Faction Creation System v0.01

Discussion for the Next Big Thing, which is purely theoretical.
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Arcalane
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Faction Creation System v0.01

Post by Arcalane »

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[Tue 02] [17:51:50] <HorseMonster> You know, it seems with games development that potential players are eager to throw content that they think should be included at developers and to propose features.
[Tue 02] [17:52:13] <HorseMonster> but when it comes to figuring out how something might work mechanically they run and hide.
[Tue 02] [17:52:17] <Arcalane> of course
[Tue 02] [17:52:22] <Arcalane> it requires EFFORT on their part
[Tue 02] [17:54:23] <HorseMonster> I think I might be able to come up with something that will excite the retards.
[Tue 02] [17:54:36] <HorseMonster> I mean generate more interest.
[Tue 02] [17:57:39] <Arcalane> hahaha
[Tue 02] [17:58:00] <HorseMonster> Faction registration and faction templates got alot of user attention quite rapidly. Assumedly because people are effectively creating their own content (factions) using tools provided by people developing the game (faction templates).
[Tue 02] [18:00:14] <HorseMonster> I think that if we throw out a new faction customisation system with lots of flashy knobs and dials on it for people to play around with we might be able to make people go "holy shit this is awesome" again.
[Tue 02] [18:03:25] <AD> This might work.
[Tue 02] [18:04:28] <Arcalane> indeed
[Tue 02] [18:04:40] <Arcalane> the templates system needs more solid impact on gameplay, I think
[Tue 02] [18:05:28] <Arcalane> although I like the more unusual elements, like the special traits for the pseudoreligious types
[Tue 02] [18:06:30] <Arcalane> ALL HANDS, TAKE HEART. JUSTICE IS ON OUR SIDE!
[Tue 02] [18:08:45] <HorseMonster> Hmm.
[Tue 02] [18:09:05] <HorseMonster> Perhaps a faction could have slots for "traits" that define how that faction works.
[Tue 02] [18:09:17] <HorseMonster> You could mix and match them to determine how your faction works.
[Tue 02] [18:09:28] <Arcalane> hrm
[Tue 02] [18:10:33] <Arcalane> could be tricky to balance out, but so is the Template system
[Tue 02] [18:12:31] <HorseMonster> If worst comes to worst you could assign positive and negative points values to them.
[Tue 02] [18:12:43] <HorseMonster> Make it like point-buy character creation in an RPG
[Tue 02] [18:13:55] <Arcalane> that would probably be the best way to handle it... I'm envisioning like... picking out three fixed-type traits that define some basic military/social/economic stuff, and then you can pick out from a bunch of auxiliary traits for mix/match.
[Tue 02] [18:14:15] <HorseMonster> I was thinking almost exactly along those lines.
[Tue 02] [18:14:21] <Arcalane> hivemiiiiiiiind
[Tue 02] [18:14:23] <HorseMonster> 3 seems like a good number.
[Tue 02] [18:14:56] <HorseMonster> 3 traits that handle the big stuff, numerous smaller traits.
The new system is thus:

Major Traits:
Major Traits have significant, wide-ranging effects on your faction in terms of what it is and what it will become. Choose wisely.
You may pick up to three, so long as they are not obviously mutually exclusive; you cannot be an Imperial Loyalist and an Imperial Renegade, of course. Major Traits are similar to the previous templates system, in that they may have multiple effects and are fairly complex.

Imperial Loyalist:
With the Empire's Collapse, the Navy collapsed as well. Admirals and their fleets were scattered by fate, fortune and luck, thrown to the solar winds and left to survive. Not all have fared well, but others have managed to find still-loyal planets, and aim to rebuild the Empire alongside the Remnant. With a small cadre of loyal and experienced warships at their command, admirals have an initial leg up of sorts, but maintaining the support of the people will be necessary to stay in the Remnant's favour...
Effect 1: Your faction's starting forces are replaced with a small group of extra, highly loyal Imperial Navy warships.
Effect 2: You are expected to work towards reestablishing the Empire alongside the Remnant.
Effect 3: Remnant Relations start at "Friendly", but are highly dependent on the morale of your planets. See below;
Effect 4: If you rule with favour (planets have high morale), relations with the Remnant are improved.
Effect 5: If you rule by force (planets have low morale), relations with the Remnant are diminished.
Effect 6: If overall morale + Remnant relations ever become too low, you will be branded a Renegade.


Imperial Renegade:
Not all Imperial Navy admirals were fond of the Empire during it's waning hours. These were often outcasts and those looked down on by High Command, often responsible for small patrol groups in remote sectors, out of sight and out of mind. Using these patrol groups, however, they have seized outer planets, seeing the Collapse as an opportunity to extract their own piece of revenge on what remains of the Empire.
Effect 1: Your faction's starting forces are replaced with a small-to-moderate group of extra lower-quality Imperial Navy warships.
Effect 2: Initial relations with the Remnant are very poor, and hard to raise.

~~

Minor Traits:
Minor traits can be used to augment your faction in a narrow field, rather than defining their capabilities.
Purchase these auxiliary traits using special points. You have 10 to spend. Some traits may award points instead of deducting them, but will have only negative effects. Minor traits have only one effect.

Certain 1-point Minor Traits which have their costs marked with a * symbol can be purchased multiple times, following the rules below:

May be purchased multiple times. First two purchases cost 1 point each, after which each purchase costs two points. Indicate level with roman numerals. For example; two purchases of Experienced Miners is Experienced Miners II and costs two points, for a +10% mining income bonus. Three purchases is Experienced Miners III and costs four points for a +15% mining income bonus.

Experienced Miners: (1*)
Your people are inveterate miners, having worked mining equipment for decades or even centuries. All income from mining is noticeably increased.
Max Purchases: 4
Effect: +5% to Mining Income

~~

The current traits are examples! Submit your own here! See the old Starting Templates thread for some inspiration.

If you feel an existing trait of either kind is weak or in need of adjustment, feel free to bring it up here.
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GATC
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Post by GATC »

Major trait:
Nomad group:
Your faction prefer used big sized ship to transport is population than colonise planete
Effect 1: Start with an upgradable "Mothership" who replace the HQ
Effect 2: Start with several "City-ship" and other type of civilian ship
Effect 3: Construct specialised ship at the place of building.
Adv: Can move population a critical structure out of dangerous zone
Dra: Can lose all in one attack
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Post by Silverware »

The Imperial renegade trait so far is rather negative, so maybe allow it to pick more minor traits and have more minor points to buy with, so its not just a RP template for factions.
Or possibly include the points system for major traits too, making minor traits cost much less, and majors draw from the same pool.

Major
Independant Nation

Before the Empire collapsed yours was a nation independant to the empire, most likely it was pressured through hard trading, meaning a low external economy input, so much of what was needed for survival was built up upon your own world(s). The remnant will most likely view you as a potential threat so be careful about how you deploy your forces...

Effect 1: Your stating planet(s) are much more developed than normal, providing a much larger initial economy.
Effect 2: Your starting fleet is the milita and/or the standing navy for your nation, they are much more loyal than standard, and more numerious.
Effect 3: Remnant relations start off slightly lower than average.


Minor
Trade Halls(1*)

As a faction your people have been trading for a very long time, and have developed trading halls, which are communities of traders amongst the other craftsmen.All trading income is increased, trading income is worked out by the number of friendly neighbouring factions, multiplied by x% of the nations average income each turn.
Max Purchases: 4

Effect: The x% used to calculate income is raised by 2.5% per level.

This may prove to be a valuable trait forplayers who go friendly as it brings in more cash from your friends.
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Corporal Jomn
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Post by Corporal Jomn »

Major Traits
MegaCorporation
Obviously a huge and rather powerful corporation that has control over almost/all control over the government. They had great control over governments not already part of the Empire. Everyone is under your payroll, and they pretty much "rent" everything.
Effect 1: The faction's forces are rather underpowered because of Imperial Regulations. Ie: The highest ship class you can and build have at the start is a destroyer.
Effect 2: There's a boost to the tax income.
Effect 3: The base moral is lower and more prone to fluctuations. Worker riots/strikes are extremely dangerous and detrimental to the economy.
Effect 4: You must maintain good relations with the Board of Directors. Unless of course you want to be fired.
Effect 5: Not only do those gals at Accounting attractive, but they are really good at their jobs. Careful rulings also help cut costs for ship building, facility upgrades, etc. 5-10%

Minor Traits
Great Scientists/Inventors: (1)
Your people are famous for a thriving scientific community. They have made many innovative inventions.
Effect: You start a little bit higher on the tech tree.
Last edited by Corporal Jomn on Wed Mar 03, 2010 8:09 pm, edited 1 time in total.
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Elitay
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Post by Elitay »

Minor

Industrialized: (1*)(Max 4)
Your people have a streamlined, efficient manufacturing industry. Many of its processes are automated and as a result, production costs are lower.
Effect: Ship construction costs are 5% lower per level.

Agrarian: (1*)(Max 4)
Your people live a simple life and technology is unnecessary for most of them. As a consequence, much of the machinery needed for starship construction is not available.
Effect: Ship construction costs are 5% higher per level.

Major

Decadent:
Your people haven't had to do much work for centuries. Almost everything is provided for them by worker drones. The level of corruption in your society is very high. The people lack motivation. On the other hand, morale is high and your totalitarian government possesses relics from the past that have defended your planet(s) for centuries..
Effect 1: All costs are increased by 10%
Effect 2: Morale tends to stay high.
Effect 3: You start with stationary orbital defences on any planets.
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Arcalane
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Post by Arcalane »

Silverware wrote:The Imperial renegade trait so far is rather negative, so maybe allow it to pick more minor traits and have more minor points to buy with, so its not just a RP template for factions.
Or possibly include the points system for major traits too, making minor traits cost much less, and majors draw from the same pool.
"Rather negative"? Taking in mind you basically get a stronger starting fleet, there has to be some kind of drawback. If you refuse to have anything to do with the Remnant then that's your call.

It's also actually a lot more lenient than the Loyalist. Loyalists have to follow the effects and are basically forced co-operate with the Remnant to a certain extent. Renegades can flip them off and go "stop fooling yourselves; the Empire is already dead, I don't have to listen to you".

Not everything has to be perfectly balanced.
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Post by Cynsye »

Major Trait:

Space Colonies:

A nation of peoples who have lived in large scale space stations for long periods of time, around gas giants or in asteroid belts for example. Adept at gas & asteroid mining but suffer due to gravity when planet side. Generally a communist style government due to resource restrictions.
Effect 1: Reduced/Removed dangers for asteroid and gas giant mining.
Effect 2: Increased mining yield from asteroids & gas giants (5-10%).
Effect 3: Morale resistant to change, however effects of low morale more severe, and riots devastating (ie: if the controller lives at the riot location you get loaded into an escape pod and ejected).
Effect 4: Slightly improved repair rates.
Effect 5: Inability to use Experienced Miners trait planet side (if have it).
Effect 6: Reduced mining income and morale planet side (10-20%).
Effect 7: Reduced tax income. (25-30%)
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HorseMonster
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Post by HorseMonster »

Minor traits:

Mining Income (max +/-20%)
-1 points per +5%
+1 points per -5%

Tax Income (max +/-20%)
-1 points per +5%
+1 points per -5%

Salvage Income (max +/-20%)
-1 points per +5%
+1 points per -5%

Research Time (max +/-20%)
-1 points per -5%
+1 points per +5%

Construction Time (max +/-20%)
-1 points per -5%
+1 points per +5%

Construction Cost (max +/-20%)
-1 points per -5%
+1 points per +5%

Planetary Morale (max +/-5)
-1 points per +1
+1 points per -1

Ship HP (max +/-20%)
-2 points per +5%
+2 points per -5%

Ship Power (max +/-20%)
-1 points per +5%
+1 points per -5%

Ship Speed (max +/-20%)
-1 points per +5%
+1 points per -5%

Ship Turning (max +/-20%)
-1 points per +5%
+1 points per -5%

Ship Acceleration (max +/-20%)
-1 points per +5%
+1 points per -5%

Weapon Damage (max +/-20%)
-2 points per +5%
+2 points per -5%

Type-Specific Weapon Damage (max +/-40%)
-1 points per +10%
+1 points per -10%

(Pick one weapon type: Artillery, Autocannon, Beam, Drone, Missile, Vulcan)

Weapon Reload (max +/-20%)
-1 points per -5%
+1 points per +5%

Weapon Range (max +/-40%)
-1 points per +10%
+1 points per -10%
Last edited by HorseMonster on Fri Mar 05, 2010 5:31 am, edited 2 times in total.
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Post by Silverware »

Arcalane wrote: "Rather negative"? Taking in mind you basically get a stronger starting fleet, there has to be some kind of drawback. If you refuse to have anything to do with the Remnant then that's your call.
I was more looking at
Arcalane wrote: Effect 1: Your faction's starting forces are replaced with a small-to-moderate group of extra lower-quality Imperial Navy warships.


The extra lower-quality ships, they way its said makes it look like the ships are lower quality than the starting basic fleets.

If it does give you a better fleet then sure its balanced enough for me.
But the way its worded makes it not seem that way.

Minor

Manufacturing (max +/-20%)
-1 points per -5%
+1 points per +5%
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Arcalane
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Post by Arcalane »

Imperial Navy ships are better quality than everything else, period, so they're only lower-quality in comparison to other Imperial Navy ships. Still superior to most normal ships.
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Post by Verminator »

Major Trait

Fanatics:
Your group is driven by a religious devotion to a philosophy. This can be actual religion, or it might be another practical philosophy, like devotion to the advancement of science, or the rebuilding of the old empire. All your citizens are brainwashed to follow your creed without question, and the few that aren't are "removed." The result is that your populace is fanatically loyal. As leader of your faction, you wield power by adhering to the people's faith. So long as your faction's philosophy is upheld through your actions, you will enjoy unflinching support.

Effect 1: Stick to your philosophy's creed, and your support and morale will stay high even if your people are living in misery and squalor. Conversely, stray from the cause and your support and morale will fall, even if your people are living in luxury. You can deliver in-character speeches to alleviate the effects should this happen, but you'd better be a smooth talker, and even if you succeed, you won't be able to repeat it too often.
Effect 2: Your populace starts low, as your cult-like outlook will draw few people initially. However, you can send out envoys and missionaries to other worlds to seek new converts. This works best on the disillusioned and depressed, so seek out planets with low morale. How the owner of that planet deals with this is up to them, but it will be they who have to deal with the consequences - treating a growing, newly fanatical religious movement harshly could result in social unrest, for instance.
Effect 3: If your morale and support are high enough, you can issue a call to arms amongst your people to get them to fight in the name of your doctrines as a last resort. The size of the force you get from this is proportional to the morale of your population - the happier the population is with you, the greater the number of recruits. The quality of the force is questionable to say the least - any soldiers you gain will be committed, but poorly trained and equipped, and any ships you gain will be makeshift - essentially, civilian vessels with ageing weapons attached, but this can possibly be made up for through sheer force of numbers.
Last edited by Verminator on Sun Mar 14, 2010 9:57 pm, edited 1 time in total.
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Post by Elitay »

Bunch of major trait ideas:

Plutocracy
Your house is governed by a plutocracy. In the power vacuum after the fall of the empire, the richest merchants used their wealth to sieze control of the planet. Those with the largest amounts of credits and property are able to buy positions on the ruling government but most of your people are serfs, working for enough money to buy a better future for their children.

Effect 1: Lower population morale.
Effect 2: A certain amount must be paid each turn to remain in power.
Effect 3: Increased revenue from trade
Effect 4: Production and mining +5%.

Democracy
Your house is governed for the people and by the people. After the fall of the empire, the local senator organized a provisional government which soon became real. The democracy keeps your people happy and productive, but if your party doesn't do a good job, you may be voted out of power.

Effect 1: Higher population morale
Effect 2: Production and mining +5%
Effect 3: Should you be seen as losing a war, you might be voted out of power.

Technocracy
Your house is governed by its scientists and engineers. Positions of authority are awarded based on seniority and ability. The ruling elite carefully control the populace according to the latest research in economics and sociology.

Effect 1: Research is 20% cheaper
Effect 2: Production and mining -5%
Effect 3: Population morale is up.
Effect 4: Pirates raid more frequently trying to steal your advanced technologies and supplies.

Totalitarianism
Your house is the supreme rulership of your people. Any rebellion, real or percieved, is crushed by the military police. Most of your people are too afraid to speak out and live quiet productive lives, but there are always rebel factions.

Effect 1: Low population morale
Effect 2: Production and mining up 5%
Effect 3: Relations are low with non-totalitarian governments.
Effect 4: Start with extra ships of your own making.

Theocracy
The supreme ruler of your house is one or more gods or religous leaders. Your people look to the leadership for spiritual guidance. Perhaps by working hard for your house in this life, they can secure a place in the afterlife.

Effect 1: High morale
Effect 2: Production and mining up 10%
Effect 3: Research costs up 20%
Effect 4: Your house won't support complete alliances with houses that do not embrace its religion.

Pirate Relations
Your house has strong ties among the pirates. Your planets are often used by the pirates to repair and sell their illicit gains. The pirates will not attack your planets or vessels and in return you guarantee them safe harbor at your space stations and planets.

Effect 1: Pirates will not attack you
Effect 2: You must allow pirates free access to your territory
Effect 3: Relationships with other houses and the remnant are lower
Effect 4: Relationships with the pirates start off very high
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Re: Faction Creation System v0.01

Post by Maart3n »

You know, the way it's looking right now would make one mayor trait enough already.
Most of them have effects that are good enough on their own.
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Arcalane
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Re: Faction Creation System v0.01

Post by Arcalane »

For once (shock, horror) maarten brings up a fairly valid point. Either the current majors need to be toned down, or we need to reevaluate the system a bit. It looks like we might be changing back to the old 'one major trait' system, albeit keeping the minor traits for small-scale customization.
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Re: Faction Creation System v0.01

Post by Silverware »

Or have Majors as pre-made selections while players could opt for a custom one which uses Minors. Those however need to be pre-approved by yourself and they will likely have to have fewer good points than the normal Majors.
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