own Babby Mass Effect with blocks. (with all of the different factions doing, things, and stuff, you know, faction and business stuff...)
EDIT: I've just realised that I'm turning this game into an MMO (in terms of suggestions) consider a massive server a possibility.
Faction Trading!
As the name implies, factions have the ability to trade with eachother. For this system to work, there would of course need to be more diversity of ores, which would have to be a default-off config option, to allow for singleplayer experiences to have access to all of the required ores. On servers, however, this would create both war and diplomacy for factions. Without the option for factions to trade, more war would occur to control certain systems that have a specific ore.
Factions would be able to trade items via flying cargo ships to pickup stations. This would create traffic between factions, and would allow a previous idea thought up by nightwalker_007 in conjunction with a thread by ltmauve to rework faction territory, New Territory System, meaning that this new demand for traffic would allow traffic to increase a station's influence.
Factions would also need it's own credit balance, in case a faction is unable to trade using items. Credits wouldn't need to be transported with ships, unlike items, but there would need to be a source of credits. Factions having their own balance would also allow corporation factions to work a lot better. This would work perfectly with the proposed Global Factions, meaning that a global corporation faction could have balance that is then used to buy/sell various things, such as items, blueprints, land on a server, etc. (I REALLY want to have a real-estate corporation faction :p)
With the fact that factions would have to send ships across the galaxy in order to trade items, there will be a growing need to protect them from pirate raids, and with the idea of interdictors, originally thought up by Zaphord in the Interdiction - No Escape!, and later compiled into a more complete suggestion by me in the Change Warp System and Interdictor Ideas, pirates could end up being more of something done by players, rather than NPC pirates. There would be multiple ways to combat these pirates, such as hired guards, or outposts spread across the galaxy, to provide safe havens for these transports.
To summarize, factions being able to trade with each other with items or credits would create the need for multiple new features, which ultimately would contribute to more depth being added into factions.