12-04-2006, 04:50 PM
Previously, I allowed all factions to own systems regardless of their affiliation. We had enough systems for everyone then, but now, with 4.82 release, situation has changed. Clan systems are the only ones remaining, with exception of new House systems. But is it logical for some unlawful Edge Worlds factions to claim house systems, even while they are empty? And what's the use for an empty system?..
All this raises many issues that I wish to be discussed in this thread. How to make faction systems useful? What system owning rules should we have now? And how could players influence what's placed in those systems?
System owning
First of all, no more controlled/influenced systems. Each faction has one system, and this system is NOT an original one (which include Nomad systems, Tekagi's system, all pre-4.81 systems (Omega-15,47,49, Munich, Newcastle).
All other systems are free for all players. However...
there's roleplaying, and roleplaying allows to defend loyal NPCs, their bases, and even their systems. This shouldn't mean that all AW can go to Tau-29 cause there's Freeport 6 (Zoner base) and declare this system to be their zone of influence or whatever.
As for faction systems themselves, factions are completely free in what should be done there. They can impose their own taxes, rules of conduct, and any rules that they find suitable. These rules might even contradict main server rules.
How is it possible to make faction system look special? I'll say a few words later.
Roleplay restrictions
When a faction gets a home system, it does not become part of NPC faction. Players should be considered to be part of elite "Guard" faction that is independent from any NPC faction obligations. There are only a few borders that should not be surpassed.
- Lawful/unlawful - if your faction takes Red Hessian home system, you cannot fight for Rheinland Military (NPC or player).
- Outcasts/Corsairs - Most pirate factions are divided. Some are allied with Outcasts, some with Corsairs. I've posted list somewhere already, but will be good to re-post it here.
Corsairs:
Hogosha
Farmers Alliance
Gaians
Outcasts:
Lane Hackers
Liberty Rogues
Mollys
Red Hessians
Blood Dragons
Undecided:
The Order (sympathise Corsairs)
GC (sympathise Outcasts)
Xenos (independent)
Junkers (sympathise Outcasts)
LWB (unknown)
Unioners (unknown)
Undecided factions allow more freedom, obviously.
- Bretonia/Kusari. While ships of Kusari and Bretonia fight in Tau, you cannot claim Hiroshima (Kusari Navy home), announce that the war ended and you are now friends of Bretonia. It's a matter of storyline when the war will end, if it will ever end.
What this all should mean? For example, you want a Unioner home system (Mackenzie). You don't even need a Unioner tag. You can have any unlawful ID, including Freelancer ID. And you should roleplay for bad guys (pirates, smugglers etc).
Same for lawfuls. Why a lawful group cannot take Liberty Police system, even if they are not related to Liberty? The system is vacant, and new players won't be affected since it's not Colorado but Illinois, place where they cannot even enter unless they become very friendly with Liberty Police.
Player-built systems
Unfortunately, writing a tutorial on how to create systems will take much more time than creating a few myself. Therefore, I have a proposal that will make things easier for all of us.
Draw an outline of your system. You can do it in Freelancer Explorer, you can do it in any other program. Just make sure it looks like a FLE drawing. Like this:
Or this, which should give a better idea of what object density should be in a typical clan system:
Will be much easier for me to operate with your ideas than your code. As for special requests/wishes and names for places in your system, include all this into text describing your system.
That's all for now, and I'm expecting feedback.
All this raises many issues that I wish to be discussed in this thread. How to make faction systems useful? What system owning rules should we have now? And how could players influence what's placed in those systems?
System owning
First of all, no more controlled/influenced systems. Each faction has one system, and this system is NOT an original one (which include Nomad systems, Tekagi's system, all pre-4.81 systems (Omega-15,47,49, Munich, Newcastle).
All other systems are free for all players. However...
there's roleplaying, and roleplaying allows to defend loyal NPCs, their bases, and even their systems. This shouldn't mean that all AW can go to Tau-29 cause there's Freeport 6 (Zoner base) and declare this system to be their zone of influence or whatever.
As for faction systems themselves, factions are completely free in what should be done there. They can impose their own taxes, rules of conduct, and any rules that they find suitable. These rules might even contradict main server rules.
How is it possible to make faction system look special? I'll say a few words later.
Roleplay restrictions
When a faction gets a home system, it does not become part of NPC faction. Players should be considered to be part of elite "Guard" faction that is independent from any NPC faction obligations. There are only a few borders that should not be surpassed.
- Lawful/unlawful - if your faction takes Red Hessian home system, you cannot fight for Rheinland Military (NPC or player).
- Outcasts/Corsairs - Most pirate factions are divided. Some are allied with Outcasts, some with Corsairs. I've posted list somewhere already, but will be good to re-post it here.
Corsairs:
Hogosha
Farmers Alliance
Gaians
Outcasts:
Lane Hackers
Liberty Rogues
Mollys
Red Hessians
Blood Dragons
Undecided:
The Order (sympathise Corsairs)
GC (sympathise Outcasts)
Xenos (independent)
Junkers (sympathise Outcasts)
LWB (unknown)
Unioners (unknown)
Undecided factions allow more freedom, obviously.
- Bretonia/Kusari. While ships of Kusari and Bretonia fight in Tau, you cannot claim Hiroshima (Kusari Navy home), announce that the war ended and you are now friends of Bretonia. It's a matter of storyline when the war will end, if it will ever end.
What this all should mean? For example, you want a Unioner home system (Mackenzie). You don't even need a Unioner tag. You can have any unlawful ID, including Freelancer ID. And you should roleplay for bad guys (pirates, smugglers etc).
Same for lawfuls. Why a lawful group cannot take Liberty Police system, even if they are not related to Liberty? The system is vacant, and new players won't be affected since it's not Colorado but Illinois, place where they cannot even enter unless they become very friendly with Liberty Police.
Player-built systems
Unfortunately, writing a tutorial on how to create systems will take much more time than creating a few myself. Therefore, I have a proposal that will make things easier for all of us.
Draw an outline of your system. You can do it in Freelancer Explorer, you can do it in any other program. Just make sure it looks like a FLE drawing. Like this:
Or this, which should give a better idea of what object density should be in a typical clan system:
Will be much easier for me to operate with your ideas than your code. As for special requests/wishes and names for places in your system, include all this into text describing your system.
That's all for now, and I'm expecting feedback.