Factions

So that idea may or may not have been suggested already but I didn’t follow the forums any way and just returned when the game went to 1.0 . Sorry, if it already was, but I believe that idea is worth posting. You may agree or disagree :slight_smile:

 

Basically (also for those who love to tell TL;DR) this is about adding factions and appropriate reputations. I know that this was already suggested quite a few times however the next things hopefully will be new. For those that know the game, think about the “Freelancer”-reputation-system, I’ve got some ideas from it. I’m ignoring Fort Muerto for the Pirates, the system could be easier when using that one as a central hub for them. Also I’m under the impression that Empire, Federation and Jericho are at war. However the timeline doesn’t mention anything like that. If that presumption is wrong the rest of the text could read funny :wink:

 

Bold italic underlined text states the main topic of a paragraph, Bold text marks a larger sub-theme.

 

First of all 8 factions are added. The first 3 should be obvious, Empire, Federation and Jericho. There will be criminals as well (the next 3 factions), Empire Pirates, Federation Pirates and Jericho Pirates. Because those names sound dull, let’s call them Pirates (Empire), Corsairs (Federation), and Rogues (Jericho). Essentially these Criminals are fighting against the faction mentioned in their name. The last 2 “factions” should be “lawful” and “unlawful”. They are not exactly factions but need to exist for players (reason see below).

All factions are available for players, however no NPC may fly under “lawful” or “unlawful”-tag.

The 8 factions all have relations to each other, Friendly or Hostile.

Empire, Federation and Jericho are Hostile to each other, hostile to “their” pirate-faction and Friendly to the other criminals. So e.g. the Empire is Hostile to Federation, Jericho and Pirates, Friendly to Corsairs and Rogues.

This already defines the relationships of the criminals as Hostile against their faction and Friendly to the other factions. E.g. the Pirates are Hostile to the Empire and Friendly to Federation and Jericho. Criminals are Hostile to each other.

Lawfuls are Friendly to Empire, Federation and Jericho, Unlawfuls are Friendly to the criminals (and vice versa).

 

The existing Invasion-maps would have to be updated so the currently either lawful or unlawful NPCs would earn their factions’ reputation and attack valid targets (in particular criminals shouldn’t attack pirating players however mining ships should). Having mentioned those mining ships, they have to be part of one faction, not lawful. Players will get their own reputations as well, Neutral, Friendly or Hostile towards those factions.

When starting the game, players choose one of those factions. They’ll gain the appropriate reputation for the faction they choose. However it won’t have any impact in the game apart from the Invasion mode. In the invasion mode their reputation will decide on by whom they are attacked and by whom they aren’t. The first change of a faction should be free of charge. Players who are neutral to both criminals and main faction (e.g. neutral to Corsairs and Federation) can choose to which faction they want to belong.

 

Gain and Loss of Reputation is done via the Karma-system that’s already in place. By killing an enemy the factions will react appropriately. Let’s say you are an Empire-pilot and attack and kill a Pirate. You’ll lose Karma for Federation and Jericho and gain Karma for Corsairs and Rogues. While NPCs have fixed Reputations according to their alignment, players who stand between -1 and 1 in Karma are considered Neutral, above 1 they are considered Friendly, below -1 they are considered Hostile. Note that the Reputations of a faction and its counterpart should be mirrored, so RepEmpire equals minus RepPirates etc. This prohibits that a player achieves a -2 Karma on both Empire and its enemy.

Lawful and Unlawful players don’t go the same route. A lawful player will gain reputation with all three factions when killing any pirate or unlawful player no matter what criminal faction these belong to. They lose reputation if they kill any lawful citizen with all three factions. E.g. killing a Rogue will improve your reputation towards Federation as well as Jericho, while killing an Empire military ship will result in a reputation penalty for Empire as well as Federation and Jericho. You are lawful, act like it.

 

Pirate Stations need to be added because it isn’t possible to enter the station-system of a hostile faction, you would be killed nearly instantly without the chance to dock. However I consider the Criminal-factions to be more PvP-orientated, also they can’t have their main base in the same sector as their enemy’s starbase, e.g. the Pirates can’t have their main base in Ontregos, home of the Empire. Instead Pirates get their home base in Felony, Corsairs in Velorum (swapping Velorum and Erebus-sectors could make sence, it’s not necessary though) and Rogues in Solaris. However these stations wouldn’t bring station protection to the entire sector but only to the system of the base itself.

For players the pirate-factions are only chooseable from R7 onwards, as every mentioned sector only consists of R7- or R10-systems. Thus the reputation of players is locked between Ranks 4 and 7 in that they can’t have a Karma lower than -1 to Empire, Federation and Jericho. As soon as they promote to R7, this restriction is not valid anymore, meaning they can join a Pirate faction.

 

Missions and Vouchers get some slight changes. You still need to change hangars to be able to earn other Vouchers, however, Vouchers of one faction are available from the respective criminals as well (e.g. you can earn Jericho-vouchers from Rogues). To fit this into the story, the criminals have been able to hack into the factions’ database and create an own profile, gaining vouchers for “accomplished” missions. These missions are instead given out by the pirates and are only slightly changed (e.g. you have the task to destroy 4 pirates in Ontregos Pass; pirates change it so you have to destroy four military ships. Mission rewards stay the same). The requirements for vouchers remain untouched.

 

PvP get’s a little bit more complicated. When two players are in radar range of each other, the game checks for the factions these players belong to, checks the reputations of both players towards the factions and takes the worse of them (e.g. an Empire pilot meets a Corsair; that corsair however has started to attack Empire-targets and is neutral to the Empire, while the Empire pilot is friendly to corsairs; they appear Neutral for each other). This may cause some players to see hostile players of factions that they are normally friendly to. To stop them from losing Karma in PvP-combat only the one with the worse Karma towards each other will lose Points, the other persons’ Karma will stay at the same level.

Buffs and Heals are changed so they work on every person who is friendly to one player. Neutral players can’t gain an advantage of those Buffs, Hostile players obviously have to be excluded. This makes the only (HUD-wise) improvement of premade squads over normal friendly players the squad-window to the left where the player can check the status of his teammates.

 

So I hope I didn’t forget anything that would be important to mention regarding gameplay. The second post below contains unimportant suggestions for HUD-changes which would be necessary if this idea was implemented. However I want to visibly divide these parts, the above is the one important for gameplay.

I’d love to hear your feedback, the only thing I don’t want to read is that you are sending me a mail bomb. Apart from that you are obviously free to rip my idea into pieces (though I hope you don’t).

Greetings

Silverman
 

So this second post contains some rather unimportant suggestions on HUD-changes which would be necessary. I know I don’t need to do anything like this but I don’t want to post something that isn’t thoroughly thought through (I had to). Feel free to skip this second post it won’t contain important information that isn’t already mentioned in the first post.

 

I’ll mention necessary changes in no particular order.

 

Changing your alignment and viewing your current reputation-status** :**

There are two possibilites for viewing the reputation status. The first one would be where the current Karma-indicator is in the players’ profile. Instead of 1 bar there would be 6 (Lawfuls and Unlawfuls don’t have their own bar), showing your current Karma towards each faction.

The other possibility is at the same place where you change your alignment, in the contracts-window. By klicking on one of the 6 groups you’ll see your Karma-bar towards the faction and towards the faction’s pirates.
Choosing “Sign contract” will open the same “You need to jump to the other station”-dialogue. For players with a Karma of ±2 to the factions nothing will change. However if you are between -1 and 1 in Karma for a faction and their pirates, the dialogue expands a bit. Above the buttons “Jump for Credits”, “Jump for GS” and “Abort” there would be a checkbox “Join the Enemies of the [Factionname]”. Checking this would make you join the Pirates instead of the proper faction. This is available to R7 and above.

 

Joining Lawful or Unlawful Faction is possible here as well. Adding a 7th slot for contracts that displays your stats and where you can decide to join Lawful or Unlawful could be an elegant solution.

 

Hangar-interior** :**

This one could stay the same design (it’s easier y’know). Personally I don’t care for customized hangar-designs. The flags would have to change, either give every criminal faction their own banner or let them put destroyed faction-signs into their hangar. For example Empire-flags with severe burning-marks.

 

HUD in Invasion-mode:

Sadly one cannot try out the colors oneself. However I’ll give the color code for those HUD-signs that would have to be implemented. Note I don’t know how currently squad-members are colored ingame.

Friendly NPCs and non-targetable structures, docking points and jump gates remain in the standard blue.

Friendly Players who are not in your squad recieve a dark green, e.g. #006600.

Your Squad-members recieve a bright green, e.g. #33CC00.

Neutral NPCs get a White color, e.g. #CCCCCC.

Neutral Players get the Yellow color that is currently ingame for some players (I don’t know what it means yet).

Enemies, no matter if NPCs or players, are displayed in ingame-red.

So I didn’t mention in the first post the different possibilities, a player has and the appropriate factions. For simplicity the game shouldn’t be able to decide if one person plays his character as being just against the Empire or believing that the Federation and Jericho could work together against the Empire.

 

So if you believe in peace between all factions, the Lawful choice would be for you. If you think that the current Federation government is wrong and should be fought at all means, however the Federation itself is the best idea ever, the Unlawful choice would be yours. Want to be a special agent of the Empire, sent to destroy the Jericho? Choose Empire or, if it doesn’t matter to you if you are friendly to Federation or not, Rogues.

The game should scan your different reputations and always assign you the correct designation. As there are (not counting neutral) 8 different possibilities (3 Factions, Empire, Federation and Jericho, each two options, Friend or Foe; Remember Pirates have mirrored Karma of the factions) every combination of Friendly and Hostile is representated by a single faction. This makes it possible for the game to search for the lowest difference between your reputation and the factions’ relationships to each other and give you the resulting tag.

I believe I read that they were working on the story line so there may be room for faction reimplementation in the future. If the add perks to being one or the other it could be interesting. I don’t see it being too involved if they do. Simply you have the three main factions with he end game option of being an enforcer or pirate. There could be some gear you could get or only be able to use by being one or the other. Maybe some Invasion roll play options. And yes, there have been some other suggestions like this.