Governments –Factions – Reputation – Player versus Player

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Governments –Factions – Reputation – Player versus Player

Postby seikatsukira » Sun Jul 06, 2014 9:05 pm

Governments are already planned in some part. People who have colonies in a system can vote on who they want to be the leaders of that government. Hopefully people will get a number of votes depending on colonist count, and the number of colonies they have in the system.

When a government is set up it should get a name, and be allowed to start or join a Faction. Factions should then be able to declare war, set up embargos, create alliances and zone local space. Such as red zones – except it would be zoned to a specific faction.

Players would start with zero reputation, and as they explore, mine, trade, or fight in a factions zone they gain reputation with that faction. At a certain point of reputation players would have the option to Join a faction, even if they do not have any settlements in that factions zone. They would not be included in any voting or decision making; however they would get a discount when trading with colonies that are controlled by that faction. The discount would be set and controlled by the governments in each system.

Once a player joins a faction, they would be held to the regulations set by that faction. ie. If a player joins a faction that has a trade embargo against another faction. The new faction member would not be able to trade with the sanctioned faction.

If two factions are at war with each other, players of opposing factions can attack and defend the settlements of the enemy.

**both factions would have to agree upon a war** - thus players who do not want to be involved with pvp would in no way be obligated to do so.

Alliances would need to be agreed upon by both factions as well. However trade embargos would only require one faction to decide.

Players who are not part of a faction, or that are in a neutral faction would not receive any penalties or perks associated with factions. They would be free to go where they please, and explore, mine and trade with anyone they choose.

Reputation should also be able to be earned for both the UNCA and the Pirates (pirates who need an organizational name).

A pirate home system needs to be set up. This way players can either be part of the pirate syndicate or work for the UNCA, earning credits and other rewards from missions. Do you want to join the UNCA and kill pirates? sure have fun! Do you want to join the pirates and kill escort ships? Sounds great. Would you rather jump into pvp zoned space and take part in a player/npc fight of both pirates and UNCA ships? Even better!
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Re: Governments –Factions – Reputation – Player versus Playe

Postby Achibot » Sun Jul 06, 2014 10:00 pm

I'm not one for PvP so everything hereafter should be qualified by that.

I like the idea of factions, it is a logical progression from governments but I believe it needs a certain population for the formation of multiple, viable factions to occur, which I would think is necessary.

Another issue. Hypothetical: I am almight tyrant of Achibot-3 by the ancient right of having the most Space Domes. I outvote both my neighbours easily and control the government. Can I not now lock them to a faction to which they may not wish to be a part? What if they are in another another faction based in another system?

I wholeheartedly agree with formalising the pirate faction more at some point. As you know I am a strong advocate of Pirate Rights and I for one feel the formation of a United Pirate Alliance against the brutal UNCA sponsored oppression perpetrated by flagless, mercenary scum to be an inevitability.
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Re: Governments –Factions – Reputation – Player versus Playe

Postby seikatsukira » Sun Jul 06, 2014 10:21 pm

Achibot wrote:Another issue. Hypothetical: I am almight tyrant of Achibot-3 by the ancient right of having the most Space Domes. I outvote both my neighbours easily and control the government. Can I not now lock them to a faction to which they may not wish to be a part? What if they are in another another faction based in another system?





I would say make the vote for factions require a 3/4 majority. and if they are small enough for you to still over power them, then have at it! ( it could be 100% but that seems silly)

If they are in a different faction, then hopefully they would use their votes to keep peace between the two. Since a war would require both sides.
Also i would suggest that if a player is part of 2 factions that go to war, they would become neutral with both sides until the war was over.
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Re: Governments –Factions – Reputation – Player versus Playe

Postby Sinstrite » Sun Jul 06, 2014 10:57 pm

Opinions change over time as game development changes, so while these words may not be true later on, right now at this state in the game I don't really know about governments and factions.

I personally don't like all the "depend on other players" for something thing with governments, or factions, or whatever. There are many players that while social, prefer to experience everything possible by doing things themselves. This is supposed to be a game of high quality sandbox, and where anything can be possible. I shouldn't have to vote for someone to run some type of wacky player-run system of control somewhere, just to have certain types of rights or accesses in that area. That should be left to more thinking and more decision making. A stargate doesn't really support the fact that a government comes around overnight anyways, or that certain people have any type of control over the colonies somewhere. The only thing that runs a government, or faction, or whatever - is politics. What runs politics? Players with credits, and some type of PVP ships or some type of player vs player warfare, i.e. defense and offense. Not saying I want that PVP stuff or anything alongside governments or what have you, but I don't want the shackles of an ill-planned system of player control so early on in the game, even after stargate introduction. The entire concept of governments and whatnot around stargates already has me very iffy based on what I've read.

If we're going to have some type of government or faction system placed in the game, I would hope it's only player to NPC bound through colonies, and that player interaction with colonists even on other player colonies can have effects. Start selling vanity items or extra SC outside of the premium deals we have right now, and think of the message that gives to future players, based on what they would then (to the best of their ignorant knowledge) assume about the veteran players. They would assume that money has been thrown around and some old players have already done things that the (new player) could never reach. I avoid a lot of server to server games for that exact reason, if there's already people with tons of vanity items, and all types of other goodies just because they've been playing forever and have spent some dough, I feel like my sense of accomplishment is forever gone with that game, because I will have done nothing unique. Atleast keeping things separated by different accounts equals out so that every player who understands what premium gives will know what limits they do and don't have.

"You can get up to three types of premium on an account which offer 100 SC monthly each. Colonies cost 80 SC for monthly upkeep, so with a positive balance you can have three."

"You can get up to 300 SC with three premiums with an account, and domes are 80 SC monthly upkeep, so if you spend X amount of cash each month for the extra SC, you can have a whopping X amount of colonies!


Virtually, they're the same exact thing, because multi-accounts are what SC sales would be, just not on the same character. Overall to a new guy, these two sentences would have very different impacts on how they see the game at first.

Again, not arguing any point at all, just expressing my views/concerns.
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Re: Governments –Factions – Reputation – Player versus Playe

Postby jam » Mon Jul 07, 2014 1:52 am

Governments are needed for things like terraforming and gates, so that decisions on those are as "fair" to the residents affected as I can make them.

I don't see the point in the rest of it TBH. Changing what is a red zone and what is not is out of the question, PVP combat outside red zones is out of the question, and controlling it in any way inside red zones is (probably) out of the question, so war declarations have no purpose. At least, a game system of war decs has no purpose.

What is the point of trade embargoes? I can only see that as being a negative. Where's the fun in it?

Sorry maybe I'm just not understanding it, but I don't understand the point of these factions.

Attacking UNCA is and will always be impossible in the game. In-game reason: UNCA control the bank (they are the bank) and the E-Jump system - if you think that through to its conclusion... Gameplay reason: UNCA are what enforce non-PVP outside red zones. Story reason: Classified.

Joining pirates and attacking _other_ NPC ships is totally on the cards tho.
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Re: Governments –Factions – Reputation – Player versus Playe

Postby Agamemnon » Mon Jul 07, 2014 2:16 pm

So, say I don't want to be around these UNCA types and decide to support the pirates instead. Would there be options like being able to build casinos, brothels, residential slums, rum/booze distrillerys and meth labs?

I would much prefer to run New Vegas as a slum lord selling booze and narcotics to my residents and supporting the pirate clans then I would the UNCA.

:D
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Re: Governments –Factions – Reputation – Player versus Playe

Postby jam » Wed Jul 09, 2014 3:08 pm

Short answer is yes, as we build out population mechanics, we do plan on doing something with alcohol, various levels of narcotics (probably addictive and non-addictive), casinos etc sure why not.

I do want smuggling to be a big thing, so different laws on narcotics for example will create adventure there.
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Re: Governments –Factions – Reputation – Player versus Playe

Postby Agamemnon » Wed Jul 09, 2014 6:29 pm

To quote my hero Peter Griffin....


"Freakin' Schweet!!!"

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