Brainstorming things we could use faction points for, beyond just asteroid respawning and the like.
These would be things we could spend points on to "buy" for the faction as a whole. They would either be single use exchanges, or they could be passive bonuses that would allow factions to tailor how they function. For example, a faction that wanted to focus on building things could buy perks that make building or manufacturing things easier, while a combat focused faction could buy perks to make their ships tougher fighters.
Things that spring to mind for me, in no specific order:
Increased Mining Bonuses
Reduce the initial faction mining bonus to something lower, like 2x. then have multiple ranks of increased mining bonuses that can be bought.
Extra Production
Several ranks of being able to have additional blocks produced when using a factory. So start at say 5% chance every tick to make an extra whatever without using any additional mats, pop it up to 10%/15% with additional bought ranks.
Vanity Items
Spend faction points to be able to add special vanity items to a faction base's shop that you can't otherwise manufacture or buy from shops. Things like chairs and tables, or star charts, maybe even little animated monitors like TV screens.
Potions
Find a better name for them, but spend faction points to get items that can restore power or shields when used as a consumable item. Spend X points, get a stack of Y potions that can then be used, given out to faction members as rewards, or sold in the shop.
Filled Blueprints
Since we now have point values assigned to blueprints, we should be able to figure out a way to translate that into a fair equivalent amount of faction points. So say it was a a 10:1 ratio ship points to faction points, a 10,000 point ship could be "bought" for 1,000 faction points in order to get a filled blueprint for immediate spawning.
Speed Boosts
Ranks for passive speed boosts for anyone in the faction. Say do the standard 5/10/15% levels. So if the server speed limit is 100 m/sec, if you're in a faction that has bought these perks, your normal speed limit would be 105/110/115 m/sec.
Lowered Taxes/Extra Effect
More ranked tiers, this time to reduce the energy tax on additional arrays. There is currently a "tax" in place for multiple individual arrays linked to a single computer (presumably because those additional arrays increase lag or something like that, and this being an inbuilt way to discourage their excessive use), this would reduce the that energy tax. Alternatively, if lowering the tax causes issues, it could instead increase the effect of existing arrays.
Block Leeching
Ranked tiers, % chance that any block destroyed in combat gets salvaged and appears in ship/station inventory. So if you fire off an explosive missile that turns the target ship into a donut, some of those vaporized blocks wouldn't be lost, but would be instead transferred to you.
Bartering
Ranked tiers to lower the price of items you buy from shops and/or increase the price for items you sell. Probably two separate paths here, one for each side. Would need to find a way to stop factions that have both from being able to just buy cheap and sell high to the same station for unlimited free money though.
Faster Cooldowns
Like the increased speed limits, except that it speeds up your cooldown time. Which would grant greater DPS, and allow for less cannon slave blocks.
Guild Tax
Whenever a faction member sells something, ranked percentages of that money is copied for free into a guild vault. So if it was a 1/2/3% guild tax, someone selling an item for 100 creds would get their full 100 creds, but 1/2/3 creds would also be copied over into the faction treasury.
Shop Stock
Going back to the idea of filled ship blueprints, figure out a fair faction point value for the blocks that would normally be granted to a shop using the existing stock command, and let factions spend points to stock their own shops with blocks. Either a really steep faction point cost to just drop free blocks into the shop that the faction leader could take out, or add some extra checks to the faction shop to know when these blocks were bought this way to make sure they can't be taken back out, only bought (which would mean it would take less faction points since you'd need to essentially buy those blocks twice).
These would be things we could spend points on to "buy" for the faction as a whole. They would either be single use exchanges, or they could be passive bonuses that would allow factions to tailor how they function. For example, a faction that wanted to focus on building things could buy perks that make building or manufacturing things easier, while a combat focused faction could buy perks to make their ships tougher fighters.
Things that spring to mind for me, in no specific order:
Increased Mining Bonuses
Reduce the initial faction mining bonus to something lower, like 2x. then have multiple ranks of increased mining bonuses that can be bought.
Extra Production
Several ranks of being able to have additional blocks produced when using a factory. So start at say 5% chance every tick to make an extra whatever without using any additional mats, pop it up to 10%/15% with additional bought ranks.
Vanity Items
Spend faction points to be able to add special vanity items to a faction base's shop that you can't otherwise manufacture or buy from shops. Things like chairs and tables, or star charts, maybe even little animated monitors like TV screens.
Potions
Find a better name for them, but spend faction points to get items that can restore power or shields when used as a consumable item. Spend X points, get a stack of Y potions that can then be used, given out to faction members as rewards, or sold in the shop.
Filled Blueprints
Since we now have point values assigned to blueprints, we should be able to figure out a way to translate that into a fair equivalent amount of faction points. So say it was a a 10:1 ratio ship points to faction points, a 10,000 point ship could be "bought" for 1,000 faction points in order to get a filled blueprint for immediate spawning.
Speed Boosts
Ranks for passive speed boosts for anyone in the faction. Say do the standard 5/10/15% levels. So if the server speed limit is 100 m/sec, if you're in a faction that has bought these perks, your normal speed limit would be 105/110/115 m/sec.
Lowered Taxes/Extra Effect
More ranked tiers, this time to reduce the energy tax on additional arrays. There is currently a "tax" in place for multiple individual arrays linked to a single computer (presumably because those additional arrays increase lag or something like that, and this being an inbuilt way to discourage their excessive use), this would reduce the that energy tax. Alternatively, if lowering the tax causes issues, it could instead increase the effect of existing arrays.
Block Leeching
Ranked tiers, % chance that any block destroyed in combat gets salvaged and appears in ship/station inventory. So if you fire off an explosive missile that turns the target ship into a donut, some of those vaporized blocks wouldn't be lost, but would be instead transferred to you.
Bartering
Ranked tiers to lower the price of items you buy from shops and/or increase the price for items you sell. Probably two separate paths here, one for each side. Would need to find a way to stop factions that have both from being able to just buy cheap and sell high to the same station for unlimited free money though.
Faster Cooldowns
Like the increased speed limits, except that it speeds up your cooldown time. Which would grant greater DPS, and allow for less cannon slave blocks.
Guild Tax
Whenever a faction member sells something, ranked percentages of that money is copied for free into a guild vault. So if it was a 1/2/3% guild tax, someone selling an item for 100 creds would get their full 100 creds, but 1/2/3 creds would also be copied over into the faction treasury.
Shop Stock
Going back to the idea of filled ship blueprints, figure out a fair faction point value for the blocks that would normally be granted to a shop using the existing stock command, and let factions spend points to stock their own shops with blocks. Either a really steep faction point cost to just drop free blocks into the shop that the faction leader could take out, or add some extra checks to the faction shop to know when these blocks were bought this way to make sure they can't be taken back out, only bought (which would mean it would take less faction points since you'd need to essentially buy those blocks twice).
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